Idea of mod.
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Idea of mod.
A few days ago, I imagined a mod completely based on morphing. I've started working on it, but my computer disagree and died before I could achieve a single unit...So I can't make this mod myself, and I don't expect to get a new computer for months. (I'm doomed to use a prehistoric laptop that can't even display 2D games).
So, basically, the mod concept is very simple :
- You can only build cells. Cells are some cheap little stupid units that can't build anything, attack anything or produce anything. But they can morph. The Cells are build by a Commander-factory.
- Cells can morph into buildings, like mexes, solar generators, defenses or anything useful to make a base. (Just like Zergs)
- Cells can also morph into fighting units, from cheaps weak raiders to strong warriors. (Just like Zergs too)
- Cells can morph into Tech II Cells, and then Tech III...Tech n Cells. Each Tech level allow the Cells to morph into stronger/better stuff. Techs levels are unlocked by morphing the Commander-factory into a Tech n+1 Commander-factory (Which will be able to build Tech n+1 cells)
- Morphed Cells can also morph into Tech n+1 stuff. (A tech I mex will morph into a Tech II mex, for example)
- But the essential thing is that morphed cells can unmorph into cells again, providing a great flexibility. (A solar farm can suddenly morph into a dangerous army, for example)
Concerning the look of the units, I was thinking to make simple and low-poly units, with a visually distinguished look, still using a common base (The Cells one). I've lost the few thing I've done in my deciduous computer's hard disk, so I can't post screens of my works.
Concerning the factions, I was planning 1 (unnamed) faction, at least for start.
Well, I can't go any further for now. I'll try to grab a decent computer at school...If I succeed, I'll be able to make this mod myself. If I don't, then feel free to make this mod...I'll be glad anyway if this mod get alive.
(I apology for my English, I'm not a native English-speaker)
So, basically, the mod concept is very simple :
- You can only build cells. Cells are some cheap little stupid units that can't build anything, attack anything or produce anything. But they can morph. The Cells are build by a Commander-factory.
- Cells can morph into buildings, like mexes, solar generators, defenses or anything useful to make a base. (Just like Zergs)
- Cells can also morph into fighting units, from cheaps weak raiders to strong warriors. (Just like Zergs too)
- Cells can morph into Tech II Cells, and then Tech III...Tech n Cells. Each Tech level allow the Cells to morph into stronger/better stuff. Techs levels are unlocked by morphing the Commander-factory into a Tech n+1 Commander-factory (Which will be able to build Tech n+1 cells)
- Morphed Cells can also morph into Tech n+1 stuff. (A tech I mex will morph into a Tech II mex, for example)
- But the essential thing is that morphed cells can unmorph into cells again, providing a great flexibility. (A solar farm can suddenly morph into a dangerous army, for example)
Concerning the look of the units, I was thinking to make simple and low-poly units, with a visually distinguished look, still using a common base (The Cells one). I've lost the few thing I've done in my deciduous computer's hard disk, so I can't post screens of my works.
Concerning the factions, I was planning 1 (unnamed) faction, at least for start.
Well, I can't go any further for now. I'll try to grab a decent computer at school...If I succeed, I'll be able to make this mod myself. If I don't, then feel free to make this mod...I'll be glad anyway if this mod get alive.
(I apology for my English, I'm not a native English-speaker)
Re: Idea of mod.
I'm not sure if more then one morph per unit is possible yet. >_<
But, I really like this concept, it's like nanoblobs, and Evolution combined.
As far as making this is concerned, I'll gladly help, and I'm pretty experienced with low poly models, but, if you want a specific way of texturing, don't call me. I can also script, pretty well aparantely. I don't know lua, which is what the morph system depends on.
I made up some models, which in my opinion, meet what I think you want, if not, I can give you links to the various programs you'll need to make your mod. :D
But, I really like this concept, it's like nanoblobs, and Evolution combined.
As far as making this is concerned, I'll gladly help, and I'm pretty experienced with low poly models, but, if you want a specific way of texturing, don't call me. I can also script, pretty well aparantely. I don't know lua, which is what the morph system depends on.
I made up some models, which in my opinion, meet what I think you want, if not, I can give you links to the various programs you'll need to make your mod. :D
Re: Idea of mod.
EE.rcdraco wrote:I'm not sure if more then one morph per unit is possible yet. >_<
Models, hurrah
Last edited by rcdraco on 11 Jan 2008, 02:45, edited 1 time in total.
Re: Idea of mod.
It's all quite possible, most of the Lua code exists already in an E&E gadget which was derived from the morphing gadget.
Though, someone has to fix the unit replacer because it doesn't work with factories back to units right now.
Though, someone has to fix the unit replacer because it doesn't work with factories back to units right now.
Re: Idea of mod.
@rcdraco: Nice models
I've made the cells more like pills, with the morphed ones with the guns/stuff spawning from hatches, deploying when the morph ends.
For the guns, I think 3 or 4 weapons types would be enough. (e.g. lasers for cheap warriors, plasma for heavy warriors, artillery and anti-air)
@smoth: Huu ? Well, the cell name is just a suggestion, like everything else...
I've also seen some multi-morphing units in CA.

For the guns, I think 3 or 4 weapons types would be enough. (e.g. lasers for cheap warriors, plasma for heavy warriors, artillery and anti-air)
@smoth: Huu ? Well, the cell name is just a suggestion, like everything else...
I've also seen some multi-morphing units in CA.
Re: Idea of mod.
An issue with the idea is that you're basically making the player build buildings, just that you require him to check back periodically and order the next stage of the morph. You could just as well sum the stages up and make the player place the final stage directly (which would create a cell that perform the necessary morphs to reach the target).
Re: Idea of mod.
I'm not sure to understand...If you mean that it would require too much morphs to reach the last tech level, you've missed that it would be possible to build Tech II...n cells, once the Factory is upgraded (1 (expensive) upgrade per tech level) . These cells could then morph into Tech n buildings/units.
So you won't have to morph cells through all the tech levels. (Except the first ones that you've build at tech I)
I think that the Factory should be allowed to build all the unlocked tech levels (i.e. if the tech III is unlocked, you can buid tech I, II and III cells)
Concerning the factory, do you think that it is better to allow building factories, or to have a single commander-like factory ?
So you won't have to morph cells through all the tech levels. (Except the first ones that you've build at tech I)
I think that the Factory should be allowed to build all the unlocked tech levels (i.e. if the tech III is unlocked, you can buid tech I, II and III cells)
Concerning the factory, do you think that it is better to allow building factories, or to have a single commander-like factory ?
Re: Idea of mod.
Problem, basically: you can't queue morphs. No queueing = extreme tedium.
Re: Idea of mod.
First of all. That doesn't seem to bother StartCraft Players.Pxtl wrote:Problem, basically: you can't queue morphs. No queueing = extreme tedium.
Second... you could make a lua gadget that could handle Qs like this.
OR in the design you could just have the ability to morph from a level 1 cell to level 3 fighter with one click, just have it take the length of time it would have taken to do all 3 needed changes (and maybe actually really do all 3 morphs)
Re: Idea of mod.
If we wanted to play Starcraft we wouldn't be here now would we?SinbadEV wrote:First of all. That doesn't seem to bother StartCraft Players.
Re: Idea of mod.
You know what could instill another 20 degrees of awesomeness into the mod? If the cells would divide on their own. Maybe the replication speed could be based on the metal amount in the ground? So you'd have breeding grounds, where new cells are made. It seems a bit reminiscent of the nanoblobs econ-thing, only awesome. And maybe cells could use the corpses of other cells to fuel their replication.
Ask rANDYIf we wanted to play Starcraft we wouldn't be here now would we?
Re: Idea of mod.
I won't be able to model for this tonight yet, since I'm working on a steam powered 3 wheeled Sports Car that can go over 100mph. :D
Re: Idea of mod.
I sincerely hope you are kidding... There is no reason to avoid implementing features that would not be liked by our current community. This is like saying "we have enough users as it is, we don't want anymore".KDR_11k wrote:If we wanted to play Starcraft we wouldn't be here now would we?SinbadEV wrote:First of all. That doesn't seem to bother StartCraft Players.
Re: Idea of mod.
Even if that "feature" is introducing bad practice?
Re: Idea of mod.
I really like this idea... if you have them only divide when they are idling in a designated spawning location I don't think it would get too "nanoblobs"-ish... especially if you need a traditional infrastructure in place to support the other units functionality.BaNa wrote:You know what could instill another 20 degrees of awesomeness into the mod? If the cells would divide on their own. Maybe the replication speed could be based on the metal amount in the ground? So you'd have breeding grounds, where new cells are made. It seems a bit reminiscent of the nanoblobs econ-thing, only awesome. And maybe cells could use the corpses of other cells to fuel their replication.
Re: Idea of mod.
SinbadEV wrote:I really like this idea... if you have them only divide when they are idling in a designated spawning location I don't think it would get too "nanoblobs"-ish... especially if you need a traditional infrastructure in place to support the other units functionality.BaNa wrote:You know what could instill another 20 degrees of awesomeness into the mod? If the cells would divide on their own. Maybe the replication speed could be based on the metal amount in the ground? So you'd have breeding grounds, where new cells are made. It seems a bit reminiscent of the nanoblobs econ-thing, only awesome. And maybe cells could use the corpses of other cells to fuel their replication.
Imagine how different attacks could go, as the attacking cells feast on the remains on the battlefield and/or use the newly liberated "metal" spots to multiply. We could redesign the base-based thinking with something like this. / I think some units in EE have cloning, no? /
Re: Idea of mod.
In Kernel Panic 2.0, the bug->exploit morphing can be queued, as long as you use the button and not the hotkey.Pxtl wrote:Problem, basically: you can't queue morphs. No queueing = extreme tedium.
Though the morphing erase the unit queue afaik, and even if it carried over the initial unit wouldn't have the button opened only after morphing, so no queue in that sense. Though plenty of ways to fix as above.
Basically, it's not that because once a morph gadget refused to be queued, that all future morph gadget will be enqueable.
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Re: Idea of mod.
Is it possible to make mobile mexes? Because if it was you could make cells collect their own resource from metal spots and when they have enough stored they can morph/duplicate. This would need a good UI to avoid being tedious like a 'morph when you're able' button.