General Info
I'm trying to make a mod based on Dark Reign, but I need help.
I can do the art (models, animations, interface), the unit fbi files and I'm sure maps as well.
Team
Chosker - Models, textures, animations, GUI, maps.
more people needed. see below
Help Wanted
I have very little knowledge and experience in coding. It's been some days of me trying to figure out how to start implementing the features I need in Lua but it's much too complicated for me.
so I'd like to team up with someone interested in a Dark Reign mod, and do this together
Samples, etc
a while ago I did a few of the Imperium units as hobby.

they're not specially good and I know I can do better now, but I can take them as a basis to start
here's a link to my portfolio to show more of my abilities http://www.sanzpont.com/chosker/
for now I'll start with some of the units and I'll post some updates as I go
Status, To Do list
Art
- Unit Models
- Shared: 0/6
- Imperium Side: 0/15
- Freedom Guard Side: 0/18
- Shared: 2/3
- Imperium Side: 1/15
- Freedom Guard Side: 0/13
Lua Rules
1. [Done] Change starting units (no Commander, only 3 Construction Rigs)
2. [Done] Construction Rigs go inside buildings when construction starts (disappear/kill the Rig). Happens with most buildings but not all
3. Map resources: Metal and energy used as water and taelon. Resources regenerate over time. Trees, rocks, etc, can't be harvested
4. Freighters: Harvest taelon and physically deliver it to Taelon Reactors
5. Freighters: Harvest water and physically deliver it to Water Launch Pads
6. Freighters: Amount of taelon and water to gather is limited
7. [Done] Taelon Reactors and Water Launch Pads to spawn a freighter when built
8. Energy: used by buildings but not consumed
9. Energy: buildings always use it (not only when having activity)
10. Energy: Taelon Reactors able to store taelon up to a limit
11. Energy: Taelon Reactors to produce more energy based on stored taelon
12. Energy: Buildings' capabilities reduced operating on low/critical power, which happens when more energy is being used than produced
13. Water: Water Launch Pads able to store water up to a limit
14. Water: once the water storage limit is reached, clear it and receive 3000 metal
15. Building upgrades, changing its mesh/texture as well
16. Unit/Building construction pre-reqs: Need 'X' building to build 'Y' unit, even if the builder is the same
17. Unit/Building construction pre-reqs: Having a pre-req building built allows the rest of the buildings to use it. ie, with a lvl2 Training Facility available, a lvl1 Training Facility can build units as if it was also lvl2
18. Building power on/off not instant (take 'X' seconds to complete)
19. Building repair: Buildings self-repair but need to activate it manually. If building has 100% health, repairing is auto-deactivated again (need to re-activate every time to heal)
20. Building sell: Sell a building, get resources back (half its building cost), get a builder back
21. Unit morphing: Ability to visually morph into certain enemy units (only the model mesh)
22. Unit morphing: Ability to visually morph into map objects: trees and rocks
23. Saboteur weapon: A unit weapon that damages buildings to 50% of its Total HP, no matter its current HP (if HP is at 50% or below it deals no damage)
24. Building infiltration: Ability to go inside certain enemy buildings, seeing with its LOS. The building owner doesn't get any notices. Must not work on allied buildings
25. Building infiltration: If unit is infiltrated for more than 'X' seconds, it's dropped out of the building, the building owner gets a notice and the building cannot be infiltrated for 'X' seconds
26. Building infiltration, provide: Infiltrating a Headquarters (Commander) building makes the player see all of the enemy player's LOS. Infiltrating a Water Launch Pad or Taelon Reactor building allows the player to see the enemy player's resources
27. Building infiltration, Tech stealing: Infiltrating a Training Facility or Assembly Plant building displays a list of the units it can build. Clicking an item of the list will steal the technology after 'X' seconds
28. Building infiltration, Tech stealing: Infiltrating a Headquarters building displays a list of the buildings a Rig can build. Clicking an item of the list will steal the technology after 'X' seconds
29. Building infiltration, Tech stealing: An infiltrator unit has no limit of the amount of Techs to steal
30. Building infiltration, Tech stealing: Infiltrators need to return to a Headquarters building of its own to deliver the stolen technology
31. Building infiltration, Tech stealing: Delivered stolen Tech will now be available for construction
32. Weapon recharging: Condition for certain units to have limited ammo, automatically returning to a certain building to recharge. Only used on air units
33. Weapon Fire Once: Condition for certain units to only fire once and then stop firing
34. Weapon self-destruct: Condition for certain units to be killed when they fire their weapon
35. Unit Cloaking: Make certain cloakable units decloak on fire or moving
36. Teleportation: Ability for a building to teleport up to 3 units to any point in the map that the player or allies have had LOS on. The building needs 'X' seconds to charge after using
37. Amper weapon: A weapon that when fired on own/ally/enemy infantry unit, fully heals them but also kills them after 'X' seconds unless they are healed at a Hospital building
38. Hostage taking: Ability for a unit to capture a single enemy infantry unit, turning it into an own certain unit after 'X' seconds
39. Water Contaminator: Ability for a unit to reduce the regeneration rate of a map's water resource point
Lua Interface
1. Weapon Ammo Bar: When selected, make certain units display a progress bar showing its weapon's ammo amount. Used for units with Weapon Recharge
2. Weapon Reload Bar: When selected, make certain units/buildings display a progress bar showing its weapon's reload time (used for units with very long reload time. since these use Fire Once, you need to know when you'll be able to fire again)
3. Functionality Reload Bar: When selected, make certain units/buildings display a progress bar showing the reload time they need before having its main special functionality available for use again
4. Water Resource Bar: Display a bar with the water level out of the highest one of all of the Water Launch Pads
5. Sell Water: A button to clear the water to get metal before the water limit on the Water Launch Pad is reached. The amount of metal to get is the percentage of water/limit minus 'X' of penalty. Also done by clicking on the Water Resource Bar
6. Scout Button: A button to send units to explore the map, moving automatically and specially to unexplored zones, and avoiding combat
7. Harass Button: A button like the Scout Button, but engaging in combat firing a few shots and retreating if taking fire, to then keep scouting or returning to heal if a healing building is available
8. Search & Destroy Button: A button like the Scout Button, but engaging in combat and fighting to the death
9. Fog of War: Unexplored map areas to be completely black. Explored areas 50% dark and areas with LOS full colors. (Needed for [Lua Rules 36. Unit Teleportation] since it should only be available on Explored and LOS areas)
10. Enemy resource bar: When infiltrating certain buildings, A UI window popping with information about the enemy's resources. Needed for [Lua Rules 26. Building infiltration, provide]
11. Resource bars, water: interface bar that displays the water level of the water launch pad with the highest level of water at any time
12. [Done] Resource bars, energy: interface bar that displays the energy level
12. [Done] Resource bars, credits (metal): number on the interface that displays the amount of credits (metal) available
Updates
Sep 20
after a little modelling I came up with the first building, the Imperium HQ.
Sep 21
did some more work on the HQ. 880 poly's with the surrounding platform (which will be mud like the original game shot)


Sep 23
textured the HQ. ended up as 904 poly's and uses a 512x512 texture. the colored version is hopefully how team colors will look.
rendered with 100% self illumination, single light and no shadows


more work today. got the HQ in-game


Sep 25
did the taelon reactor. abit heavy at 1138 poly's but the needed features asked for it. yellow parts are the only ones colored as team colors.


and now got it in-game, to show with the slightly updated (and still WIP) interface


Sep 27
Water Launch Pad model ready. quite a simpler building so I got all the needed detail on 660 poly's.

