Generalized in mods? - Page 3

Generalized in mods?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I think Spring's resource system is versatile enough to be changed to something completely different.. ie, its easy enough to remove one of them entirely and have a single resource, but probably not to add one ( No AoE food/wood/gold/houses :( ), but Warcraft-style wood/houses can be done, C&C's tiberium/power, etc. As long as a resource is something that needs to be made in some way in order for something else to be built, you can do it!
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

Id prefer a less hacky approach than using storage and resoucres.. and actually have hard unit limits, and possibly pop caps or at least this buidling gives 10 pop this unit uses 2..
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

knorke wrote:Whats KDR_11's project again? The one with the big commander ships? That mod had some cool units (flying Transportbox ftw) but still felt similiar.
Although CvC has big commander ships it doesn't have transport boxes so I assume you're talking about Gundam. CvC is the mod with the shielded commander that fires artillery, hundreds of drones swarming around and a few big vehs mopping them up.
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