mod ponderings

mod ponderings

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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Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

mod ponderings

Post by Dead.Rabit »

currently i can only program 2D games.. but if i was to learn C++ and more 3D stuff.. would anyone be interested in my mod idea

i suppose i would call it XTA beta or something

changes to XTA

-possibly a tracks defensive system... like imagine a monorail with guns... sort of a set of mobile turrets.. obviously you could destroy the tracks.. but the train pieces would have nanolathes for this reason

-an arm superweapon.. no no no not a unit.. but alomst like a nuke.. you charge up a building when you have it fully chanrged (1 charge at a time.. you cant store multiple) then you mark a unit... send it at something then you order the building to fire.. satalite goes up.. omega beam of destruction destroys your unit and anything around it

-lvl 2 hovercrafts, id also make hovercrafts hover higher so they become faster over terrain but they would all still be weaker in either armour or firepower then their tank counterparts.

-unit upgrades .. not like your thinking.. im considering like a hovering nanolathe to heal the unit.. or an extra gun

-chain guns

-making AA less effective but also make planes with a limmited salvo so they HAVE to land and refuel and/or reload.

-add gunships.. like real ones.. they would be able to refule other planes but have a handful of turrets and perhaps the abbility to drop off units..

-teleporters .. BUT you have to have a reloacater every so often so you cant just teleport into enamy base..

-i dunno if this is possible or not but how about adding sleight cell shading to the game take away all the rough edges, make it look a bit more cartoony.. beats remaking all the units

i dunno, im more fond of some ideas then others.. is anyone interested.. itll take me at least 4 months (if i dedicate all my time) but believe it or not i have some form of social life =p

if any other moders want to addopt anything here feel free.. tho please give some form of recognition =D
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

-lvl 2 hovercrafts, id also make hovercrafts hover higher so they become faster over terrain but they would all still be weaker in either armour or firepower then their tank counterparts.
well hovers are considered lvl2 from the start and you can see that in the plant's cost
-unit upgrades .. not like your thinking.. im considering like a hovering nanolathe to heal the unit.. or an extra gun
-add gunships.. like real ones.. they would be able to refule other planes but have a handful of turrets and perhaps the abbility to drop off units..
-teleporters .. BUT you have to have a reloacater every so often so you cant just teleport into enamy base..
well this would damage gameplay as hell, as you dont really know the changes you propose and the game playability afterwords.

Other than that some changes you cant get with a mod only, as some reactions and actions are hardcoded in the engine
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Most of that list can be done with just regular modding, without learnig C++.

- Turrets on rail: possibly the only thing that requires to learn C and change the engine.

- Superweapon: How different is it from nukes or TLL ion cannon? (I'm not sure how that one works in Spring, I only remember it from the TA version of TLL)

- Level 2 hovers: That's probably been done a hundred times, if not for Spring then for TA.

- Upgrades: Would needs more precision on what you really, but I'm sure mere scripting is enough to have upgrades. Especially once Zaphod release next Spring version with the script command get TEAM or something.

- Chain gun: just like the peewee guns you mean? Or just like the vulcan?

- AA and planes: you don't need C++ and 3d modelling skill to make AA less effective. As for limited plane ammunition, despite how I dislike the idea, I can think of scripting workaround for that. The refuel however would need to change to the source. I'm not sure how it'll work ingame. Would plane drop dead from the sky if you forgot to manually click refuel on each and every of them?

- Gunship: Just change the model of gunship and they'll be just like real ones. And I never ever saw a plane refuel from a gunship. Remove me that doubt, by gunship you mean helicopter right? There's already some TA mods with helicopter than can load units and have turrets.

- Teleporter: Just use a regular transport, and remove the distance limit check in the script, and bam, teleporter! Or you could use my Stargate or something similar.

- Cell shading: I had an idea involving russians doll and inverted faces with full self illuminated plain colors.

No way you're given any kind of recognition for a poorly written post about things already described many times, when not plain already done.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

zwzsg wrote:- AA and planes: you don't need C++ and 3d modelling skill to make AA less effective. As for limited plane ammunition, despite how I dislike the idea, I can think of scripting workaround for that. The refuel however would need to change to the source. I'm not sure how it'll work ingame. Would plane drop dead from the sky if you forgot to manually click refuel on each and every of them?
Alternatively poke someone into writing a GroupAI that checks how long a plane has been in the air and orders it to the nearest Air Repair Pad or something, and that forces it to Hold Fire (and not undertake area-fire orders or FPS commands) until it lands on an Air Repair Pad.
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