Please, reading this
could help you get the staff you need. Nobody will be interested from a mod if you wont tell nothing but couple of new things that the mod will include _________________
-Vehicles:
.Panzer II
.Panzer IV
.Panzer V G
.Tiger I
.Tiger II (Special unit)
.Opel Blitz (Transport troop or tiberium keeper)
.Sdkfz 251/1 Mg42 (armored transport troop).
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sun Oct 01, 2006 6:21 pm Post subject:
add mp44-carrying special forces with c4 and antitank grenades. (very different from AP grenades) _________________ Please, read the signature rules of the forum. QUICK_EDIT
i guess you mean "Jawohl"...
I would add some STuGs and artys for the germans... _________________ Last edited by Stygs on Fri Oct 06, 2006 7:27 pm; edited 1 time in total QUICK_EDIT
Joined: 03 Sep 2005 Location: In a building,creating the fench Brotherhood of NOD and recruiting...
Posted: Mon Oct 09, 2006 6:43 pm Post subject:
I don't know any SKU45, and i'm crazy about ww2 history and weapons. I know a lot of them. This is why i want to make this mod. Sind sie fertig herren? Hoff dass ja!
But maybe he talks about the german Stuh 42 (Like stug but with more powerful gun). Otherwise, i don't know!
Maybe I can add fallschirmjäger paradrop? _________________
Stuka is the german short spoken word and most spelled description of "sturzkampfbomber" in english "cropper fighter bomber" - most succsessive german aerial invasion machine, but it failed miserably in england's assault waves of them after a long way of sucsess. _________________ Hydraw Art on Facebook QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sat Oct 21, 2006 9:20 pm Post subject:
sturzkampfbomber? that's half english! shouln't it be "bommenwerfer"? (like "flammenwerfer" = flamethrower)
(for those who dont know: german is pretty close to dutch, in which it is "bommenwerper".) _________________ Please, read the signature rules of the forum. QUICK_EDIT
i hope you have a P40 they turn faster than the ME109E
and roughy have the same speed/ combat role and anyway P40's and yak9's rule looks and all
plus anyway P40's (kittyhawk) can carry up to 10 X 50cal mg's , imagine the fire power from that ehh . _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 03 Sep 2005 Location: In a building,creating the fench Brotherhood of NOD and recruiting...
Posted: Sat Oct 28, 2006 12:22 pm Post subject:
MMmmm...
I'll fix that. More ideas or help? I can't fix the contruction yard problem and the stupid AI: the AI build innoffensive guard towers all around the map... (stupid) _________________
Joined: 03 Sep 2005 Location: In a building,creating the fench Brotherhood of NOD and recruiting...
Posted: Sat Nov 11, 2006 11:04 pm Post subject:
Allright. There would be 4 campaigns:
-German campaign, starting at the est front (1942-1944) and then the wesetern front (1944-1945); KURSK, ARDENNEN, ...
-US campaign, pacific war (1941-1944) and then western front (1944-1945) and nothern Africa; MIDWAY, DDAY, ...
-USSR campaign, STALINGRAD, BERLIN,...
-Japanese campaign.
Now I must planify all the sides and I would need help from some Map Makers. PLEASE _________________
I think if you want to see a playable beta you have a big assload of work infront of you. Blitz 1 and D-day have been years in the making. So far, all you've made is cameos...
Holding a strong interest in WWII does not bode well into an ability to make a good WWII mod. _________________
Here are some hints for your WWII mod (some of the ideas may be repetive, but I'll emphasize again):
1) Note that this is only a total conversion (do not try to modify the game internally). For the most part, use ini editing, voxel/shp importing, and sound importing only. It also takes discipline to have a work ethic, so be patient when constructing this mod. Again, people have said that Blitz 1 (a WWII mod for RA2) has taken years for it to be completed.
2) Develop phases of completion for the WWII mod. WWII is a very large conflict. It's impossible to have EVERYTHING in it. Some WWII games have only the European theatre of war (and does not include the Pacific theatre).
2a) For example, you may want to first work on the Nazi's Barbarossa Invasion of the Soviet Union stage of the war. Have two sides ready: Axis forces and the Soviet Union. You should make only one campaign for this stage in which the player is the Axis side attacking the AI, who are the Soviets. Making a campaign for the player on the defensive in this stage of the war is pointless. Have only relevant units in this stage (and this also brings me to my next point).
3) Do not make versions of WWII units (tank Panzer III Ausf A versus tank Panzer III Ausf B). There are way many too of each unit. Rather, have a diverse body of units. Try to make a few units of tanks, infantry, airplanes for one side, and a few units of tanks, infantry, airplanes for another, and so on. Some units like naval units do not work very well in Tiberian Sun, so consider building them later. Also note that you can't have dogfights between airfighters in Tiberian Sun, so the only aircraft you should have are the ones that attack ground forces like fighter bombers and carpet bombers. In WWII, do not to go overboard in base-building. People like to see more action and less economy-management.
4) In the gaming world, it's important to emphasize gameplay over realism. This will be especially important in multiplayer/skirmish.
Therefore beta-testing is a must. Since I don't play WWII games on multiplayer that much, it's up to you decide what type of gameplay is best.
Following my advice, you will be able to realistically make the first WWII mod for Tiberian Sun that players will enjoy. You can expand on many more phases to create a fairly decent WWII mod. Good luck! QUICK_EDIT
Well, as much as i love mapping for people, i've decided to stop joining other mods and just stick with the ones i'm currently with.. Sorry dude, i'd of helped otherwise. QUICK_EDIT
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