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Historical Mod for YR
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Jul 30, 2007 3:12 am    Post subject:  Historical Mod for YR Reply with quote  Mark this post and the followings unread

In This Sign, You shall command and conquer
(craqppy working title)

I already started talking about this on the "game chat" section, but since it ultimatly will end up here, I've decide to start it here.

I am doing a mod for Yuri's Revenge in which you shall command an ancient civilization and wage war against your enemies. You shall start off with very basic units and will research technologies to improve both your army and your overall economy. This mod will do away with several of the current concepts of CC in favor of ones I fell will make the game play funnier and more "epic". I was inspired to make this from playing the "Civilization" games.

1) no more ore ,gems, or tiberium.

2) no more defensive buildings, the armory tab has been replaced

3) players will build "farm feilds" to generate an income. This along with the bottom line of your tax system (each building will have either a matenience cost or an income).

4) Iron mines shall replace the ore refinery. They shall be fewer in number and more valuable. Along with a steady income they provide a prerequisite for units that require iron.

5) Players shall research technologies. Each shall take a short while to acquire and each offer different benefits. For example; in order to build spearmen one must first research bronze working.

6)units are generally cheaper so massive armies can be created.

I am going to release a one map demo on thursday in order so you can see how progressed the mod is and so I can gather support for it.

****ATTENTION MAP MAKERS****
This mod will be covering from prehistory to up to the dark ages and maybe beyond. I would really appreciate it if people would like to make maps to depict some of the hundreds if not thousands of battles that have taken place. If you feel real ambitious you may even want to tackle a campaign. PM if you would like to help, and I will send you the neccessary infromation for you (.ini, anims, ect.)

I am open to suggestions, and I would like you opiion on the following matters:

1)Phalanx vs Archers: who should win?

2)What came first in history; the horseman or the chariot?

3)Should I limit myself to the mediteranean, or should I dabble with all ancient cultures; middle eastern, east asian, south american, northern Europe? Basically You can have Sparta vs Persia or Aztecs vs Greeks vs Persia vs Japan vs Celts vs Rome vs Incan vs Maya vs etc...

4)any other comments about anceint warfare?

EDIT: just a note, a use two computers, and the one I mod with doesn't have an internet connection, so I'll give ya screenies on thursday.



Tech tree.JPG
 Description:
This is the basic tech tree, in order to build more advanced units and structures you must research technologies.
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Tech tree.JPG



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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Jul 30, 2007 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont think YR is capable of running the way you describe. Generals or TW could tho.
Still sounds like a good idea, good luck Cool

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jul 30, 2007 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if technology research is supported in YR. The rest of the things is very much possible to be done. Nice idea Smile.

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k212
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Joined: 20 May 2006
Location: Spain

PostPosted: Mon Jul 30, 2007 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

technology research might be done with unique buildings that have a high cost and they can be prerequisite to build other buildings and units (like tech centers , but you can make them really small like 1x1)

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Jul 30, 2007 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

This would be easily done, if only upgrades could be prerequisites. The different factories producing different people could be done as you see it in TS, where Titans only come out of the War Factory.

I'd recommend the Mediterranean Sea as the basis of your mod, during the time of the Greeks and Persians, as to allow a form of a good guy (Greeks?) vs. bad guys (Persians?) so campaign maps could be done easily. (you'd also get points for Sparta, #Tongue)

The only thing that I might see to be a difficult stage would be the upgrading of the images per age. Perhaps it would be wiser to use game modes in order to accomplish this goal?

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k212
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Joined: 20 May 2006
Location: Spain

PostPosted: Mon Jul 30, 2007 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

mmm,or maybe only do campaigns, and no skirmish
like that, you could give each country from the same side a different age , and after a few missions, you end up in another age

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon Jul 30, 2007 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

300 mod! XD

yea its gonna a tough cookie on researching although can't you have them as components like the GDI power plant? Ie. Construction yard->bronze age? or metallurgy-> metals..etc

but might be the issue of..prerequisites so maybe the upgrade allows for a building into the next state of tech...but might get messy.

Also...will it be totally literal? or maybe add some flexibility.. IE. They can invoke gods, deities etc to some extant...kinda like Age of Mythology but not so much.

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Last edited by Ickus on Mon Jul 30, 2007 5:55 pm; edited 1 time in total

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Jul 30, 2007 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

k212 wrote:
technology research might be done with unique buildings that have a high cost and they can be prerequisite to build other buildings and units (like tech centers , but you can make them really small like 1x1)


building upgrades? (like ion cannon uplink)

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Mon Jul 30, 2007 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't toss in Gods, perse. If you're basing this mod around a certain time period and certain teams, such as Hittites vs Egyptains, You could use the Pharaoh Ramses for a hero...


or Lenoidas for THE SPARTAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANS against the Persians.

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k212
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Joined: 20 May 2006
Location: Spain

PostPosted: Mon Jul 30, 2007 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

@chielscape : can't use addons as prerequisite

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Jul 30, 2007 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, for research I am using a buildings that are placed. I don't know if this is temporary or not, I'll see if I can work around it (probably not). So what happens is that the armory tab has been replaced by the technologies tab. You research a tech (takes like 7 minutes) and you place it like a normal building. Since it IS a building (sadly) it can be used as a prerequisite. Thus researching bronze working and placing it allows you to build spearmen. So k212 was right. The downfall to this is that you have a lot of little buildings that are pretty much useless. Another problem is that the BuildLimit= tag and the Insignificant= tag are somehow linked. This means that If you are killing someone you have to kill their "techs" too. I kinda wanted it like oil dereicks; ie when you kill all his important buildings and he losses, his oil blow up too. I'll look into building upgrades (can you place one upgrade on top of another?).


**kinda offtopic-should I buy blank cds or usb flash things? Do they work with older computers?**

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m666
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Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Jul 30, 2007 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could stack upgrades, but getting the upgrades to serve as prerequisites is nil.

Using the buildings, it's possible to just use ages as a basis for all upgrades, perhaps giving Upgrade SWs to the buildings, but you wouldn't be capable of using only once.

Also, USB flash is a better idea, as most PCs have the ports. It would mostly depend on your old PC having one.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Jul 30, 2007 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got a 512 flash thing! Now I can transfer shit in a flash! (bo do chh)

Here's screenie of infantry I've got done so far.

The first one of most of the infantry I've done so far. THEY ARE NOT MINE, THEY ARE CONVERTED FROM CIV 3! I am using them as placeholders until I have the mod basically done, then I will use original anims made by me (or who ever else wants to contribute). The same goes for the buildings and other units.



infantry.JPG
 Description:
the units and the cameos are color coordinated.
 Filesize:  122.82 KB
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infantry.JPG



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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Jul 30, 2007 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would have recommended Age of Empires for sprites, but either way those are nice man. You seem to have the willpower to do this.

If you need help, I have a PM service, an e-mail, and my contact card has several other contact forms. #Tongue

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Jul 31, 2007 12:45 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, I hit the "cheer" button before I took the shot. So modder666, what is your forte, buildings, vehicles, .shps, maps or what? I would really appreciate the help

Here are some more screenies.

The three below show other shots I've made. These with the one above show the different tabs (buildings, techs, infantry, and vehicles). When converting from Civ 3 to YR, I have to resize 66%, so the infantry are the right size but the horses must be on a different scale. And my feilds have a corner snipped off for some reason??? Anyways, hope you like what you see.


BTW, were the immortals spearmen or swordsmen in 300?



war fact.JPG
 Description:
not all units converted equally, I tried resizing some units, but they didn't turn out too well.
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war fact.JPG



mybase.JPG
 Description:
heres a pict with the techs built. As you can see, they are a nuicance for space. Also I can't figure out whats up with the feilds
 Filesize:  134 KB
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mybase.JPG



aibase.JPG
 Description:
This is an ai base, for some reason they build nothing but feilds and only 5 warriors.
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aibase.JPG



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Mr.Graffitti
Cyborg Soldier


Joined: 01 Oct 2005

PostPosted: Tue Jul 31, 2007 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I think that what's wrong with the fields is that they are positioned wrongly in the shp grids. To fix it open your shp in the shp builder, then hit the little icon left to the play anim button thing, then choose RA2 grids and put the image in the grids correctly Wink

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Jul 31, 2007 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

The Immortals in 300 brandished swords, making them look more like Japanese samurai with the masks than Persian warriors, but that could just be me.

I can do coding, maps, some SHP work, and I could possibly do new terrain. I do know I could assist with the buildings for sure, but we'd have to establish a common goal for what we might use.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Jul 31, 2007 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm kinda a classical warfare buff, and from I know the persians were armed with a spear, a bow, and a very short sword. They wore brightly colored tunics and pants that covered their scale armour underneath their shirts. They used wicker sheilds that were effective against bows but useless against a spear thrust, thus putting them at a disadvantage against the greeks. During the invasin of greece, the greek armour of heavy sheilds and bronze plating took away the persians main advantage, bows, while the persian general lack of armour made the fight a mere slaughter.

But back to the mod...
Today I'm gonna do three conversions if I have the time, the immortal (the one I use has a sword) the legionairy, and a horse archer. I'll try moving the feilds around, and I'll rent 300.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Tue Jul 31, 2007 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

@DaFool : i might have the solution for your problem (the one you have to destroy enemy technologies in order to kill him) :

(i dunno if this works in YR,but i think in TS it does, maybe there's something similar in YR) :
in TS rules , there are tags for buildings like :
IsBase=no
Insignificant=yes

these might solve your problem if something like that exists in YR , also, you should add
Unsellable=yes
Capturable=no
cuz technologies aren't really capturable and you shouldn't be able to "forget" something you've learned

also try those tags from insignificant and isbase, cuz they might conflict with prerequisite

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Jul 31, 2007 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

IsBase=no ;psst, this isn't a rules flag in YR. #Tongue

BaseNormal=yes/no is the tag you would need. Insignificant should cause it to matter not if it's there.

If you need battleships, I can try to see what I can do, but I can't make any promises. The work you have done is really great, though.

And, god yes, rent 300. It's great. It's epic. It's SPARTAAA!!!!

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Jul 31, 2007 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I saw 300. It was good, but I was kinda disapointed. The fight scenes were excellent, but I thought there would be more, I kinda thought the whole movie was one giant fight scene. I felt there shoulda been more monsters. They already stretched it from reality with some of the stuff, why not go the whole way? I'd give it an 8/10. (Did they every fight scissor hands? My dvd player skips sometimes, and I could have missed some scenes)

Anyways back to the techs, should I make them invisible and have a drive-on-me-logic so it would be like they aren't even there... or should I stick with giving them images?

Modder666, could you make a boat similiar to the one I have, thats rows and everything, but a voxel? And a catapult would be awesome too.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Tue Jul 31, 2007 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

@modder666: i guess you don't know rulesmd.ini very well then , check out [CAOUTP],it has tag
IsBase=yes

anyway, i didn't talk about baseNormal cuz in TS it has this line :
BaseNormal = Considered for building adjacency checks (def=yes)?
but in YR BaseNormal acts like IsBase from TS i think (i read something like this in rulesmd)

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Jul 31, 2007 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

...Excuse me? THE TAG DOESN'T ztyping WORK!

If YOU knew rulesmd.ini even slightly, a ridiculous amount of entries have this:

;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

^That is copied from the Soviet Wall, FROM rulesmd.ini straght from ra2md.mix

It's also fair to note that this entry appears on the Allied Wall, Soviet Wall, Yuri Wall, and almost all civilian structures. I think you best retract your statement.

[/offtopic]

It's possible I could do the boat, but it'll take time and it won't necessarily be anything great.

(no, they never fought the executioner, sadly. #Tongue)

EDIT: Fixed a typo

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k212
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Joined: 20 May 2006
Location: Spain

PostPosted: Tue Jul 31, 2007 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

read the last line of my last post
and keep in mind what i wrote before :
i dunno if this works in YR,but i think in TS it does

back on topic : it's starting to look nice
also the reason why the AI only builds fields may (not sure) have something to do with the AI building power plants first , maybe its trying to build farms ,farms,etc until it has power=/= 0, i guess the farms have power=0, or don't even have this tag and that might explain all that
(i dunno know for sure if the AI works like that as i never changed anything of the AI before,but i guess it's a possible reason)
maybe someone who's changed to AI may help you more on this

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Tue Jul 31, 2007 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, Civ III units look good in RA2 engine; BTW did it take you too long to convert them? as I converted one once, but took me quite a while; however now that I think so I didn't have a batch re namer then Laughing

Anyways, I would suggest you to ignore scale (to some extent), you're loosing a lot of the unit's quality in the process #Tongue

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Jul 31, 2007 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

@k212: So, for my ignoring the fact I knew this already, you decide to tell me I do not know rulesmd.ini? I think you are a bit of a fool.

If he ignores scale, it'll look odd ingame. See how it looks now? I'd really like to see some form of scale, although I am more than full aware it's not gonna be very possible.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Aug 01, 2007 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

1)im da fool!

2)The elephant in the only not resized one, every other unit is 66% I've figured out horses need to be about 80%.

3)If I put the insignificant=yes tag on them, then they will blow up when the player dies and the computer does ignore them, and besides that I made them invincible (immune=). The only problem I have with this is that i want to make it so you can't research a tech twice; but he buildlimit tag and the insignificant tag are linked somehow so one ovverides the other.


alright those things aside, a personal issue arose today and I should be gone for about a week, so i am prematurly putting a little demo with one map so you guys can see what it is like right now. I wasn't able to get the immortal done (Sorry). read the read me and report some bugs Wink. So if any of you guys want you can mod around a bit and see if you can fix the problems or make some maps.

EDIT:for some reason I cannot upload everything on a single.zip, so I am trying them seperate.

EDIT:I can't upload the mixes for some reason!?!? It says "tried to upload an empty file" so sorry, none of the anims of the mixes can be released. Sad



map and read.zip
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 Filename:  map and read.zip
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 Downloaded:  232 Time(s)


the ini.zip
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 Filename:  the ini.zip
 Filesize:  196.01 KB
 Downloaded:  256 Time(s)


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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Wed Aug 01, 2007 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, it does sound like it can turn out to a nice mod, good luck Wink

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Aug 01, 2007 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I can't get >mix to upload, so I going to be creative. I took all the files out of the .mix and put them into a .zip. So you'll have to put them into a mix yourself. One zip has like 100 files and the other like 20. So just put create expandmd02.mix and expandmd03.mix. Let's see if this works...



copy2mixb.zip
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 Filename:  copy2mixb.zip
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copy2mix.zip
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 Filename:  copy2mix.zip
 Filesize:  297.98 KB
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k212
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Joined: 20 May 2006
Location: Spain

PostPosted: Wed Aug 01, 2007 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

you tried putting the mix in a zip?
probably you did ,anyway you have more screenshots?
and did you fix the AI problem yet?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Aug 02, 2007 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The AI NEEDS power as far as I know...
Anyways, the only thing with this mod is all the converted buildings look silly compared to the RA2 buildings like the Hut. I'd recommend doing your own buildings or gettin someone else to...(I would, but I'm way too busy and constantly have technical problems...) Also, I really don't think its possible to make a voxel with that much detail...
Oh and you could always just make the tech's look like flags...

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Aug 03, 2007 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Back sooner than I thought I was, and happy to say he's ok.

@k212, I tried putting them in a zip first, and that didn't work, so I tried again with each file in a seperate zip, and only the non-.mix ones went trhough, so I decided that the .mix was the problem. I took all the files out of it, and put those in a zip. As for the ai, I'm working on it. And as for screen shots look below.

@I'm just using the Civ buildings for now as place holders so I can get the bulk of the mod done first and then plug evertything in later.

1) I want to get the ai to research some techs, atleast enough to defend itself. Anyone know how I can get them to research, or rather build the techs? I tried to make it think they were base defenses, but it doesn't seem to work.

2)Should I just give the feilds power=1?

3)I could really use map makers. Rather than full fledged campaigns, I was think of a bunch of skirmish maps that cover a battle and play like a single player game.

4)Voxelers are also needed. I can use a trojan horse, seige weapons (catapult, ballista, seige tower etc) and boats.

5)How do I make new Game Modes? I can very well do the middle ages, and I would like people to have the option to choose when they'd like to start.

6) In the time I was gone I added 1 boat (The dromon, and upgrade to the galley), 1 horseman (The mounted Warrior, a horse archer) and two infantry (The immortal and the Javelin Thrower). Tommorow I can have done a Legionaire and a Roman Cavalry unit.
The mounted Warrior is top left hand corner
the dromon has a pict of fire on it's sail
the immortal above the city
the javelin thrower is kinda in the middle of the screen.

7) I also made a copy/paste side bar. I know it won't work but I did it to see how it would look. What do ya think?



siderbar.JPG
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siderbar.JPG



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all units.PNG



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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Fri Aug 03, 2007 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

very nice Very Happy
and how to make the AI build techs :
just add to AIBuildThis=yes to the tech buildings
i don't know how many it will build though
try setting buildlimit to 1,maybe that will work

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Aug 10, 2007 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Heres an update.

I've been working on the mod alot this week and I am 90% done with the ancient era. I've gotten done with all the concepts for it, and the plan is pretty much set. I got two units and a couple of buildings to do and I've got all of history from birth of man to the end of the dark ages. Which brings me to my next step... the middle ages.

I've made two ways to play the middle ages, 1)play a normal game and research all the ancient techs and build the final ancient tech, (called "Mideval") which is the prerequisite for the middle aged techs, or 2)I made a new game mode called The Middle Ages where you start off knowing all the technologies of then ancient era and can build everything from the ancient era (granted you have the resources) except for Wonders. So with your already full arsenal you can research mideval techs to build even more powerful troops.

For some reason, even if I put the AIBuildThis=yes tag on the techs, the Ai will still not build them. I've even given the feilds that they build not stop power and they still build nothing but 1 barracks and near unlimited feilds! And besides that they will only build one team/taskforce to defend that 1 barracks, they do not attack at all. I'm thinking about reconfiguring the tech tree so that the feilds take the place of the refinery, (but we still don't mine) and the worker's housing takes the place of the power, so this will resemble more or less the classic tech tree.

Also, with so many techs that you can only build one of, the sidebar can get messy. Is it true that if I put BuildLimit=-1 on them that once I build them the cameo will dissappear?

Here below is The technology tech tree and what each tech allows.

1. Spearman,Impi,Hoplite, Numidian Mercenery, Colossus*
2. Swordsman, Immortal,Gallic Swordsman, Legionaire
3. Fortress, Aquaduct(-irrigated farm), Colloseum, The Great Wall*
4. Wall, Pyramids*
5. Catapult, Statue of Zeus*(-ancient calvalry)
6. Market place
7. Mausolleum*
8.none
9.none
10. Courthouse
11. Granary
12. Library, The Great Library*
13. Harbour, Galley, Dromon, The Great Light House*
14. Chariot, War Chariot, Three Man Chariot
15. Archer, Bowman, Javelin Thrower
16. Horseman, Mounted Warrior
17. Temple
18. Oracle*
19. The Temple of Artemis*

*=Wonder



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Anderwin
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Joined: 16 May 2005

PostPosted: Sun Aug 12, 2007 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

omg KICKASS SIDEBAR.

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