Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Apr 11, 2008 8:52 am Post subject:
Monsta Mod ZH
Hello all. I will introduce my new idea for a Generals Zero Hour mod here. Here you will find all the info about the mod, and maybe some questions from me about some coding things...
First of all, the name I mentioned in the title is just a temporaly name. I call most of my modding projects Monsta Mod (which has a reason I won't tell ). Anyways, this will be my second try on a public mod. It will stay a private mod for a while though, because I'm doing everything myself.
This mod will be a total conversion. I'm using USA and China as temp factions now, but in the end they will be replaced...
The mod is devided into a few stages:
-First stage: coding all weapons, projectiles, units, etc. In this stage I will still use all the original EA units, only I will change the properties of all of them to fit my idea..
This is the stage I'm in now.
-Second stage: coding new looks of everything. In this stage I will begin to change the looks of everything in the mod, so it looks more like a good mod. I do have some 3D skills, but not that much. This is a problem for later though...
-Third stage: testing, testing, testing... Just in 2 words: Beta Testing.
-Forth stage: release the damn mod
The story: it's very easy: there ain't one! It's just a fun mod where you can choose between 2 factions and fight.
Features:
-Superweapons: superweapons become available after you have selected a 5-star General Power. The superweapons will be very good army-killers, and still be a major threat for bases. They will be $5000 each, use a lot of power, have a 10 minute countdown timer, will have a buildlimit of 1, but will be very strong (aka hard to destroy). I know this may be a nerf to the original Generals superweapon system, but I prefer to have 1 big superweapon, instead of a base full of smaller superweapons. This also prevents Superweapon-spamming.
-Engineers: yes, engineers are back! Although not in the old C&C style, they work quite the same. First they can use the Capture Building option to capture buildings. This means that they are the only infantry you can use to capture enemy/tech structures. No more using basic infantry with an upgrade
Second, they can repair friendly buildings that are close to them. You can't send them inside (blame the Sage Engine for that ), so they will slowly repair the building from the outside. More engineers will speed up the repairing progress.
Thirdly, they will be expensive, slow and weak as all engineers. One advantage though, because they capture buildings from the outside, you can use them on multiple structures
-Weapon Upgrade: when selecting the Superweapon Science, the Battle Lab becomes available. Here you can research many upgrades for your army. Team Alpha can research Particle and Laser weapons, Team Beta can research N(uclear)B(iological)C(hemical) weapons.
Note: this replaces the old $5000 Global Army upgrade
-Music: After hearing the music from the Universe at War soundtrack, I'm am seriously considering putting some of those tracks in the mod. It will fit the style of the mod
Info about armies: Team Alpha:
Team Alpha has the heavy units of the game. Their basic units are heavier then those of Team Beta. They are more expensive and slower as a result. Still, they're a force to reckon with Infantry: Soldier: just your basic rifle infantry. Can be upgraded to have HE grenades, which can clear structures (note: you need multiple grenades if there is more then 1 soldier in a structure). With Particle Weapons upgrade it gains a laser rifle.
Rocket Trooper: Team Alpha's AT infantry. Has a larger range then the other AT soldier, but has a slower RoF. With Particle Weapons upgrade he gains a laser sight, which increases RoF and range.
Engineer: do you really need an explanation? Engineers can capture structures and repair structures. The only main difference with 'normal' C&C Engineers is that you can re-use these Engineers.
Sniper: same as above. I doubt you need an expanation...
Vehicles: Humvee: basic anti-infantry vehicle. Can no longer transport infantry, but keeps his TOW-launcher (at least, for now. Can still be changed).
Amphibious Transport:
After some searching on the internet, I came across a beta picture of Generals, with Amphibious Transports performing an assault on a GLA base. That's why Team Alpha gets an Amphibious Transport as a troop transport. It can also carry vehicles. It's comparable with the Amphibious Transport from RA2, only you need a War Factory to build it.
Crusader:
Basic tank for Team Alpha. At least, if you want to call a heavy tri-barreled tank a 'basic tank' As said, it sports 3 barrels. The ammount of barrels does have some drawbacks: it's RoF ain't that high, and it doesn't have a turret. It's also quite expensive, but you do get value for money Defender: the main mobile AA gun of Team Alpha. It fires very fast, and does a lot of damage vs. aircraft. It can also fire on ground units, but it does much less damage that way, and is only effective vs. infantry.
Spectre: a low-level counter-artillery. As said, it's effective against other artilleries, but it's much less effective vs tanks and structures. It can do a lot of damage against infantry though. It's low health and speed make it easy to be killed, but it's low price makes this not all too bad.
Support Van: a van that supports your troops. It has a build-in scanning system to detect cloaked units, a propaganda system that works like a propaganda tower (might consider giving it a different description ) and it can be upgraded to generate a small shroud field around itself. Yes, the Mobile Gap Generator from RA1 is back Behemoth:
An extreme heavy tank as I call it. This monster is only available after you build a Battle Lab, but it's worth it. It has 3 massive plasma cannons, which decimate vehicles and infantry alike. It's downsides are that it's very expensive and slow.
Team Beta:
Team Beta has more hit-and-run units, and some high-tech heavy units. As a result, they are weaker, but also cheaper. They do have one very heavy unit, which is only available in late-game... They also have the more heavier infantry of both armies.
Infantry: Minigunner: a guy wielding a minigun. Simple as that. Very effective vs infantry and aircraft, but I'm still doubting about making him the main infantry, or a higher tech infantry...
Vehicles: APC:
An Armoured Personal Carrier to transport troops from point A to B. Very handy for Engie rushes and related Comes with a missile turret on top of the APC. It can support 6 soldiers, but no vehicles though. It does is a lot cheaper then the Amphibious Transport of Team Alpha, even though it can't move trough water...
Ontos:
An anti-tank and anti-inf vehicle. Based on the real-life Ontos, it's the counterpart of the Team Alpha Crusader. It's cheaper, faster, and does more damage to infantry then the Crusader, but has less armor and does less overall damage against all targets. Also, it can't fire in the skies.
Flame Tank:
To say it in a few words: the nightmare of infantry This tank can reduce infantry squads into ash in seconds, and does quite some damage against structures too. On the other hand, it's next-to-useless against tanks, and it explodes into a nice fireball when destroyed.
Demolisher:
A large artillery cannon. This beauty fires nuclear warheads at extreme distances, which cause much damage at anything they hit. It also has much armour for an artillery. Besides this, it also has a nice extra called "Suicide Button". When activated, it will overload it's reactors, which will detonate in a few seconds, destroying everything near the Demolisher in a nice nuclear explosion! There are many downsides though: with a price card of $4000 it's the most expensive vehicle of the game, it's slow, has a large minimum range, has a buildlimit of 1, and it can only be constructed if you have chosen for the NBC General Power.
More info will be added to this post when the mod develops. Drop by to let me know what you think of this mod
Also, everything displayed in this post aren't ideas, but are all coded, or almost completely coded. Pictures may come soon... Last edited by Dutchygamer on Sat Jan 03, 2009 9:30 pm; edited 20 times in total QUICK_EDIT
Yay, another Generals mod! You haven't said much about it so there isn't to much to talk about...are the supers gonna be new? I've been trying to work on my, but frustrating dead ends and Kane's Wrath/Battlefeild 2142 are creating low incentives.
Need any assets? I have an endless supply of micro renegade models that are halfway through the ground and tiny infantry that don't move.
Offtopic: Hey, is the engineer possible in Generals? _________________ Please, read the signature rules of the forum. QUICK_EDIT
C&C All Stars did it in Zero Hour, but the engineers couldnt capture other building already captured by engineers and they couldnt repair buildings.
Quote:
will have a buildlimit of 1
Yay, no more I blinked and my 3 bases blew up! Seriously, someone turtles and builds 500 nukes, they win... and PLEASE dont make another superweapon with the SCUD bug. _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
omgom!!!11111!!1!!1 The iconic Ion Cannon, yet again
I see you're basing the supers on authority/power...makes sense. Nukez, Partion Cannon...can we has teh sattelite _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Apr 12, 2008 9:32 am Post subject:
Sorry, no satelite It has the Particle Uplink and mirror from the Particle Cannon, but the (nearly) instant hit and damage from the Ion Cannon
Also, update in first post: Engineers are back! QUICK_EDIT
Woah...how?! Mirror....never seen it Also, the beam's duration? =/
(Give jets ANYTHING BUT JET_MISSILES! We know how everyone hates it after Alex's Fuelra was given JET_MISSILES than EXPLOSION ) _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Apr 12, 2008 11:18 am Post subject:
Read the manual of the game for one time
Also, I sense you're pointing at ShockWave right? And about the beam duration: the beam is only a second or so on the ground, but it spawns something that does the real damage (which infantry don't like ) QUICK_EDIT
Hmm, will the computer be able to capture the building while the engineer is running? The computer always does with the Black Lotus and I've seen a few players do it. _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Apr 12, 2008 4:25 pm Post subject:
That's something I must re-check. My original idea was to use a very short range Lotus capture ability, so that won't matter if he starts running away (he's slow and weak, so he's easy to kill).
I do have stumbled upon 2 (small) problems though:
-with the Engineer repair building logic, it doesn't matter how many engineers are near a structure, the repair speed stays normal...
-does anyone know a good sound convertor which converts sound files to the correct Generals version? I have some old RA1 soudn files, but they won't play ingame... QUICK_EDIT
Can the engie have a suicide weapon that releases healing powers in a minimum range? Like, negative damage (aka healing) that would be really high, equal to the strongest building's full health, and when you target a building, the engie runs up, kills himself, and detonates his healing weapon? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Apr 13, 2008 10:16 am Post subject:
DaFool wrote:
Can the engie have a suicide weapon that releases healing powers in a minimum range? Like, negative damage (aka healing) that would be really high, equal to the strongest building's full health, and when you target a building, the engie runs up, kills himself, and detonates his healing weapon?
But then you can't re-use the engineer, and that's the idea I've got QUICK_EDIT
RA1 sounds?
Original engies?
A TC?
I've got an idea where this is going and it involves a guy named joe... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Apr 14, 2008 9:59 am Post subject:
Yes, I'm using RA1 sounds because I want to have the army to be one unity, not a bunch of seperate characters (even though I do not hate that), and I'd prefer Engineers above normal infantry with capture abilities. But this ain't going to be a RA1 mod for Generals. It won't be even close
I may not be getting much further atm: I'm doing something for school now (drawing ppl, again ), and I finally got the newest ShockWave version, which owns I will continue on the mod. Also, I think I can live with the problem of the Engineer repairing buildings... I will see... QUICK_EDIT
I thought game makers made units have different voices so you can easily tell which unit you selected. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Lol at the chinese one, three evils rolled into one!
What if you made like a couple of those upgrades for like a three tier levels. So like, teir one would be standard weapons, teir 2 could be laz0rs, and teir 3 could be particle weapons.
I feel like trying to make my own .w3d. Need anything done? (or else I'll be making the uber original #TNK series) _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Apr 17, 2008 7:07 pm Post subject:
Thanks for the offer, but I first want to have all the weapons, units, etc working before I put in new art Also, the names will be changed, I've got some ideas already, but I ain't going to tell them yet...
Also, the idea you're saying with 3 levels of upgrades ain't that a bad idea... Maybe an upgrade for each group (infantry, vehicles, structures, aircraft)... You're giving me ideers
EDIT: Damned SAGE Engine! You can't use upgrades as a prerequisite for something... There goes my ideer
EDIT2: Even though my original ideer failed, I have come up with a new one... See first post QUICK_EDIT
How about invisible buildings that can't be targeted, have a build limit of one, and do not count towrad the victory conditions (like if this is your last unit, you still die anyway, Like the oil derricks in RA2), and can be walked/driven over? It would be like it doesn't exist but it does, and thus it could be a prerequisite. Can a building upgrade become a prerequisite?
(can renX import anything other than .w3d or .gmax? I find using it very hard in comparison to my "native" program; Anim8or. If so I make in Anim8or and I can export in a number of file types including .3ds, .obj, and I think .c) _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Apr 20, 2008 4:54 pm Post subject:
Double post, I know... Just a small update:
I'm still busy on the Engineer. It has some...coding issues Anyways, I've solved the Global Army upgrade. It requires the Superweapon Science (which has been renamed) to be constructed. This way you really have some cool toys when you reach level 5 (if you choose it ofcourse) QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Apr 28, 2008 9:31 am Post subject:
Good guess DaFool! Also, I've decided of instead giving Team Alpha an APC, they get an Amphibious Transport! This is very good for Engi rushes (or any other rushes) QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu May 15, 2008 8:03 am Post subject:
BUMP!
You may notice the lack of updates... I'm busy with college lately, and my interest has gone to TS/KW again. I'm finally finishing that damn campaign
I will continue on the mod when I've finished the campaign, and when college gets less important (which may take some weeks...) QUICK_EDIT
I'm in the same boat as you, minus I have my last final today. How's the TS maps going? _________________ Please, read the signature rules of the forum. QUICK_EDIT
what you you mean impossible areas? IS that the area where a unit can't walk? (I guess in my maps, i didn't make the cliffs impassible, so I units jumping off all the time ). If your talking about how much tiberium the feild covers, I know there is an option that lets you see the circle _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu May 15, 2008 3:31 pm Post subject:
Impossible areas are excactly what you say, but don't worry, they are automaticly created when slopes have a more then 45 degrees angle
Tiberium Growability is where Tiberium can/can't grow. Normally the whole map is growable, but you can set specific parts in maps where Tiberium can't grow. With this you can get nice shaped Tib fields But enough babbling about KW maps! This topic is about my mod QUICK_EDIT
ok, your mod... Can you give anything about team Beta?
Offtopic: You can put "moral support for DaFool's Rules" too lol. Also, who are you leading with your monsta mod? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri May 16, 2008 7:52 am Post subject:
If you mean my sig, I am the leader of the mod (as in: I do everything my self. I'm my own leader )
And I think a little update of the sig may not be bad at all
Anyways, it's almost weekend, and I think I will make some progress (I just finished the KW campaign: it's good, but ends with a serious cliffhanger ) QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat May 24, 2008 3:09 pm Post subject:
Progress? What? Is it possible?
Yes of course!
Here's an WiP of Team Beta's APC... If you know my drawings, you will see I based it upon my Nod APC Don't be all to critical, it's my first 3D model I make for Generals (excluding a c/p tank for China)...
For those who haven't seen the drawing, click this link QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Jun 04, 2008 10:46 am Post subject:
Some news:
I just got my hands on the Frank Klepacki music from Univers at War: Earth Assault. It owns! It owns so much, I am serious considering to use that music in this mod, instead of the original music (which is old, because there are no more USA or China armies anymore ). It adds a bit Frank Klepacki to Generals QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Jul 27, 2008 8:11 pm Post subject:
UPDATE!
Yes, this mod is still alive. I recently began to play Generals again, and so I recovered this mod I've added a second model to the game. It's a tri-barreled heavy tank for Team Alpha. Pics will follow soon... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Jul 28, 2008 3:43 pm Post subject:
And another update!
Updated the looks of the Crusader tank. It has less polygons, and more details!
I added the Defender and the Spectre to Team Alpha. The Defender is a mobile AA gun, which can also damage ground units, although it's only dangerous vs infantry then (thanks trough some changes I've made in the armor section). The Spectre is a low-level artillery which does moderate damage. It's main use is to counter other artilleries, because it's armor is very weak and it's shells don't do that much damage compared to other arties...
Both armies have a supply truck now. The Chinook has lost his supply gathering ability, and is buildable at the Airfield. It may be deleted though, because Team Alpha already has a big troop transport... QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Tue Jul 29, 2008 12:06 am Post subject:
Dutchygamer wrote:
Progress? What? Is it possible?
Yes of course!
Here's an WiP of Team Beta's APC... If you know my drawings, you will see I based it upon my Nod APC Don't be all to critical, it's my first 3D model I make for Generals (excluding a c/p tank for China)...
For those who haven't seen the drawing, click this link
Oh Allah, thats horrendous... hideous... MY EYES! ALLAY WHY DO YOU NOT LOVE ME!!
j/k
but maybe a bit TOO early a WIP to be showing. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Aug 03, 2008 10:54 am Post subject:
UPDATE!
I'm switching ideas again The Superweapon Science now gives you the ability to create a Battle Lab (name may change) where you can buy upgrades for your army. This replaces the $5000 Global Army Upgrade. It's also a prerequiste for Superweapons. The Science is still a level 5 Science though QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Aug 30, 2008 5:20 pm Post subject:
As you may have (or have not) noticed: I don't post anymore updates here... I betrayed PPM and moved to another forum with this mod to get hosted It's a shame though but here at PPM there is very little Generals support, where at the other forum there are more then enough Generals modders...
You can always check it here QUICK_EDIT
I would still be modding generals...but my 3d program doesn't work on vista, and I have run into a dead end with renegade anims. But good luck to you! _________________ Please, read the signature rules of the forum. QUICK_EDIT
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