I am known in the StarCraft and Diablo II community as Malkor, AKA IskatuMesk. I've been modding RTS games for over four years, doing everything from voice acting, coding, modelling, and AI. Yesterday I bought Generals: Zero Hour Deluxe Edition in hopes of being able to mod it. After seeing this site just now, I realize you can mod it. So, I brought up a design of a mod I've had in my head for a little under a year now. I think generals can handle it.
The planned generals mod will feature one or more races based on the MFTG(Mr.Freak's The Gallantry) universe. The universe is a humour-oriented one I created by writing novels and making audio (soon video!) webshows for. The mod will feature up to five races, being the Gallantry Crew, The Undead, The Pants Legion, The Space Cowboys, and the League Of Mailmen. So far, however, only the Gallantry Crew design is set in stone.
This mod has no name yet. It is loosely based design-wise on Battle Tanx, as you'll see. Very few if any air units will exist in this mod. It'll be based on very large land maps with extremely complex terrain to add to the depth of tactical capability. Units will be moving faster than they are in generals, and construction slower. In addition, things will be more expensive. Resources will be more common, but less in quantity than in generals. Super weapons, which are now known as Ballistic (Missile or otherwise) can be shot out of the sky with special weapons known as SDI (Static Defense Initiative) towers, making the otherwise vastly overpowered SW's counterable.
The mod focuses on Tank-class units. By tank-class, I mean that they are tracked, decently slow, and pack a lot of guns. In addition, I am introducing the first Landships into any mod I've ever done. I feel if I can get the Generals sea ships moving on land, and with a bit of model changing, they can make perfect landships. Landships are the ultimate fighting platform, being very expensive, very slow, and very powerful. All landships can recieve resources from harvesters.
In addition, defenses will only be particularily strong if massed. Balance is a big concern for me, and I found you could turtle far too easily in generals. That won't be so in this mod - You need to get out and actively engage the enemy. You can't just speed tech to the biggest unit, either. They're far too expensive to be an early-game solution. Chances are you won't see them very often. Same with super weapons.
General- (Base Design) - Gallantry Crew -
The Battle Center
Generally bases will be fairly small. Defenses will be the most numerous. The main structure, the Battle Center, must not be destroyed, or you lose the game. The Battle Center starts off with two autocannon turrets which can be upgraded. All turrets are known as Gun Buddies.
The Battle Center is VERY large and can produce five units at a time. It constructs all Tank-class units. It has extremely heavy armor and an SDI Gun Buddy. In addition, it is a return centre for resources. The Battle Centre has three upgrade levels, each enabling a new class of tank. All light tanks are available at start. Medium Chassis enables medium tanks, Heavy chassis enables heavy tanks, and Energy chassis enables all energy-based tanks including the hover tank.
SDI Gun Buddies
SDI Gun Buddies can be large or small. There are two types. SDI turrets can only target incoming ballistic projectiles, such as Orion Missiles. They are very expensive and require SDI tech. Larger SDI Buddies deal out more damage with their triple high-powered laser cannons, while you'll need multiple smaller ones to provide the same effect.
Autocannon Gun Buddies
Autocannon gun buddies are effective against lightly-armored units, but are entirely useless against heavy units such as Mega Tanks. They are cheap, however.
Orion Gun Buddies
Orion Gun Buddies are energy-powered beam cannons effective against all combatants. However, since most attacks come en masse, multiple Orion gun buddies are preferable to one, as they have a long cooldown time.
Builds ballistic missiles. Ballistic missiles can go under a number of upgrades in continuing fashion. The following upgrades can be done-
HE A Missiles - Light damage against heavy targets and buildings. Massacres light units over a small radius.
HE B Missiles - Heavier damage.
HE C Missiles - Heavier damage still.
Napalm A Missiles - Larger radius. Lights things on fire along with base damage.
Napalm B, C missiles - Upgrades the damage of the fire and it's duration.
Nuclear Missiles - Upgrades the missiles to become Nuclear. Nuclear missiles do far more damage and decimate targets of all types.
Orion Ballistics Center
Orion missiles take twenty minutes to build, far longer than normal ballistic weaponry. However, they are far more deadly. These massive projectiles create an energy singularity on impact, incinerating most if not everything they strike. This center requires a number of techs to build.
This is a power-supplying structure. Weakly armored, it must be protected at all costs. These are required to power Ballistic Weaponry and Gun Buddies. Without them, your static weaponry will cease to function.
This center contains all upgrades for the GC. It is very lightly armored and very expensive. It MUST be protected at all costs.
This is a cheap, lightly-armored module to build in distant areas for collectors to return resources to.
Rails are tracks built on the ground for Goliath tanks to mount to.
GC units are all forms of tanks to combat the new Undead land threats in various corners of No Man's Pants.
A tracked vehicle that gathers resources and builds structures.
A very light tank with two chainguns. Extremely fast and acrobatic. Can leap cliffs, dodge large weaponsfire, and suicide enemy buildings. It can also grab wrecks from fallen enemy vehicles and upgrade it's weapons from them. The weapon upgrades are as follows in order of being obtained:
A bit heavier than the Scavenger. Has a light autocannon and slightly heavier armor. Not as acrobatic. It also fires slower, but fires HE rounds. It is more effective against lighter combatants than the Scavenger, but is almost useless against heavier units.
Standard light GC Tank. Has two 80MM Plasma-charged shock cannons, making it capable of dealing heavy damage to light units and moderate damage to medium units. It can change it's weapon mode to flamethrowers.
Another "light" tank. This vehicle has very heavy armor and is realitively slow. It fires a 300mm projectile at 2/4 the speed of light - making it capable of decimating light units in a single hit. It also fairs well against medium units, but cannot harm heavy ones very well.
A medium tank based on speed. It moves realitively fast and has a heavy autocannon for fighting other medium tanks. It's bullets are designed to shred heavy armor, so it isn't as effective against massed light units. This unit can place nuclear mines.
Standard GC Heavy tank. This monster packs a 500mm plasma-charged hammer cannon. While it's rounds don't always hit smaller tanks, it can put a hurt on medium units. This unit can be mounted on rails to give it added firing rate and allow it rail-based movement. A well-placed Goliath tank can deter an entire attack force.
Based on the Orion energy technology, this massive tank is literally five times the size of a Goliath. It can crush gun buddies, crush enemy tanks, and put a hurt on an attack force with two heavy beam cannons and a gatling laser gun buddy. The Orion Tank can also transport up to ten scavenger-class light tanks.
A lighter tank based on experimental anti-gravity technology shamelessly stolen from the Undead. This tank is very agile and can dodge enemy weaponsfire. It has a weapon exactly like the JackHammer, but lighter armor. This unit can travel across water, small obsticles, mines, and rough terrain.
An energy-based tank with a range more than twice of the Goliath. The Marksman's high-cooldown energy weapon deals a fair amount of damage to all but the heaviest of tanks. The tank has a light hull and can move faster than the other medium classes besides the Hovertank.
Lion - Landship
Landships are the ultimate weapon. They carry many weapons and are nearly impervious to all medium and light weaponsfire. Only heavy tanks and other landships or a well-organized light force can pose a threat to a Landship. Landships are extremely expensive and can only be built at specific areas, once all of their requiring techs are complete.
The Lion landship is a powerful tool. It is lighter, and hence faster than other landships. It packs two powerful Orion beam turrets and nuclear rocket pods with long range. It can travel over any terrain besides cliffs, and can crush tanks.
Recoil Control- 5 levels
This upgrade ups the attack rate of all physical tanks by 5% per increment.
Payload Density- 5 levels
This upgrade ups the attack damage of all physical tanks by 5% per increment.
Armor Class- 5 levels
This upgrade ups the damage reduction of all tanks to physical damage by 3% per upgrade.
Shields - 1 level
This upgrade adds energy shields to Scavengers. Energy shields reduce incoming physical fire by 75% damage and can absorb one light laser bolt energy five seconds.
Orion Cores - 1 level
Enables the production of Orion tanks. In conjunction with Orion Acceleration, enables the construction of Orion Ballistic Centres.
Orion Acceleration - 1 level
Increases the rate of fire for Orion Tanks by 25%. In conjunction with Orion Cores, enables the construction of Orion Ballistic Centres. Also enables construction of SDI centres.
Landship Core - 5 levels
First level enables construction of the Lion landship. Receting levels add 5% to the landship's speed.
Landship Turrets - 1 level
Enables the Landship Orion Turret. While landships can be built without this upgrades, their turrets will not function until it is researched.
Landship Rocket Pods - 1 level
Same as above, but enables all rocket-type weaponry for Landships.
Landship Targeting - 2 levels
Makes all Landship weapons more accurate.
Now that you've read my mod design for one race, you may be a bit interested in it. Now I'd like to ask you for some info. I skimmed over this site's tutorials, and none seem to be for that newbie who's just wanting to get started in modding. Ideally, I want to know the following things-
How the file structure works. What data is in where. What am I using to edit this data. What can I use to model with (I have 3ds max and rhino 3d, but I can only really use rhino 3d.) What format are sounds and music in (Extremely important!). Is modification like turning a tank shell into a laser beam realitively simple? How would I do it? How would I make the overlord tank five times it's current size? How would I give the Battleship missile pods, make it buildable, and make it hover across land? How would I limit turning rates?
The basics, yes, but the foundation for becoming an expert must be first stepped toward by becoming aware of how things work. Currently, I do not see any tutorials that introduce you to Generals modding or any that explain the details of data editing. If I am mistaken and have missed somewhere, please tell me now! I'd like to get started on my mod ASAP.
Edited by Malkor, 09 July 2004 - 05:19 AM.