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ZH 1.05: The modding community was left out!


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#1 Banshee

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Posted 24 October 2005 - 09:48 PM

EALA crew is working in a new patch for Zero Hour for some time. They've used few startegic sites to collect information to create this patch. They are:

- GameReplays (hardcore gamers)
- United Forum (German) (normal gamers?)
- Community Team/F7C Network? (German) (normal gamers?)
- Time Of War (French) (normal gamers?)


Almost all english sites were forgotten/left out in this process. And I don't need to say that modders are not being listened, do I?

It's time to change that. I'm trying to organize all english C&C sites in the Webbies HERE to collect a mass feedback to Aaron. We already have the support from Planet CnC (which means that we will be listened).

Now we need the voice of the modders about ZH:




What are the most annoying modding limts and what do you think that, with a minor tweak, could be improved... for modders? Please, post here and we'll add it in a list to be delivered to Aaron Kaufman (EA Community Manager).
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#2 Boomerang Python

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Posted 25 October 2005 - 11:41 AM

A way of switching between 2 different Locomotors would be cool, if they can manage it easy enough.
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#3 Mastermind

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Posted 25 October 2005 - 03:14 PM

GLA Bike logic lets you do that.
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Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.

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#4 AdmiralGT

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Posted 25 October 2005 - 05:26 PM

Reloading of non air based vehicles (and infantry), since I can only get reloads to work for "flying" vehicles which with the way the engine is designed, can overlap, which makes it usless for tanks etc.

#5 ScreamingCricket

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Posted 25 October 2005 - 09:30 PM

perhaps more options with being able to edit the water, like including an alternitive shader that gives it a more realistic appearance.

what about day/night cycles, or even changing weather conditions.
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#6 The_Hunter

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Posted 25 October 2005 - 09:32 PM

- beeing able to make proper naval yards
- Iron curtian like superweapons
- Teleport functions for objects

that's all i can think of right now which i can't do with the excisting options and code tags :p

also a fully working -mod command line that reads all ini's and files in the bigs files and not just a selection of them.

Edited by The_Hunter, 25 October 2005 - 09:34 PM.

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#7 Mastermind

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Posted 27 October 2005 - 05:03 AM

This is just another "patch" for balance, they sure as hell aren't going to do anything we'd be remotely interested in. It's just to show "support" for the community.
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Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.

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#8 Banshee

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Posted 27 October 2005 - 11:22 AM

- beeing able to make proper naval yards


What currently prevents people from doing a proper naval yard?
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#9 The_Hunter

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Posted 27 October 2005 - 12:03 PM

- beeing able to make proper naval yards


What currently prevents people from doing a proper naval yard?

<{POST_SNAPBACK}>



the fact that you can't build them in the water and build them on land aswell the only working solution is using a tech naval yard but this requires alot of complex coding it would be cool if it would just be possible to make naval yards only at the shores.

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#10 AlexArt

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Posted 27 October 2005 - 12:41 PM

1. Maybe more than 3 weapons =))
2. I would like to be able to have 2 switched weapons among with the Weapon-fired-by-button :rolleyes:
3. If I have something like that:

 WeaponSet
    Weapon               = PRIMARY CrusaderTankGunAPShell
    Weapon               = SECONDARY CrusaderMachineGun
    Weapon               = TERTIARY CrusaderTankGunHEShell

    PreferredAgainst     = PRIMARY VEHICLE
    PreferredAgainst     = SECONDARY INFANTRY
    PreferredAgainst     = TERTIARY STRUCTURE
    ShareWeaponReloadTime = No
  End

then, I may want not to use ShareWeaponReloadTime, but to use some other keyword instead. That keyword has to manage swithcing weapons ( CrusaderTankGunAPShell and CrusaderTankGunHEShell) among with an ordinary weapon (CrusaderMachineGun) that could be fired at the same time with those switching ones.
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#11 theliberator

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Posted 01 November 2005 - 01:13 PM

-more then 15 AI slots per map!

-improve the script editor in the WorldBuilder (for example, make it possible to copy the scripts of a whole faction and rename them)

-same for the team editor

-change the logic of some modules so, that they work with other types of objects, too
I mean it should be possible to use more behavior modules of structures for vehicles or even infantry and vice versa.

(-for future C&C releases a real SDK would be great, but I don't really believe that this will ever happen)

Edited by theliberator, 01 November 2005 - 05:19 PM.


#12 ambershee

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Posted 01 November 2005 - 03:24 PM

. Maybe more than 3 weapons =))


Why? I would have thought six weapons on any object was good enough :sleep:

#13 Godwin

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Posted 01 November 2005 - 08:53 PM

It's EA Germany running the show and applying pressure anyway, of course they'd be Euro-centric. That's why I don't have any hope for any kind of big additions anyway.
IMO it's almost mocking us that they chose those sites/communities, it's a joke.
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#14 Banshee

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Posted 01 November 2005 - 09:30 PM

Yea, I know Godwin.. but I'll still provide the feedback against straight to Aaron Kaufman. I'm also trying to organize some sites in the webbies board to do the same... we can't allow it to be restricted to few euro sites... honestly... a great part of the fans visit or are part of the international community.
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#15 M.E.C.H.

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Posted 13 December 2005 - 09:19 PM

Ermmmm,
Lets start :
1st) More than 3 weapons as the guy told...
2nd) Making a unit when it is on guard mode, not to move to reach its target (not to unpack and fire the target, instead remain in deployed position...)
3rd) Leting a unit to change between weapons..(i dont know if it is can be done right now, maybe something like the ranger with the flashbang aluncehr and the machine gun)
4th) Making a better AI
5th) allowing AI for more slots (not only 8 slots for new generals)

Thtas all i can remember right now !
Thanks ;)
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#16 ambershee

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Posted 13 December 2005 - 09:23 PM

Way to resurrect and old thread.

1st) More than 3 weapons as the guy told...

Can be done.

3rd) Leting a unit to change between weapons..(i dont know if it is can be done right now, maybe something like the ranger with the flashbang aluncehr and the machine gun)

Can be done.

4th) Making a better AI

You can do that yourself.

;)

#17 DragonFly

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Posted 02 January 2006 - 09:52 PM

Way to resurrect and old thread.

1st) More than 3 weapons as the guy told...

Can be done.

3rd) Leting a unit to change between weapons..(i dont know if it is can be done right now, maybe something like the ranger with the flashbang aluncehr and the machine gun)

Can be done.

4th) Making a better AI

You can do that yourself.

:twisted:

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hmm.. What would i love to see...

Weaken the USA a little, they are WAAY to strong

And Remove the Limits (Project Raptor can do with this)
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#18 ambershee

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Posted 03 January 2006 - 06:31 AM

Limits?

#19 M.E.C.H.

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Posted 05 January 2006 - 11:15 PM

Limits?

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thats what i meant when i said improve the AI, the sage engine has limit to 9 generals/armies AI, if a mod has more than 9 countries some of them would not have AI :p
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#20 Banshee

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Posted 06 January 2006 - 01:52 PM

-more then 15 AI slots per map!


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