ZH 1.05: The modding community was left out!
#1
Posted 24 October 2005 - 09:48 PM
- 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
Posted 25 October 2005 - 11:41 AM
My Wii code: 6472 3114 4930 8707
"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak
Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."
#3
Posted 25 October 2005 - 03:14 PM
Too cute! | Server Status: If you can read this, it's up |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.
#4
Posted 25 October 2005 - 05:26 PM
#5
Posted 25 October 2005 - 09:30 PM
what about day/night cycles, or even changing weather conditions.
Hot Cup of Blog?
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The Mod is NOT dead. I've moved into my new house and finally able to start working on things again. So you will just have to give me time to work on stuff so we have things to show. Unless you can pay me, then things will move faster...
#6
Posted 25 October 2005 - 09:32 PM
- 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
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.
#7
Posted 27 October 2005 - 05:03 AM
Too cute! | Server Status: If you can read this, it's up |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.
#8
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
Posted 27 October 2005 - 12:03 PM
- beeing able to make proper naval yards
What currently prevents people from doing a proper naval yard?
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.
#10
Posted 27 October 2005 - 12:41 PM
2. I would like to be able to have 2 switched weapons among with the Weapon-fired-by-button
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.
#11
Posted 01 November 2005 - 01:13 PM
-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
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
#14
Posted 01 November 2005 - 09:30 PM
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#15
Posted 13 December 2005 - 09:19 PM
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
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#16
Posted 13 December 2005 - 09:23 PM
Can be done.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)
You can do that yourself.4th) Making a better AI
#17
Posted 02 January 2006 - 09:52 PM
Way to resurrect and old thread.
Can be done.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)
You can do that yourself.4th) Making a better AI
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)
#18
Posted 03 January 2006 - 06:31 AM
#19
Posted 05 January 2006 - 11:15 PM
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 AILimits?
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#20
Posted 06 January 2006 - 01:52 PM
-more then 15 AI slots per map!
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