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Questions on the upcoming version..


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#1 The Kommissar

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Posted 25 June 2006 - 04:50 PM

1) There will be any close combat unit in the mod??

2) Any plans to use the good old Leviathan? Maybe as neutral capturable fixed (or maybe mobile ;) ) huge mega artillery?

3) How many maps did you made? And will we be able to play old generals maps (I love desert fury)?

4) did you made some balance testing? (I think you made it if I remember well....)

5) will this be compatible with the Zero hour included in the C&C 1st decade pack?


Thanks! :umad:

#2 Boomerang Python

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Posted 25 June 2006 - 08:45 PM

2) A: nope.

5) A: yes, its the same game in a different directory.

I'll let cal answer the other ones
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#3 Calamity_Jones

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Posted 26 June 2006 - 01:24 AM

1) A: Yeppo, the marine terminator and apothecary, and the tau kroot

3) A: We've got:

-Desecrated Ground, 4 players
-Cold Blood, 6 players
-The Ultimate Gate, 4 players
-The Nexus*, P'ar My'or, 4 players
-Over The Line, 2 players
unfinished... -Canals, 8 players
unfinished... -Meat Grinder, 7 Players... this map's an 'art of defence' kind of map ^_^ i.e. pre scripted waves of enemies (chaos)
-Over The Line, 2 players
-Assault On Hab Complex 137*, 2 players
-The Barren Quarry*, 2 players
-Districe 534*, 2 players
-Close Encounter*, 2 players

The ones marked with an asterix need modification as they're far too small to be played on, so there's a bit of work to do yet, but there will be plenty of maps. The original generals maps can't be played as they have supply docks on them instead of our oil derricks, plus they lack our bootiful new tech buildings :D

I'll give some instructions out with the mod on what should be on maps for the mod, and what needs changing on orig zh maps if you want to use them.

4) I have been balancing Only War for about 6 or more months, or rather since I started coding which is probably closer to a year ago now... I'm still adjusting the balance even as i make the AI as I'm seeing things that are just slightly off and fixing them. This mod will be one of if not the best balanced out there, trust me :)

Edited by Calamity_Jones, 26 June 2006 - 01:24 AM.

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#4 REWENGER

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Posted 26 June 2006 - 04:30 PM

1) A: Yeppo, the marine terminator and apothecary, and the tau kroot


no close combat to imperial guard?

#5 Boomerang Python

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Posted 26 June 2006 - 04:39 PM

nah they die too fast and the commissars didnt make it in.
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men du är också man, och det är mer."

#6 Calamity_Jones

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Posted 26 June 2006 - 05:10 PM

plus close combat doesn't really fit into the ethos of the guard. They're all about large numbers and big powerful defences.
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#7 hobbes-99

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Posted 26 June 2006 - 05:22 PM

Cal you are a god amongst men.

:p

#8 Boomerang Python

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Posted 27 June 2006 - 12:58 AM

He's more of a servitor with special skills in the fields of ai and mapping.

And he's got a nack for 'unfixing' fixed stuff..

Edited by Boomerang Python, 27 June 2006 - 12:59 AM.

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men du är också man, och det är mer."

#9 Calamity_Jones

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Posted 27 June 2006 - 01:41 AM

i have immense pride in my unfixing skills! Mock them not!
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#10 The Kommissar

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Posted 27 June 2006 - 08:53 AM

So...how close combat work?

I suppose that termies will have a switch like the Generals USA G.I. ...

What advantages does it do? Can we knock down tanks with powerfists??

#11 Calamity_Jones

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Posted 27 June 2006 - 06:14 PM

you can indeed. Termies kick out a helluva lot of damage in close combat You can massacre your way through enemy troops or just smash up tanks :shiftee:
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#12 the28ig

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Posted 02 July 2006 - 09:49 PM

By the way when is the next version?

#13 Torn

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Posted 03 July 2006 - 02:30 PM

Die. Now.

#14 Calamity_Jones

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Posted 03 July 2006 - 11:30 PM

Torn has servere emotional issues with people who ask that question. Don't ask it :)
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#15 Qb1

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Posted 07 August 2006 - 06:50 PM

new tech buildings eh? will this work with worldbuilder???
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#16 Calamity_Jones

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Posted 07 August 2006 - 08:19 PM

'course it will! Otherwise, how would we have them in maps? :mellow:

Worldbuilder uses the same files as the game, each unit has some lines of code that say where it will be placed in the worldbuilder object menu. I think the game will crash if these lines are missing, so things WILL appear in worldbuilder, just as in the game. There's some slight discrepancies, such as 'builder doesn't use any particle data and ignores all animations.

The EAW editor shows particles however, which is pretty damn cool if you ask me.
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#17 Qb1

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Posted 08 August 2006 - 01:59 PM

'course it will! Otherwise, how would we have them in maps? :)


oh yer... dur well of course... i knew that.. i was just testing you :p


is EAW an ea game and does it use a simpilar engine to zero hour? cause i want to get it to play only war2 but ill only buyh it if its easy to mod. like zero hour
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#18 Calamity_Jones

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Posted 08 August 2006 - 02:50 PM

I do hope you're not speaking of EA as a positive attribute. EA is utterly evil in every possible way!
*VERY VERY BAD GIF ANIM THAT REALLY DOESNT FAVOURS EA*

Anyways, EAW is by Petroglyph, and is much easier to mod than Generals. Seriously, it is!

It has features that let you add in mods without messing with the core files and what-not, the xml editing is very simple and the map editor is pretty good too.

Edited by Boomerang Python, 08 August 2006 - 03:54 PM.

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#19 Boomerang Python

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Posted 08 August 2006 - 03:52 PM

well the code is easier..

and no swastickas on this forum!

Edited by Boomerang Python, 08 August 2006 - 03:53 PM.

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#20 Calamity_Jones

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Posted 09 August 2006 - 09:56 AM

gah, 'tis the truth!

EA is the evil! I'll forgive them if they stop repressing competition... What's the need to make good games if there's no competition? none! As long as the stuff sells, they don't care, and they certainly do mass produce naff games :p
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