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Kwisatz Haderach 3 - back from the dead


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Posted

The Kwisatz Haderach 3 project has been clinically dead for months... I was just about to officially cancel it, when I decided to go through with it and finish it after all.

It won't be anything big, though, so don't expect it to be. So far the people working on the mod are me, Nema and Inoc.

The final list of features is as follows:

- Bringing everything in KH2 up to date. This includes AI scripts and anything else that we might decide to improve.

- The secret Landsraad units. You will require technology from all Houses to build these 3 very powerful units.

- Tech buildings. These are non-buildable structures that can be placed on maps, and that you can capture during the game. We will add tech buildings to several existing maps, and maybe also make new maps that will have them. There will be 4 tech buildings:

1. Worm's Nest: This small building can only be found on sand, and it allows you to train genetically engineered Sandworms. They will be slightly less powerful than normal worms, but still a force to be reckoned with.

2. Spice Extractor: This building will act more or less like an Oil Derrick from RA2. Also found only on sand, it extracts spice which is buried too deep for harvesters to reach. (In practice, the Spice Extractor allows you to build a unit with a negative price tag, so you will actually make money by building it. The unit itself will be totally useless, something like a scout with 1 HP that dies immediately after you build it and doesn't count as a casualty in your final score)

Edit: It seems that making this building is impossible, after all...

3. Mercenary Encampment: This is quite simply a mercenary factory that allows you to build various mercenary units (both vehicles and infantry). I haven't decided on the units yet, so I accept any suggestions.

4. Illegal Research Laboratory: I still haven't decided on the actual use of this building yet. But it will have something to do with advanced technology, and its effects will depend on your House.

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Mod status: Done the Landsraad Council Chambers and two of the three Landsraad units. Nema has made the texture for the Council Chambers.

[attachment archived by Gobalopper]

Posted

If you need anyhelp I'm available I can do ini editing and textures. If not I'm working on Minor Powers 2 which will be either on Generals or Emperor I just can't remember which :-

Posted

What I really need most right now are ideas... Ideas for mercenary units, and for a tech building to replace the Spice Extractor!

But I'm not one to turn down any help, Apollyon. :) I also need a bit of XBF editing... First of all, I need the edited NIAP XBF that allows it to fire. I know it was done ages ago, I just don't know where to get it from. Also, I need XBF's for the Landsraad units. But I'll send you a IM about those, because the abilities of the Landsraad units are supposed to remain secret. ;)

Posted

i have some idea to make spice extractor to work:

when captured, an invisible carryall that even the player cant see, will drop an invisible harvester that the player cant see, that harvester will be invincible. that way, it will be like RA2 derricks.. every minute or whatever u will get cash.. and that harvester will maybe collect invisible spice :O

so.. what do u think?

Posted

How about a unit that, when buit, uninstalls KH and puts in Corrnio's Revenge instead? ;)

Erm, OK, I guess not...

How about this, then:

A powerful tank that is completely unarmed while mobile, but deploys into a powerful, very long range cannon? Like the TibSun artillery?

Posted

leto.. if u had this idea from my mod.. anyway edric if u wanna do that leto "idea" then check the unit called "Lc92" in the fed2k heroes beta and that unit is exactly what leto said (oh yes i made it to work)

Posted

Lol. That "idea", Goldy was made in about a kazillion other RTS games over and over again. It's not original here, and it's certainly not original to fed2k heroes.

Posted

Actually, I was thinking about a very long range artillery that can't move on sand, so you have to position it with an Adv Carryall... I think Jacob Douds had something similar in one of his mods.

Posted

Well, it would probably use an edited Minotaurus XBF, and it would have something like 2 or 3 times the range of the Mino. It could move on rock at a pretty slow speed, but on and you'd have to place it with a Carryall.

This could be one of the Mercenary units.

Posted

edric plzzzz check my unit.. its from the kobra xbf, it have to deploy to shoot, and when it shoot it move the cannon up to fire and it fire toxic shells that kill lots of stuff.. check it out.. its exactly like the unek cannon in Generals...

oh and apollyon: GIVE ME A BREAK!! all i wanted is credits for 1 unit.. 1 single unit :'( :'( :'(

Posted

edric plzzzz check my unit.. its from the kobra xbf, it have to deploy to shoot, and when it shoot it move the cannon up to fire and it fire toxic shells that kill lots of stuff.. check it out.. its exactly like the unek cannon in Generals...

oh and apollyon: GIVE ME A BREAK!! all i wanted is credits for 1 unit.. 1 single unit :'( :'( :'(

"Everything said has been said before" - Sir Thomas Aquinas.

The same is with unit ideas. Or at least vaguely. :)

Sounds good anyway, I like the non-movable on sand factor.

Posted

GoldEagle and Apollyon - stop it!

I took note of your idea, GoldEagle, but we already have one ultra-long range artillery unit (the one I thought of)... Btw, it will be a Mercenary unit. You won't need a Hangar to build it. After all, you can always use it as base defence, without having to airlift it anywhere.

Now, what about other unit ideas? And what about a new tech building? Anyone...?

Posted

Well, a long time ago, I managed to create a 'mobile turret' unit, that was built from a factory and came out as a truck. You would them move it somewhere and deploy it. It would then become some sort of a turret. You could even airlift it while it was in truck mode, and deploy it on sand. The only problem was, when I redeployed it into truck mode, the turret simply disappeared, and the truck reappeared, without any deconstruction animation. ::)

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