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Posted

I was wondering would it be worth getting everyone in the Modding community together to make an *Expansion Pack*.  Of course it would require both players to have it which would create some problems but if we only use it on XWIS new players might not be affected.  This Expansion pack could combine elements of the best mods created as well as Apollyon's mini patch and AI patch.  These are my own personal thoughts and I haven't discussed them with anyone else so they might sound a bit stupid to some people.

Posted

Due to the nature of the way the Rules.txt operates (as far as unit/structure declaration is concerned), it would be difficult to create an 'expansion' that adds new units/structures etc etc, without taking some things out of the game, or making it campaign unfriendly. It would be fairly limited if you only added the maximum number of new units/structures without modifying anything else.

Apart from that, I don't see any problems with the idea. :)

Posted

Andrew, that thread has no bearing on this one as circumstances have changed. I would say an expansion pack is only truly viable if new sides can be added and that's something I'm working on. I doubt I can get it to work but it's worth a try.

Posted

KH was billed as the unoffical X-pack, since WW wasn't going to be doing anythingy anytime soon. I guess some ppl just disagree. ;D

Posted

I'll let you tell that to Ghosty and Edric. ;)

It didn't extend the single player but it did the multi. There was even a story line that explained why Atr was no longer around. Although it would have been nifty to see a new single player campaign.

Posted

I am interested in an Official Ex-Pack..

But in any case I have no clue whatsoever how to model/mod/do whatever you do..

But I can learn.  :D

Posted

If people are going to post ideas I would like to give them some tips.

- Remember that the expansion pack, if it is going to be made, will be made by people who don't have access to the game code itself. So they cannot implement entire new functions, but more that they can make new combinations of already existing material

- There is a limit on the amount of units you can have, so a House can not suddenly have 10 new units. Especially if a way is found to introduce a new House to the game.

- Bugs like the Mino pathfinding bugs can also not be fixed.

- Be creative with the stuff you already have, so it is possible for example to give a unit a  weapon which fires the Chaos Lightning.

Posted

My ideas were swapping the Sardaukar with Ordos, making Sardaukar a major house (Corrino of course) and Ordos a subhouse.  Fremen would become part of Atreides but they would be released periodically from the Palace like in Dune II/Dune 2000.  Richese would become the new subhouse.  Harkonnen would get some seriously heavy weaponed soldiers as well...

Posted

I think that if you want to keep the project as an 'unofficial expansion' pack, in order to be an expansion you'll have to leave what's already in the game untouched and add to it, instead of swapping and/or replacing things.

Posted

Well, Kwisatz Haderach was the first to coin the term "unofficial expansion pack", so it rightfully belongs to us, no matter how much Duke protests. ;)

Now, it's perfectly true that we had to remove a House in order to add a new one, but that's because it was (and as far as I know it still is) impossible to add a 4th House.

Of course, it would be great to made a truly huge mod that would compare to a real expansion pack, but we don't have the tools for it... We can't make new missions or new campaigns, for one thing...

Posted

There was the sub-major house combination idea I had, but that would remove subhouses and require a great deal of work (the idea basically created a possibility for many many major houses [over 100 possible, I think])

Posted

There was the sub-major house combination idea I had, but that would remove subhouses and require a great deal of work (the idea basically created a possibility for many many major houses [over 100 possible, I think])

I worked out how to do 8 but over a hundred...

Yes I know Corrino's Revenge does all that stuff but version one isn't all great and as for the Shai Hulud mod, I've never played it.  The Richese idea is one of mine.

Posted

;D

ICW retained original houses, expanded TL and IM, added a lot of new weapon based units using passive irrelevant campaign units (so much so that Apollyon complained!) AND kept campaign play. I also tweaked the AI for campaign play.

Unfortunately there were a few bugs and some of the textures were less than impressive  :-[ I was also told it left to many units like before! LOL.

I am presently working on a mod where I will keep campaign play but move all the buildings around (by adding in a Light factory and bumping the models up, eg the hanger will become heavy factory, palace becomes starport etc.). The sides will be: IX (replace AT), FR (replace HK)  and TL/Guild (replace OR), Subhouses will be HK (replace FR), AT (replace IM), Smugglers (replace IX), Ordos (replace TL) and Corrino (replace Guild).

I had hoped to bring in single refineries and silos but I could not get the max-spice limit rules code to work, it's there but obviously it is switched off in the real program code.

I would also like to edit the text in the campaign files Does anyone know how to open campaign mission files?

Posted

'ICW retained original houses'

No, it didn't. By using 'retained', we mean 'kept intact'. Your mod changes them entirely and unbalances them in my opinion (hard to tell though with so many units that do the same thing  ;)).

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