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Posted

Well if we go by that definition that "Unofficial expansion packs" do not alter the original houses, add new extra units and do not damage campaign play...

Then Inoculator9 - take centre stage with your small mods that do all of the above, sorry read that as Unofficial Expansion packs.  ;)

Posted

Tadaa! Yeparu, almost all of my wee little mods are like this. The Corrino Expansion leaves everything intact... so it's an expansion, and many others just add units and the like.

If we were to make a big project out of this, it should be an extensively tested "huge-small mod" that tweaks and only adds a few tangible things, so that campaigns are secure.

Posted

'Have you added a FromLightFactory line or something similar because I couldn't get new ones to work. '

Yeah, they work but you have to declare them like everything else.

Posted

I am using the IXRescentre = true function at the moment, while I create all the builing models.

After i get to a stage of testing, I will work out how to define the light factory, but I may have to force that you have to queue sub-house building by sharing building definitions (ie no longer have each sub-house having their own building queue). We will see...

...ages away at the moment!

Posted

It's a shame my 'Emperor EX' idea would require such massive recoding.  Basically, it was Emperor, with some things borrowed from RA2 (spies and hybrid technology) and Generals (all infantry being able to garrison buildings).  The original notes are still lying around if anyone is interested in taking a look.

Posted

An expansion pack doesn't need necassarily to have a new House or Subhouses. You could always add some new units to the current (Sub)Houses, add some music, edit the speech sounds of the units, and improve the AI. Likely you will still be able to play campaign mode. And maybe some balancing issues that ALL players agree with.

Posted

My desired changes would be balancing changes of some units.

Flamethrower (i would improve health, mayb speed)

Saboteur (i would improve health, maybe speed)

Contaminator (i would improve health, maybe speed)

ADP (i would improve health, damage and maybe speed)

AA-mine (i would improve health, damage)

Guildmaker (i would improve health)

Ornithopter(i would improve damage)

and mayby tweak some veteran unit upgrades.

Posted

I know this is a lil off topic but lets say you make a mod, can you also change how the units lvl up? Like make it easier for the Infantry to gain lvls and harder for the Vehicles?

Posted

Yes, you can change pretty much. Like how many points you must score, and if the unit gets stealthed, if the unit gets more speed.

But new things might be tried as well, how about veteran units which can be crushed by vehicles...

Posted

That would be useful so they don't get squished...

How about making all barracks and subhouses train vet infantry? I like that idea ;D

Posted

I think that would be pretty simple as well...

Just change this:

// LEVEL 3 ----------------------------------

VeterancyLevel = 20

ExtraDamage = 50 // 50% more damage - applied to all weapons

ExtraArmour = 50 // Takes 50% less damage

To:

// LEVEL 3 ----------------------------------

VeterancyLevel = 1

ExtraDamage = 50 // 50% more damage - applied to all weapons

ExtraArmour = 50 // Takes 50% less damage

I think... or perhaps it would be VeterancyLevel = 0, can't say for sure. Just rename the unit "Elite Whatever" and if my calculations are correct, you have 3rd chevron unit.

Posted

My mistake I wasn't clear enough, I meant make it where all barracks and subhouse 3 chevron infantry can re-enter and train like the Atr barracks.

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