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Operation: Appocolypse Mod


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Posted

My newest mod, after CR comes out. (I know, I said I would leave the modding community...so sue me.) It will be WAY more simple, no new hoses or anything...fairly simplistic, I know. It will add a lot of new units, though, and do that "House-Subhouse combination units" thing. It will be pretty cool, I suppose. If anyone wants to help me with textures on either this OR CR, tell me.

Posted

lol its really easy

but i just cant really seem to make any nice looking ones (or be much bothered at that)

xcept of course for the funky kobra texture which is great =)

  • 3 months later...
Posted

Bump.

No, seriously...I'm going to do this between CR1 and CR2. Any ideas for units? There will be a unit for each Subhouse and two per house. There will also be a unit you get for combing Houses and Subhouses.

Sards:

w/Harkonnen=Imperial Assault Tank

w/Atreides=Imperial Sardaukar APC

w/Ordos=?

Stand-alone=General

Ix:

w/Harkonnen=?

w/Atreides=?

w/Ordos=?

Stand-alone=Suboid

Tleilexu:

w/Atreides=?

w/Harkonnen=?

w/Ordos=?

Stand-alone=Living Turret

Fremen:

w/Atreides=?

w/Harkonnen=?

w/Ordos=?

Stand-alone=Biker Scout

Guild:

w/Atreides=NIAP (This is where you come in, Adrian. ;))

w/Harkonnen=?

w/Ordos=?

Stand-alone=MegaCannon

Atreides:

Swordmaster

?

Harkonnen:

Inkvine Trooper

?

Ordos:

?

?

Off to a good start, eh? :P

Other changes include:

Large Windtraps

Various Unit changes

You know, the usual cr*p in this type of mod... ::)

Anywho, I welcome suggestions.

Posted

Good idea leto. And i have made a recent discovery. I added 22 units to my mod, without deleting more then 2 units in the ini files. Which means that it is playable in the campaigns.

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