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Destruction Of Ordos Mod :The Downfall


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Posted

I want to make a Mod where Corrino are replacing Ordos, and therefore Ordos replace Sardaukar and Richese replace Guild who are now buildable by all. Here is a list of people who I want to help me (please):

Rules,Artini,Strings:Inoculator, Apollyon

Icons:GoldEagle

Textures:Frodo

Posted

Great. Post here what you want to be added to the strings, the rules, and artIni and I'll take care of those. I'll set the icons as the unit they're most similar to, so you can test it without new icons.

Posted

For the other units in the attachmented file I haven't quite decided what the ArtIni will be

ORGasTank - use flame tank

IXMech - Use Mongoose

TLTurret - Already there but not used except in campaign as an enemy structure

Posted

Don't ask me to make new textures, because I don't even have the software that will enable me to do that, or the know how. I can make new units for you if you like though. I like making new units. ;D

Posted

Ok, I'll add those to the strings and rules declaration. Email me when you've decided on all the other units, then I'll add them to the strings and rules. But you'll need to do the stats.

Posted

ok then ill be an icon designer even that i can do textures ini art and all that ::) btw did you guys see the model i made for ixian mace?

Posted

Since the Guild becomes House Richese this what you need to do:

1. Add your units to the declaration section.

2. Place the declaration at the bottom of the declaration section for new units, like this:

[unitTypes]

IXAPC {example}

3. Add the unit stats below the original Guild units. Don't change the Guild writing to Richese.

4. To make Guild Richese go to E_Output_Text_Pickups, make sure that it is the correct one. Find the area that lists the subhouses, and change Guild {Guild of Navigators} to Guild {House Richese}. To add Richese units to the strings add it below the first object tips section.

, like this:

IXAPC {Ixian APC}

5. Then add the unit to the ArtIni below the original guild units.

6. Make sure that any new models, textures, or xbf files are working.

If you followed this procedure then there shouldn't be a problem, unless you have the units building out of a totally different building.

Posted

Thats what I was guessing. Don't risk the mod so that when people go into the rules they see Richese. That part doesn't matter, leave the stuff Guild. To make it Richese just edit text.

Posted

Ixian Suboid:

[iXSlave]

House=Ix

StormDamage=10

UnitGroup=FromIXResCentre

Terrain = Rock, Sand, NBRock, InfRock, Ramp

Cost=40

Size=1

Speed=2.0

TurnRate=0.2

Armour=None, 50, InfRock

Health=400

Infantry=true

CanBeSuppressed=TRUE

ViewRange = 7

AiSpecial=TRUE

TechLevel=1

Crushable=false

ChaosEffect=SmallChaosFX

HawkEffect=SmallHawkFX

TastyToWorms=False

WormAttraction=3

TurretAttach=IXSlaveKnife

CanMoveAnyDirection=TRUE

GetsHeightAdvantage=FALSE

CanBeDeviated=FALSE

CanBeRepaired=FALSE

Score=2

AIThreat=40

BuildTime=40

PrimaryBuilding=IXResCentre

Posted

Ixian Destealthing Tower:

[iNIXTower]

House=Ix

StormDamage=10

PrimaryBuilding=HKConYard,ATConYard,ORConYard

Health=1000

Terrain=Rock

Cost=450

ViewRange=10

PowerUsed=80

Occupy = bbb

Occupy = bbb

Occupy = bbb

Armour=Light

Debris=DebrisSmall

TechLevel=1

ExplosionType=MidExplosion

CountsForStats=FALSE

ObjectTypeWhenGone=IXPlasmaFlash

SecondaryBuilding=IXResCentre

DisableWithLowPower=true

UnstealthRange=10

Posted

Tleilaxu Living Turret:

[TLTurret]

House=Tleilaxu

StormDamage=5

Terrain=Rock

Cost=1200

ViewRange=10

PowerUsed=40

BuildTime=309

Occupy = bb

Occupy = bb

TurretAttach=HKGunTurretBase

AiDefence=true

Armour=Heavy

Health=3000

Debris=DebrisSmall

TechLevel=4

ExplosionType=Explosion

Score=3

NumInfantryWhenGone=1

UnstealthRange=3

UpgradedPrimaryRequired=TRUE

DisableWithLowPower=TRUE

RoofHeight=80

ChaosEffect=LargeChaosFX

RangeIndicator=10

RangeMask=1

ObjectTypeWhenGone=ShroudCrate

PrimaryBuilding=HKConYard,ATConYard,ORConYard

SecondaryBuilding=TLFleshVat

Posted

Imperial Tank:

[iMTank]

Score=4

House=Imperial

StormDamage=10

UnitGroup=FromFactory

Terrain = Rock, Sand, NBRock, Ramp

Cost=900

BuildTime=492

Size=2

Speed=7

TurnRate=0.175

TurretAttach=ORKobraUndeployedGun

Armour=Heavy

Health=1800

ExplosionType=Explosion

ViewRange = 4,8,InfRock

Debris=DebrisLarge

AiTank=TRUE

TechLevel=3

Starportable=false

ReinforcementValue=6

Crushes=TRUE

TastyToWorms=TRUE

DamageEffect=MediumDamageFX

ChaosEffect=MediumChaosFX

HawkEffect=MediumHawkFX

WormAttraction=7

GetsHeightAdvantage=FALSE

AIThreat=60

VeterancyLevel = 10

ExtraDamage = 25

VeterancyLevel = 24

CanSelfRepair = 1

VeterancyLevel = 48

ExtraDamage = 50

ExtraArmour = 50

PrimaryBuilding=HKFactory,ATFactory,ORFactory

UpgradedPrimaryRequired=true

SecondaryBuilding = IMBarracks

CanBeRepaired=true

Selectable=true

Posted

Imperial Tank:

[iMTank]

Score=4

House=Imperial

StormDamage=10

UnitGroup=FromFactory

Terrain = Rock, Sand, NBRock, Ramp

Cost=900

BuildTime=492

Size=2

Speed=7

TurnRate=0.175

TurretAttach=ORKobraUndeployedGun

Armour=Heavy

Health=1800

ExplosionType=Explosion

ViewRange = 4,8,InfRock

Debris=DebrisLarge

AiTank=TRUE

TechLevel=3

Starportable=false

ReinforcementValue=6

Crushes=TRUE

TastyToWorms=TRUE

DamageEffect=MediumDamageFX

ChaosEffect=MediumChaosFX

HawkEffect=MediumHawkFX

WormAttraction=7

GetsHeightAdvantage=FALSE

AIThreat=60

VeterancyLevel = 10

ExtraDamage = 25

VeterancyLevel = 24

CanSelfRepair = 1

VeterancyLevel = 48

ExtraDamage = 50

ExtraArmour = 50

PrimaryBuilding=HKFactory,ATFactory,ORFactory

UpgradedPrimaryRequired=true

SecondaryBuilding = IMBarracks

CanBeRepaired=true

Selectable=true

changed to=

[iMTank]

PrimaryBuilding= HKFactory,ATFactory,ORFactory

UpgradedPrimaryRequired=true

SecondaryBuilding = IMBarracks

CanBeRepaired=true

Score=4

House=Imperial

StormDamage=10

UnitGroup=FromFactory

Terrain = Rock, Sand, NBRock, Ramp

Cost=900

BuildTime=492

Size=2

Speed=7

TurnRate=0.175

TurretAttach=ORKobraUndeployedGun

Armour=Heavy

Health=1800

ExplosionType=Explosion

ViewRange = 4,8,InfRock

Debris=DebrisLarge

AiTank=TRUE

TechLevel=3

Starportable=false

ReinforcementValue=6

Crushes=TRUE

TastyToWorms=TRUE

DamageEffect=MediumDamageFX

ChaosEffect=MediumChaosFX

HawkEffect=MediumHawkFX

WormAttraction=7

GetsHeightAdvantage=FALSE

AIThreat=60

VeterancyLevel = 10

ExtraDamage = 25

VeterancyLevel = 24

CanSelfRepair = 1

VeterancyLevel = 48

ExtraDamage = 50

ExtraArmour = 50

Posted

There's no need for the Selectable = TRUE line is there? Doesn't it automatically default to being selectable if there is no Selectable = FALSE line present? Also, with the Ixian Destealthing tower, I don't think destealth ranges work for structures, only units. I have no idea why, but it just seems to be like that. ??? :P

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