Private Joined: 4/7/2015(UTC) Posts: 19
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Hi! I am a beginner in modding Tiberium Wars. With my small team I want to create new total-conversion mod, but there's one big problem. In our mod sea battle ships will be very important, but in original game there aren't any naval units. Some modders said me it is impossible.
But really?
C&C 3 was created on modified SAGE engine from Generals, only one year later SAGE was used in Red Alert 3 (both games have naval units). Maybe is possible to add some scripts or find these ones which exist in C&C3 files but they stay unused (like Ion Cannon from Tiberian Sun in Red Alert 2)? Could you help my team solving this problem and make some experiments? Thanks a lot.
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Private Joined: 4/29/2011(UTC) Posts: 19
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There is already a mod called Naval wars , its very possible and completely reasonable to want to achieve , just be sure you don't go remaking the wheel though. The naval wars is a german mod and sadly while I pm'ed that team they failed to reply.
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Private Joined: 4/7/2015(UTC) Posts: 19
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I saw it, thanks! But this is mod for Generals Zero Hour, not for C&C 3. Perhaps adding naval units with that could be easier :)
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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I don't think that naval units are a problem. It's the production structures (specifically, ones that can be placed in water) that would be a problem. |
CommieDog: Because someone has to do your dirty work for you |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I still want to be able to do that in ZH. the only way I found was to use an amphibious transport as a MCV which 'unpacks' into a naval yard. |
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Private Joined: 4/7/2015(UTC) Posts: 19
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Yeah, but still you have to code new terrain type, water, to unable "naval MCV" to unpack on the ground. And if you code that, you can just change one line in xml code of unit/building, so still the point is to code new terrain.
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Private Joined: 4/29/2011(UTC) Posts: 19
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The Naval wars mod for tib wars 3 is not a generals or zero hour mod and you will find it is hosted at thundermods.net Please do note and actually read my reply next time. The basics for making naval units remains the same : have a "special" warfactory that creates "tanks or bikes" that have been remodelled to ships, then merely "replace the models look" and have a capture "script" in world builder for each of your mods maps "shipyards". NOTE given the naval wars mod team didn't use a lot of maps with waves in the water its likely that if you make maps with waves it could wind up look not quite great but should still work.
Naval units are done vaguely the same in zh but there is one heck of a lot of zh naval mods compared to tib wars :)
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Private Joined: 4/7/2015(UTC) Posts: 19
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I have read, maybe I didn't understand your reply right. I apologize for it. Thank you for help :) EDIT: But man, I can't find anything there, there's almost nothing. Would you like to give me a link? Edited by user Thursday, January 5, 2017 7:22:43 AM(UTC)
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Private Joined: 4/29/2011(UTC) Posts: 19
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http://thundermods.net/a...mp;action=view&id=71 seems they updated the site had to look it up in the archived site that was available. Hopefully you like it. Edited by user Tuesday, January 10, 2017 6:47:13 AM(UTC)
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