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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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my question is twofold
1 should i write a tutorial on making a new general 2 what units should the general have |
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Major Joined: 11/19/2012(UTC) Posts: 371 Location: everywhere but nowhere Thanks: 19 times Was thanked: 47 time(s) in 45 post(s)
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Makeing a new general would be a nice TUT |
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes Want a peek? Visit this page Advanced warfare |
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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I think it would more like replacing an existing general with "new" thing and calling it a new general.
I was thinking around the lines of actually making an entirely new faction besides of the current 13.
Hefty work either ways. I think people can benefit more if they can make things happen in a mod and compiling it to make their factions. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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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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Its not a replacement it is new I don't edit the existing 10 generals or change one of the three factions it is new If you want I can upload a big with both my own and my cousin's new generals |
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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 say go for it. As for new units, I don't think you need more than a basic Command Center and dozer/worker unit. You can leave adding other things to other tutorials. |
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 don't add new units but I usually add new factorys so that I can choose what I build |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Originally Posted by: KlingonDragon I don't add new units but I usually add new factorys so that I can choose what I build Factories* It's still irrelevant to the tutorial, is it not? Once you've covered how to add a command centre and a dozer, anyone following the tutorial can easily add more units and structures. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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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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Not necessarily The cc and dozer part of the tutorial basically say copy one of the existing CCs and dozers and just change the name and commandset The same is true for the war factories, airfields and any other buildings I directly build existing base defences and SWs as they will do exactly the same thing A basic outline to the tutorial is: Add player in player template then add their control bar in control bar Add the new CC and dozer Test Add power and barracks Test Add infantry Test Add supply center Test Addbase defences Test Add war fact and airfield Test Add vehicles (land and air) Test Add SW Test
(when I make a new general I usually mak it such that you need both the war factory and airfield to build a SW (I would like some opinions on this method and whether you'd rather get some sort of science center then build SW) |
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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 will write the tutorial but I'm going camping tomorrow till Wednesday and then college starts on Thursday I will try and write it as fast as I can but it could be some months I will post it as a word document |
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