Posted by: klingondragon - Saturday, January 7, 2017 10:02:45 AM
[b]The concept:[/b] A conversion mod for ZH with three new factions: S.H.I.E.L.D., Hydra, and the Avengers. S.H.I.E.L.D. is relatively simple - Use the conventional base and faction mechanics. The Avengers will take some balancing - A Tower (and maybe a warehouse or two for cash) that produces the heroes and upgrades and unlocks as the game progresses to make them stronger as the conventional teams get stronger. Hydra will probably be a mix of conventional and custom mechanics. Defiantly using the cut defector power to show double agents and probably a barracks purchasing mercs. [b]What I need:[/b][list][*]Ideas - Please reply with your ideas [*][i]Staff[/i] - [list][*]Model Maker - to make models for new units and structures [Zatsupachi|Omar_Gamer] [*]Map Makers - for custom missions and skirmish maps [Zero Hour Mad Map Maker] [*]INI Coders - for the core of the mod [KlingonDragon | Zatsupachi] [*]Artists - to make textures for the new models [*]Windows Modders - to change menus for the mod [*]Skirmish Modders to make the new factions work in skirmish mode[ZHMMM][/list]Although (given enough time) I could probably learn some of this and do it myself I feel it would be better to get people comfortable with these modding aspects to help. (If anyone volunteers I will put their name on this post as staff.) Feel free to volunteer for one or more positions with. [*]Reactions - Think this is a good or bad idea? Please tell me why, so I can improve it.[/list] I expect this mod would take considerable time. However, the more people work on it, the quicker we could make it. Mod Website [url]http://mcu.klingondragon.dynu.com/[/url] ModDB Page [url]http://www.moddb.com/mods/marvel-cinematic-universe[/url]

Posted by: zero hour mad map maker - Saturday, January 7, 2017 11:20:54 AM
I can be your map maker! This sounds like fun. Though we might need more than one map maker, as missions take the longest; it all depends on what it's about and how many missions will be needed. As for the idea itself, it seems cool! I like it. Nothing wrong about it, I think it's good. It'll take a long time to make, but we could actually pull this off.

Posted by: klingondragon - Saturday, January 7, 2017 11:30:31 AM
[quote=Zero Hour Mad Map Maker]Though we might need more than one map maker, as missions take the longest; it all depends on what it's about and how many missions will be needed.[/quote]I expect we'd need around 5 missions for each faction plus a few skirmish maps for each number of players in skirmish. I expect the mapping team to consist of a few people each working on their own maps. Although how you do it would be up to the team itself. I'm not very good with maps (have a look at the ones on my website), so, I don't want to get too involved in that part of the mod.

Posted by: zero hour mad map maker - Saturday, January 7, 2017 11:37:24 AM
Yeah, so we'll need quite the bit of map makers. But, don't we still need a story? Or do the map makers come up with that?

Posted by: klingondragon - Saturday, January 7, 2017 11:42:47 AM
[quote=ZHMMM]Yeah, so we'll need quite the bit of map makers.[/quote] hence [quote=KlingonDragon]I expect this mod would take considerable time. However, the more people work on it, the quicker we could make it.[/quote] as for [quote=ZHMMM]But, don't we still need a story? Or do the map makers come up with that?[/quote] Not sure. I think we should take aspects from the MCU (especially the ensemble films and Agents of S.H.I.E.L.D. TV series). I expect The whole mod team to come up with the overall story and the map makers to do the individual stories.

Posted by: klingondragon - Saturday, January 7, 2017 5:27:31 PM
I have an idea for the mod logo (this took about 5 minutes, given more time and inclination I'm sure I could make a better one). [img]http://klingondragon.dynu.com/mcu/img/Install_Final.bmp[/img]

Posted by: zero hour mad map maker - Saturday, January 7, 2017 6:11:19 PM
Looks great! I really like it.

Posted by: klingondragon - Saturday, January 7, 2017 7:50:05 PM
Originally I added a grid and some crosshairs like the ZH loading screen. In the end I decided against it and added the faction icons.

Posted by: renaissance - Saturday, January 7, 2017 8:59:16 PM
I'm looking forward to hearing more about your plans. So far so good.

Posted by: klingondragon - Saturday, January 7, 2017 11:45:46 PM
Any chance you want to help out?

Posted by: renaissance - Saturday, January 7, 2017 11:54:15 PM
I'm willing to help but I don't want to commit; not only am I rusty but I don't want you relying on me and getting held back.

Posted by: acidbrain - Sunday, January 8, 2017 4:29:02 AM
[img=https://s24.postimg.org/7n38in0yt/Supply_Center.jpg]SupplyCenter[/img] [img=https://s30.postimg.org/980v20uo1/Supply_Center_Night.jpg]SupplyCenter_Night[/img] [img=https://s23.postimg.org/u77d62v1n/usa_strategycenter_1_281.jpg]USA_StrategyCenter[/img] [img=https://s29.postimg.org/570npetvb/usa_strategycenter_2_123.jpg]USA_StrategyCenter[/img]

Posted by: klingondragon - Sunday, January 8, 2017 8:52:34 AM
You don't have to put all your time and energy in. Every little helps. That being said, I think the models for each faction should have the same style. While you could make single models as and when you felt like it, I don't know if they'd fit with the models others make (or vice versa). Do you want me to add you to the team? I will make a moddb page and a small website when we have the core team and a more rounded out concept.

Posted by: acidbrain - Sunday, January 8, 2017 9:27:10 AM
Im not going to make promises because i know how busy i already am with other projects, have a pretty busy job also, and most important is that i have the attentionspan of a mosquito... I have a gazillion unfinished projects already and i dont want to disappoint any of the team members if i join, you can get models which i have already made but im not going to make new ones because that takes a sjitload of time, especially buildings...

Posted by: klingondragon - Monday, January 9, 2017 11:48:11 AM
[b]URGENT:[/b] Model makers needed. While some aspects of the mod can be made without models the bulk of the coding requires new units and structures. Any and all help is appreciated.

Posted by: zero hour mad map maker - Monday, January 9, 2017 2:39:37 PM
Unfortunately, this may be a great idea, but I think we're just majorly lacking on the amount of people to assist it.....

Posted by: klingondragon - Monday, January 9, 2017 2:41:30 PM
At this point it's too soon to say. Although if we don't get a model maker we're never going to be able to do anything.

Posted by: zero hour mad map maker - Monday, January 9, 2017 2:45:03 PM
Perhaps, but, we just have to be patient ;) I would also help with the modelling, but all I can make right now is a donut.... lol

Posted by: klingondragon - Monday, January 9, 2017 4:00:11 PM
Mod Website [url]http://mcu.klingondragon.dynu.com/[/url] ModDB Page [url]http://www.moddb.com/mods/marvel-cinematic-universe[/url]

Posted by: klingondragon - Monday, January 9, 2017 4:21:11 PM
I've been thinking about how the factions will build structures and produce units. I decided to make a kind of flowchart for each faction. But, I've run out of steam and want an early night. So, I decided to upload what I have so I can get some feedback. [img]http://mcu.klingondragon.dynu.com/img/S.H.I.E.L.D..png[/img] A larger version of the flowchart can be found [url=http://mcu.klingondragon.dynu.com/img/S.H.I.E.L.D..png]here[/url].

Posted by: Zatsupachi - Monday, January 9, 2017 6:57:11 PM
Okay this been dangling in front of me for quite some time. So here's my ModDb: http://www.moddb.com/members/precision-bomber I can help with INI Code. And temporarily put me in 3d modelling until we can find someone better than me(I'm not really the best).

Posted by: klingondragon - Monday, January 9, 2017 7:18:09 PM
Welcome aboard.

Posted by: renaissance - Monday, January 9, 2017 11:28:56 PM
If you're willing to have someone on odds and ends / modeller I'll join but keep in mind my participation may be limited. I really don't want to promise too much but I don't want you shortstaffed either EDIT - I'd be willing to work with zatsupachi and teach some tips/tricks as needed [quote=KlingonDragon;142701]I've been thinking about how the factions will build structures and produce units. I decided to make a kind of flowchart for each faction. But, I've run out of steam and want an early night. So, I decided to upload what I have so I can get some feedback[/quote] This is a good idea. Looks good so far. Do you have a complete list of intended units/structures or is this to help you round it out?

Posted by: zero hour mad map maker - Tuesday, January 10, 2017 7:27:21 AM
What exactly do the Skirmish Modders do? Are they the ones that script the AI to function in skirmish? Much like the skirmishScripts.scb that EA made?

Posted by: klingondragon - Tuesday, January 10, 2017 9:22:45 AM
The skirmish modders are exactly that. The ones who make the scripts work for our new factions. They'd also have to mod the AI ini files. As for the units: I haven't really thought about it. I was hoping to get input from the community. I'm not sure how much I should take from the films and how much I should take from agents of SHIELD. Plus I think the helicarrier will be a tad OP (But I also really like it).

Posted by: zero hour mad map maker - Tuesday, January 10, 2017 12:13:46 PM
Ah, well you can also put my name in that category, as scripting in the WB is my forte. I enjoy working with AI parameters. As for the units, you know like Colonel Burton, Jarmen Kell, and Black Lotus, we can put Captain America as the "hero" of the Avengers. As for S.H.E.I.L.D, we should make Ghost Rider the hero for them. That would be bad***, just make him whip some things with his fire chain lol. And for the Hyrda, I'm not entirely sure who's part of that and what that is, but would Wolverine work?

Posted by: klingondragon - Tuesday, January 10, 2017 1:34:03 PM
Sure you can do the skirmish stuff. I was going to make all the Avengers 'heroes' Ghost Rider isn't part of S.H.I.E.L.D.. I think their hero should be either Coulson or Fury (or another good agent).  Wolverine is an X-man and not part of the MCU. I would think Hydra's Hero should be Grant Ward (I'm not sure what other good Hydra agents would work).

Posted by: zero hour mad map maker - Tuesday, January 10, 2017 2:35:49 PM
[quote=klingondragon;142738]Sure you can do the skirmish stuff. I was going to make all the Avengers 'heroes' Ghost Rider isn't part of S.H.I.E.L.D.. I think their hero should be either Coulson or Fury (or another good agent).  [/quote] Well I researched and apparently he is part of S.H.E.I.L.D. If I researched correctly. [img]https://upload.wikimedia.org/wikipedia/en/3/39/Agents_of_S.H.I.E.L.D._season_4_poster.jpg[/img] (poster) Quote from an article: "It's no secret that the Marvel Cinematic Universe is about to grow in an unprecedented way. Phase 3 will see a ton of new characters enter the silver screen portion of the MCU, but some of the best and most fascinating additions are coming to the small screen sector. In fact, Agents of S.H.I.E.L.D has taken a huge step forward and added in Ghost Rider. . ." [quote=klingondragon;142738] Wolverine is an X-man and not part of the MCU. [/quote] OH! Haha! Sorry there are so many super hero characters, I forgot where they belong sometimes....

Posted by: klingondragon - Tuesday, January 10, 2017 2:56:53 PM
The character is in the TV series but not part of the organisation.

Posted by: renaissance - Tuesday, January 10, 2017 3:23:34 PM
I think hero units for Avengers are obvious. SHIELD could be a trifecta of Fury, Coulson, and Daisy... or dare I say deathlock? Hydra might be something like Ward, Hive, or some of the inhumans. I think it might be easier if you chose a relative event in the MCU and picked from there. Also, and keep in mind this is just me spitballing, but how do you feel about merging SHIELD with the Avengers and having AIM/Hammertech as a third faction?

Posted by: klingondragon - Tuesday, January 10, 2017 3:25:22 PM
I've updated the building flowchart for S.H.I.E.L.D..

Posted by: klingondragon - Tuesday, January 10, 2017 3:33:27 PM
[quote=renaissance;142742]Also, and keep in mind this is just me spitballing, but how do you feel about merging SHIELD with the Avengers and having AIM/Hammertech as a third faction?[/quote] I wanted to keep them separate. Although the Avengers started as a special S.H.I.E.L.D. team, They've gone their separate ways and I think we should keep it that way. If we can come up with a really good 3rd faction I wouldn't mind merging them. As for those companies as extra factions: I don't think it would work. They're pretty minor in the grand scheme of things and they're essentially just manufacturers (Rather than organisations that would take part in combat). I just don't think it would work. I think we should stick with the three we have for now.

Posted by: zero hour mad map maker - Tuesday, January 10, 2017 4:40:14 PM
[quote=klingondragon;142741]The character is in the TV series but not part of the organisation.[/quote] Huh, but wouldn't he still be a part of the SHIELD Universe? And if he's not categorized in SHIELD, but is still part of Marvel, what group would he belong in?

Posted by: klingondragon - Tuesday, January 10, 2017 4:43:10 PM
It's all the same universe (That's the point). He wouldn't be part of any of the three factions we have so far. (Although he is aligned with SHIELD so, if we really wanted, we'd add him to that faction).

Posted by: klingondragon - Tuesday, January 10, 2017 4:59:15 PM
Made an Avengers flowchart: [img]http://mcu.klingondragon.dynu.com/img/Avengers.png[/img]

Posted by: zero hour mad map maker - Tuesday, January 10, 2017 8:37:09 PM
[quote=KlingonDragon;142746]It's all the same universe (That's the point). He wouldn't be part of any of the three factions we have so far. (Although he is aligned with SHIELD so, if we really wanted, we'd add him to that faction).[/quote] Yes! That would be awesome to add him in xD. Nice flow chart btw, lookin good! I'm gonna start some brainstorming on some skirmish maps. I also wonder if Adriane could help out with the map making as well. He has some good talent.

Posted by: klingondragon - Tuesday, January 10, 2017 9:11:58 PM
I'm thinking the maps should be double or triple the size of usual maps. I'm expecting some of these buildings to get quite big.

Posted by: Zatsupachi - Wednesday, January 11, 2017 12:04:55 AM
I suggest reading up on this: http://tvtropes.org/pmwiki/pmwiki.php/Main/GameplayAndStorySegregation We don't necessarily have to scale everything to canon. Otherwise we face performance issues. That's also a good tvtropes page to read on how to balance the Avengers. 'Cuz quite frankly, as I'm seeing it, it's pick Avengers to win. Neither S.H.I.E.L.D. or Hydra have anything to stand against the Avengers aside a few notable characters, which end up being the only characters to use. Also, the Avengers don't have an army. They have the Hulk. And I don't mean in the movies' ironic tone. The Hulk is that powerful and so are the others. THOR can end everyone as far as I'm concerned.

Posted by: klingondragon - Wednesday, January 11, 2017 4:45:00 AM
Right from the beginning the main concern has been how to scale the avengers. And when I meant stuff would be big, I meant I expected something like the helicarrier to be at least the size of the base game's aircraft carrier (if not bigger), plus it should be flying. Not everything will be massive but think about what happens in the MCU. Single stories take place over massive areas.

Posted by: renaissance - Wednesday, January 11, 2017 11:14:27 AM
An idea for Avenger "troops" is the Iron Legion. Probably low to low-med health with stun capabilities only. Making them a pilotless vehicle opens the option of them being hacked. I had an idea for balancing. Since Stark is central point in the MCU Avengers (his bulding, his mansion, his legion, hisplane) why not make him a starting unit but with a beginner suit and build capabilities. An alternative would be a non-corporeal Jarvis matrix*. Since their units will be powerful, limiting their number in structures might be a way to assign them a weakness - ie. 1 "barracks". * To solve the issue of a win being denied because jarvis is the last unit but can not be killed, you can make him "die" after each building is constructed. You can go beyond that by giving him a build countdown/"self-destruct" timer (ie. 1:00 minute after he is created)

Posted by: klingondragon - Wednesday, January 11, 2017 11:32:17 AM
I was trying to work out what to actually use them for (troops, base defences, etc.). I think an angry mob style unit would be appropriate.

Posted by: renaissance - Wednesday, January 11, 2017 11:36:46 AM
Could be more than one purpose. My idea there was to have them protect the hero units while they were still weak while retaining a marginal function late game. pS- I edited my previous post

Posted by: klingondragon - Wednesday, January 11, 2017 11:40:39 AM
[quote]I had an idea for balancing. Since Stark is central point in the MCU Avengers (his bulding, his mansion, his legion, hisplane) why not make him a starting unit but with a beginner suit and build capabilities. An alternative would be a non-corporeal Jarvis matrix*. Since their units will be powerful, limiting their number in structures might be a way to assign them a weakness - ie. 1 "barracks".[/quote] I was intending just the avengers tower (and only one of them) as the CC, barracks, and strategy centre (plus a power plant and a few warehouses (for money)). And no airfield, war factory, or SWs. I expect the balancing will mostly come when we play test.

Posted by: zero hour mad map maker - Wednesday, January 11, 2017 12:10:23 PM
[quote=Zatsupachi;142752]I suggest reading up on this: http://tvtropes.org/pmwiki/pmwiki.php/Main/GameplayAndStorySegregation We don't necessarily have to scale everything to canon. Otherwise we face performance issues. [/quote] Yes, and sometimes when maps get too big, it takes the AI a long time to get from base to base. That's why we can scale everything down that's part of the avengers, just to help with performance stability.

Posted by: klingondragon - Wednesday, January 11, 2017 12:14:58 PM
I was only thinking about the helicarrier (look at the size of it in Ultron).

Posted by: zero hour mad map maker - Wednesday, January 11, 2017 12:20:47 PM
Ok, but I think making it the size of the USA's aircraft carrier seems reasonable.

Posted by: renaissance - Wednesday, January 11, 2017 12:25:51 PM
[quote=klingondragon;142787]I was only thinking about the helicarrier (look at the size of it in Ultron).[/quote] That may be a case of bad CGI scaling. It appeared fairly smaller in The Winter Soldier. This may help: [url=https://www.wired.com/2012/07/could-s-h-i-e-l-d-helicarrier-fly/]https://www.wired.com/2012/07/could-s-h-i-e-l-d-helicarrier-fly/[/url]

Posted by: klingondragon - Wednesday, January 11, 2017 1:12:08 PM
Before we actually decide how big to make this thing, we should work out how big to make something like the quinjets or the bus.

Posted by: zero hour mad map maker - Wednesday, January 11, 2017 6:04:51 PM
And also how you unlock the helicarrier. Will it be build-able? Or a General's Power so to speak?

Posted by: klingondragon - Wednesday, January 11, 2017 6:47:04 PM
I was imagining a buildable version. Probably with a limit of one per game. And unlocking it (through multiple upgrades or object prerequisites). And once it's destroyed, it can't be built again (I was thinking of this for the avengers too ).

Posted by: Zatsupachi - Thursday, January 12, 2017 1:20:13 AM
I think that's too harsh of a punishment to not be able to rebuild the Helicarrier. I think it should be very costly, requires a lot of tech, and long vulnerable build time. This adhering a bit to source material and applying Story and Gameplay Segregation. The Helicarrier is not the most OP thing in the Marvel universe, it's VERY far from it-- so it can be rebuilt because Gameplay-wise it works. This especially because there are certain entities in the Marvel universe that takes down Helicarriers for breakfast.

Posted by: AdrianeMapMaker - Thursday, January 12, 2017 1:34:39 AM
-idea- if the helicarrier is rebuildable you need a large aircraft assembling area for that big ass ship,it would be a big mess if you Just spawn a big ship in a small facility ,right?

Posted by: Zatsupachi - Thursday, January 12, 2017 2:20:53 AM
I was thinking it's built via Dozer/Builder Unit.

Posted by: AdrianeMapMaker - Thursday, January 12, 2017 2:42:34 AM
oohh so its comming from the ground ... like the other buildings ... so it need scaffolding too..

Posted by: klingondragon - Thursday, January 12, 2017 4:49:12 AM
I was thinking of having to build a special dock for it and then building it as a unit. (Think airfield with one hanger and no runway. And maybe the no rebuilding is a little harsh but I think they should be limited to one at a time. (Keep my no rebuilding idea for the avengers though)

Posted by: Omar_Gamer - Thursday, January 12, 2017 8:11:16 PM
hi i am here to do my work in 3d part[grin]

Posted by: klingondragon - Thursday, January 12, 2017 8:59:13 PM
[quote=Omar_Gamer;142857]hi i am here to do my work in 3d part[grin] [/quote] Welcome to the site (this guy messaged me on moddb and offered to help out), and the team.

Posted by: zero hour mad map maker - Thursday, January 12, 2017 11:40:44 PM
[quote=Omar_Gamer;142857]hi i am here to do my work in 3d part[grin] [/quote] Welcome! [smile]

Posted by: Omar_Gamer - Friday, January 13, 2017 4:03:05 AM
so when we start ? i witing

Posted by: klingondragon - Friday, January 13, 2017 5:39:44 AM
We start when we finish assembling the team (or at least when we've got the core team). In some ways we've already started. Feel free to start making models though. But remember, you could end up making models we won't end up using. Use the flowcharts to tell you what to make (although the flowcharts are still being worked on and this whole mod is supposed to be a team effort). Also, may we see some examples of your models?

Posted by: Omar_Gamer - Friday, January 13, 2017 6:50:32 AM
i need reference to work on such units look and tanks and so or at least unit names i will google by my self[smile]

Posted by: klingondragon - Friday, January 13, 2017 6:53:31 AM
I'm working on the unit flowcharts (should have shield done tomorrow). You could also use [url]http://mcu.wikia.com[/url]. It should have plenty of information. Although I think step one is to watch the films.

Posted by: Omar_Gamer - Friday, January 13, 2017 9:36:24 AM
i have watched a lot of movies [smile] i will try to see some good units to make i have discord account we can chat on it if you like[grin]

Posted by: Zatsupachi - Friday, January 13, 2017 12:50:46 PM
Can you provide the Discord channel?

Posted by: klingondragon - Monday, January 16, 2017 12:23:25 PM
I made a HYDRA flowchart. [img]http://mcu.klingondragon.dynu.com/img/HYDRA.png[/img] Please remember, all these flowcharts are things to jump off of. We don't need to stick to them and they need adding to.

Posted by: Zatsupachi - Monday, January 16, 2017 1:28:41 PM
ConYard Style-building eh? I have devised a way to do that(if you're willing to embrace the silly) for my upcoming 'Ideas Dump' mod.

Posted by: klingondragon - Monday, January 16, 2017 1:49:54 PM
My way of doing it (and I got it working (mostly)) was to add the dozer module to the CC (It let's you build within a certain area but if the building is too far away it won't build and you have to 'stop' it). How do [b]you[/b] do it?

Posted by: Zatsupachi - Monday, January 16, 2017 2:21:01 PM
As a faction, one of the things it will spawn from is the StartingUnit. The StartingUnit is an omni-present dozer that can build ANYWHERE(given the space) in the map. To make it so that you don't build anywhere, you don't actually build the building you build the scaffolding object, in which at completion, replaces itself with the actual building. The scaffolding object comes with an auto-kill weapon on itself that triggers a unused DeathType(I used EXTRA_2), that spawns two objects, a refund money crate and an invisible unit that autodeletes after 500 milliseconds, long enough to capture the refund money crate. I also made sure that the scaffolding object does not create rubble when killed through the DeathType. Now, the buildings will provide a healing aura SPECIFICALLY only to the Scaffolding Object. I gave the scaffolding object an 'OBSTACLE' KindOf, and it's what buildings look for when preventing the auto-kill weapon. The Area you can build on is temporarily(until I find more efficient way) indicated by a ParticleSystem, that draws a circle around the building. Now, how do you select a omni-present dozer? Right now, I have it on the Command Center- it has button to select the dozer. I can easily put it on the Shortcut Buttons. Or, you can select it via the underused 'Idle Worker' button. And even put down a hotkey for it. One major thing we need to prevent though is that PER PLAYER, there only needs to be ONE omni-present dozer. Which is highly unlikely due to the fact this object is only created at the start of the game on the faction you chose. Creating a Command Center/ConYard does not spawn another one. Every building just requires a Command Center/ConYard. To make it even more "fair" I suggest the Command Center/ConYard be done via MCV deploying. Which needs a War Factory/vehicle production. You cannot build a Command Center/ConYard via omni-present dozer.

Posted by: klingondragon - Monday, January 16, 2017 2:58:16 PM
Is that the same as [url=http://tpohw.cnclabs.com/publicsources.aspx]this[/url]?

Posted by: Zatsupachi - Monday, January 16, 2017 3:57:00 PM
I took a quick glance at it... And oh wow. It's very similar-- save for the fact I like the DetoNato's utilization of a STATUS weapon-- since it reduces a good chunk of code compared to mine.

Posted by: klingondragon - Monday, January 16, 2017 4:13:30 PM
For the SHIELD faction, I was thinking of having some drones that are slaves of a CC they'd be the 'dozer's and you could build more to build more things at once.  A mix of the ConYard and Dozer build styles.

Posted by: CommieDog - Tuesday, January 17, 2017 11:51:38 AM
[quote=klingondragon;142583]Reactions - Think this is a good or bad idea? Please tell me why, so I can improve it.[/quote] I'm mostly just curious, but is there any reason in particular why this mod is being made in Generals? If I were making this mod, I would consider RA3 as the engine as it's a newer game with more modding potential and I think the default RA3 shaders would look good for something like this.

Posted by: zero hour mad map maker - Tuesday, January 17, 2017 12:05:42 PM
Possibly because I think that the Generals series are more popular than RA 3 and C&C 3. And that it has a dozer concept. But, that's just me thinking out loud.

Posted by: klingondragon - Tuesday, January 17, 2017 1:10:05 PM
Why generals? Because I came up with the mod and it's the only game I know how to mod. That and the above 2 points. And because other people are also limited to generals.

Posted by: Omar_Gamer - Tuesday, January 17, 2017 2:29:21 PM
Hello there in couple of days i was trying to learn gmax and its renx addon any way i was working on blender before we met so i think i can export models from blender as 3ds and import it to gmax and texture and how much polygon for units ? that i cannot answer right now and search for couple of hours for units to make! i rely need some on that ! and about discord cheanel it we be public or private? it well be ready in hours from now thanks for reading>[grin] [smile]

Posted by: Zatsupachi - Tuesday, January 17, 2017 4:27:18 PM
Performance-wise keep it under 10000 polys. Not too many sub-objects.

Posted by: klingondragon - Tuesday, January 17, 2017 6:49:40 PM
Still need to fully come up with a list of available units. We need to come up with a variety, else the game could get stale.

Posted by: Omar_Gamer - Wednesday, January 18, 2017 2:12:06 PM
https://discord.gg/AzdmySE this is discord link join to chat ok

Posted by: zero hour mad map maker - Wednesday, January 18, 2017 3:52:55 PM
[quote=klingondragon;143040]Still need to fully come up with a list of available units. [/quote] Ghost Rider's one. >=)

Posted by: klingondragon - Wednesday, January 18, 2017 4:43:01 PM
I was thinking we could have an upgrade which unlocks all the members of coalson's team. Similarly have upgrades which unlock units for the other teams. And I thought about giving hydra speaker towers which cause shield agents to defect if they get too close (not 100%, probably more like 20%).

Posted by: Zatsupachi - Wednesday, January 18, 2017 5:30:51 PM
[quote=KlingonDragon;143059]I was thinking we could have an upgrade which unlocks all the members of coalson's team. Similarly have upgrades which unlock units for the other teams. And I thought about giving hydra speaker towers which cause shield agents to defect if they get too close (not 100%, probably more like 20%).[/quote] Instead of upgrades-- why don't you just have invisible, indestructible and unattackable objects? Rememeber, Generals has that weird 128-upgrade limit. And last time I check Vanilla Generals is already nearly half-way there. Also unless you've come up a way to use the Defector special power as a weapon or auto-cast thing. Then mind-controlling units is out of the question. (though I recently discovered that you can have Hijackers hijack INFANTRY!)

Posted by: klingondragon - Thursday, January 19, 2017 8:08:22 AM
I got the defector power working once. I'm not sure how much we could modify it (I remember I had to change all kinds of kindofs to get it to work). the upgrades I mentioned were a gameplay upgrade (rather than a code upgrade) although I was thinking of using the commandset switching mechanic of the gla worker to have a sort of upgrade tree (e.g. if one unlocks iron man's team (civil war) one can't unlock captain america'a team), and we could further expand. We need to find the limits of the game.

Posted by: Omar_Gamer - Thursday, January 19, 2017 2:33:41 PM
i online on dicored somone talk to my

Posted by: klingondragon - Thursday, January 19, 2017 5:56:49 PM
I don't think that's the best place to chat. What we need is a private forum (I started making one but it got too complicated).

Posted by: Omar_Gamer - Thursday, January 19, 2017 7:04:23 PM
i have make it private

Posted by: AdrianeMapMaker - Friday, January 20, 2017 4:59:58 AM
[quote=Zero Hour Mad Map Maker;142750] I also wonder if Adriane could help out with the map making as well. He has some good talent.[/quote] [b]Sure i can help but only in the idea's[/b] [wink] Damn Poor Gamer(Me).

Posted by: klingondragon - Friday, January 20, 2017 6:41:16 AM
I think one of the biggest problems we have is that we're spread the world over. East Asia, Western Europe, North America, etc.. Is there ever a time when we're all awake and able to make significant progress as a team? (I'm awake from about 11am UTC until 3am UTC)

Posted by: zero hour mad map maker - Friday, January 20, 2017 7:24:44 AM
That's a good point Klingon. I'm awake from about: 10:00am CT to about 10:00pm CT, so that would be: 4:00pm UTC to 4:00am UTC

Posted by: Zatsupachi - Friday, January 20, 2017 9:14:47 AM
Me and Adriane are in the same timezone. I am possibly awake by ~2 or 4am GMT +8.

Posted by: Omar_Gamer - Friday, January 20, 2017 6:25:21 PM
i am online on 9pm Gmt +2 to 1am Gmt +2 i have 2 weaks to school so hurry up also i have a idea for normal solder maybe just a pirson with iron man suite mark I or agent with black design [smile]

Posted by: Omar_Gamer - Tuesday, January 24, 2017 2:44:17 PM
3 days and no news what happen?

Posted by: klingondragon - Tuesday, January 24, 2017 5:03:29 PM
I'm working on the base of the mod (faction stuff we need to do before we can do anything else) at the moment. I'm hoping other people are doing things too. Our main problem is coming up with the content (this all seems to be on me right now). I think we should do one faction at a time. I don't mind which we start with. I was thinking of having a conveyer belt system: Model makers make models and pass them to ini coders. ini coders create individual units and structures (object code, command button, etc.). and pass them to me. I compile all the different bits into one mod and pass that to map makers. map makers make maps and missions and pass them to me. I work the maps and missions into the mod (as campaigns and 'official' skirmish maps). Would this system work for people?

Posted by: Zatsupachi - Tuesday, January 24, 2017 6:46:23 PM
'tis fine. I'm just actually waiting for actual work to be done. Wanna GitHub?

Posted by: zero hour mad map maker - Tuesday, January 24, 2017 8:09:31 PM
[quote=klingondragon;143197]I'm working on the base of the mod (faction stuff we need to do before we can do anything else) at the moment. I'm hoping other people are doing things too. Our main problem is coming up with the content (this all seems to be on me right now). I think we should do one faction at a time. I don't mind which we start with. I was thinking of having a conveyer belt system: Model makers make models and pass them to ini coders. ini coders create individual units and structures (object code, command button, etc.). and pass them to me. I compile all the different bits into one mod and pass that to map makers. map makers make maps and missions and pass them to me. I work the maps and missions into the mod (as campaigns and 'official' skirmish maps). Would this system work for people? [/quote] This seems like a good system! Yes the content is a big issue this far..... I'll be ready for maps whenever the time comes, in the meantime I'll try to help out with the concept the best I can. Hopefully. Yes one faction at a time will help pace things.

Posted by: klingondragon - Wednesday, January 25, 2017 8:07:17 AM
[quote]Wanna GitHub?[/quote] I hate GitHub. I just can't get it to do what I want. I'd prefer to use an ftp server or a cloud host (e.g. onedrive or dropbox).

Posted by: Omar_Gamer - Thursday, January 26, 2017 5:34:55 PM
Ok i will use this system but i am still waiting and we will use ftp server github is shit to my and yes one faction at a time is good so will finsh fast :) hope you do well

Posted by: klingondragon - Friday, January 27, 2017 12:03:09 PM
Which Faction Should We start with? I don't mind. Really It depends which models we can get first.

Posted by: AdrianeMapMaker - Friday, January 27, 2017 11:32:36 PM
Look Like I can Share Some Addon Models (misc's) For This Mod Soon I will just Give Them to The Modelers here[b] :Preview:MidEastBarrier-Walls[/b] [img]https://s6.postimg.org/6uqb38w5t/firstmod.png [/img]

Posted by: zero hour mad map maker - Saturday, January 28, 2017 11:45:13 AM
[quote=klingondragon;143267]Which Faction Should We start with? I don't mind. Really It depends which models we can get first.[/quote] Well, from digging through the older posts on this thread, we discussed more about the Avengers than any other faction. So why not start with them?

Posted by: klingondragon - Saturday, January 28, 2017 11:48:11 AM
That's fine with me. I'll try and work out an expanded unlock tree, showing upgrades, structures, and units.

Posted by: Zatsupachi - Saturday, January 28, 2017 11:53:11 AM
Start with SHIELD, I suppose. Then Hydra then Avengers. I can probably start work on a Helicarrier.

Posted by: klingondragon - Saturday, January 28, 2017 11:55:27 AM
Whatever we decide, it looks like I'm going to have to work out all the units and stuff.

Posted by: Omar_Gamer - Saturday, January 28, 2017 4:28:27 PM
ok we will work on Avengers Faction send my units names when you done

Posted by: Omar_Gamer - Saturday, January 28, 2017 4:28:59 PM
ok we will work on Avengers Faction send my units names when you done

Posted by: klingondragon - Saturday, January 28, 2017 4:41:39 PM
For now, you could work on the structures. I've already made the [url=http://mcu.klingondragon.dynu.com/images/]flowcharts[/url] for them.

Posted by: Omar_Gamer - Saturday, January 28, 2017 6:05:34 PM
we will start with Avengers units inf models

Posted by: Omar_Gamer - Saturday, January 28, 2017 6:07:10 PM
and i am still waiting

Posted by: klingondragon - Sunday, January 29, 2017 8:17:46 AM
I had an idea just before I went to sleep. When I woke up I'd worked it all out. We could use the generals ranks to unlock new avengers. Since they're just sciences.

Posted by: Omar_Gamer - Sunday, January 29, 2017 9:47:11 AM
how about this to be the reactor for hydera http://vignette4.wikia.nocookie.net/marvelcinematicuniverse/images/2/27/Tesseract_Cradle.jpg/revision/latest?cb=20141227134416

Posted by: klingondragon - Sunday, January 29, 2017 10:04:43 AM
I don't think so.

Posted by: klingondragon - Sunday, January 29, 2017 12:23:55 PM
Updated the Avengers' flowchart: [img]http://mcu.klingondragon.dynu.com/img/Avengers.png[/img] How's that for unlocking the Avengers?

Posted by: Omar_Gamer - Sunday, January 29, 2017 4:10:45 PM
i will work on main structures just how it looks like

Posted by: Omar_Gamer - Sunday, January 29, 2017 4:12:29 PM
and can we chat on facebook or skype if you would!

Posted by: Omar_Gamer - Sunday, January 29, 2017 4:35:07 PM
my skype is ((omaranw)) and my facebook :::https://www.facebook.com/profile.php?id=100009402857530

Posted by: Zatsupachi - Sunday, January 29, 2017 5:18:43 PM
I'd rather have it so that Rank1 Avengers are the ones lower in the power levels. I'm p-sure Iron Man, Thor and the Hulk are the higher ones in terms of power level(I'd put them as high as Rank5 or higher).

Posted by: zero hour mad map maker - Sunday, January 29, 2017 7:31:27 PM
Yes, I'd agree with Zatsupachi on making those slight changes in the flow chart. Otherwise, it looks pretty swell!

Posted by: klingondragon - Sunday, January 29, 2017 9:18:30 PM
I was trying to do it in chronological order. Hence iron man being top of the list, and the split coming last. Obviously each avenger starts weak; and, as the game progresses, can get stronger through the aforementioned upgrades. It's up to the group, but I wanted to explain why I did what I did.

Posted by: Zatsupachi - Monday, January 30, 2017 12:07:01 AM
>Chronological Order That's like saying, "I conceptualized of the Peizatsu[1] first so it has to be the first thing unlocked." And I'm p-sure that Base Iron Man is very powerful. Thor is powerful with or without Mjolnir. And The Hulk at base form can lift the entirety of New York City. I don't know what justifies unlocking them in chronological order, will the others on the higher ranks be really powerful and more useful(on base form) than the ones in the lower tiers? Either that or this just sounds like WarCraft 3. Buh-hey your choice, mang. This is just a bit of Gameplay and Story Segregation. (I'm leaving out upgrading units as a discussion point since that's also a different balancing issue.) [1]Super Unit in Death Label-- in my canon mythos it's a planet-buster at full strength. In the mod, it's unlocked via expensive Authorization(3 General's points), Rank 8(Max Rank), Research Centre. It has a very high cost, very long build up and, requires at least one powerplant to keep it powered.

Posted by: klingondragon - Monday, January 30, 2017 12:53:20 AM
It's not quite the same thing. I'm taking existing characters and events. It's not about what I conceptualised, it's about stuff that's already been established. Plus, Avengers Tower and the Arc Reactor both belong to stark. Therefore Iron Man really should be a starting unit. Yes these units are powerful, but they're limited and there's very little backup. I think this is a matter of working out the balance between power, cost, and being true to the source; rather than a matter of restricting access. Again, up to the group; I just want to make my case.

Posted by: Zatsupachi - Monday, January 30, 2017 10:39:10 AM
Helicarrier: http://imgur.com/a/Mx9AN Poly Count: 2800+ Object Count: 138+ Notes: Not very efficient as I want it-- but it will can be ran in the game, I hope. Any sort of cool stuff you want on it? No, we can't make it an actual aircraft carrier. Ack. Doing texture-work on this thing will be a nightmare.

Posted by: klingondragon - Monday, January 30, 2017 10:43:00 AM
The whole point of the heli[b]carrier[/b], is for it to carry. Good design though.

Posted by: Zatsupachi - Monday, January 30, 2017 10:53:13 AM
Well, once I release the model along with the base code. Feel free to add the "Carrier" part.

Posted by: klingondragon - Monday, January 30, 2017 10:56:31 AM
It will need the right bones. These are the bones for the American Carrier: [code=plain] ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway1Prep3 ExtraPublicBone = Runway1Prep4 ExtraPublicBone = Runway1Prep5 ExtraPublicBone = Runway1Prep6 ExtraPublicBone = Runway1Prep7 ExtraPublicBone = Runway1Prep8 ExtraPublicBone = Runway1Prep9 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayLDEnd1 ExtraPublicBone = RunwayLDStart1 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = Runway2Prep3 ExtraPublicBone = Runway2Prep4 ExtraPublicBone = Runway2Prep5 ExtraPublicBone = Runway2Prep6 ExtraPublicBone = Runway2Prep7 ExtraPublicBone = Runway2Prep8 ExtraPublicBone = Runway2Prep9 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = RunwayLDEnd2 ExtraPublicBone = RunwayLDStart2 ExtraPublicBone = Taxi1 ExtraPublicBone = Taxi2 ExtraPublicBone = Taxi3 ExtraPublicBone = Taxi4 ExtraPublicBone = Taxi5 ExtraPublicBone = Taxi6 ExtraPublicBone = Hanger1[/code] And the Carrier Module: [code=plain] Behavior = FlightDeckBehavior ModuleTag_11 NumRunways = 2 NumSpacesPerRunway = 10 Runway1Spaces = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9 Runway1Takeoff = RunwayStart1 RunwayEnd1 Runway1Landing = RunwayLDStart1 RunwayLDEnd1 Runway1Taxi = Taxi2 Taxi3 Taxi4 Taxi6 Runway1Creation = Hanger1 Taxi4 Taxi6 Runway1CatapultSystem = AircraftCarrierCatapultSteamParent Runway2Spaces = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9 Runway2Takeoff = RunwayStart2 RunwayEnd2 Runway2Landing = RunwayLDStart2 RunwayLDEnd2 Runway2Taxi = Taxi1 Taxi3 Taxi5 Runway2Creation = Hanger1 Taxi4 Runway2CatapultSystem = AircraftCarrierCatapultSteamParent HealAmountPerSecond = 20 ApproachHeight = 50 LandingDeckHeightOffset = 45.0 ParkingCleanupPeriod = 533 ;How often the carrier checks to move planes forward in the queue to fill empty spaces HumanFollowPeriod = 333 ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves. ;Template of payload, and how quickly destroyed ones get replaced. PayloadTemplate = AmericaJetAircraftCarrierRaptor ReplacementDelay = 4000 DockAnimationDelay = 3000 ;How quickly a wave of fighters can be launched. LaunchWaveDelay = 3000 LaunchRampDelay = 667 LowerRampDelay = 600 CatapultFireDelay = 750 End[/code] All we need is the carrier to have these extra bones. Up to you how many (Although I think 4 quinjets is about right).

Posted by: klingondragon - Monday, January 30, 2017 11:05:35 AM
[quote=Zatsupachi;143326]Helicarrier: http://imgur.com/a/Mx9AN Ack. Doing texture-work on this thing will be a nightmare.[/quote] I think this is a good picture to work from: [img]http://vignette1.wikia.nocookie.net/marvelcinematicuniverse/images/4/4b/Helicarrier_Up-view.png/revision/latest?cb=20141025105355[/img] It shows layout and texture really well.

Posted by: Zatsupachi - Monday, January 30, 2017 12:04:10 PM
https://www.youtube.com/watch?v=egLu0m-Db18 But you're free to do your darndest college try if you want to make mobile airfields work.

Posted by: klingondragon - Monday, January 30, 2017 12:13:36 PM
They key thing there is: That kind of airfield is different to the carrier. I'll have a play and update you later.

Posted by: Zatsupachi - Monday, January 30, 2017 12:41:59 PM
That was me attaching the bones on the chassis of the airfield. I tried putting a locomotor on an Aircraft Carrier same thing.

Posted by: klingondragon - Monday, January 30, 2017 1:01:44 PM
I tried a portable structue in an overlordcontain module. Same problem. I'll keep working on it.

Posted by: matthewandnathan - Wednesday, February 1, 2017 3:47:42 PM
Unfortunately I'm not a modeler, but I can code (sort of). But if this project gets off the ground I'll dust off FinalBig and help out where I can.

Posted by: Omar_Gamer - Thursday, February 2, 2017 3:00:27 PM
klingondragon i have send to you in skype

Posted by: zero hour mad map maker - Thursday, February 2, 2017 7:55:41 PM
[quote=Zatsupachi;143332]https://www.youtube.com/watch?v=egLu0m-Db18 But you're free to do your darndest college try if you want to make mobile airfields work.[/quote] LOL! Even though that doesn't work.......... it's hilarious [grin]

Posted by: klingondragon - Thursday, February 2, 2017 8:02:42 PM
I think I've worked out a way to do the heli-carrier. Simple: have a deploy button. Switch the mobile carrier for a static carrier.

Posted by: Zatsupachi - Thursday, February 2, 2017 10:02:29 PM
From what I know, that doesn't exactly help since the Runway bones will NEVER move with your objects even if you chained them to the model.. Take a look at the recent video I posted from: http://www.cnclabs.com/forums/cnc_postst16977_Random-Zero-Hour-Science.aspx This is the closest I can get to "MOBILE Aircraft Carrier" using what essentially amounts to a flying troop crawler. Later(not in this video), I tried applying to a Firebase so that it shows the models of the aircraft inside the carrier. But it seems that GarrisonContain and TransportContain are very different in that GarrisonContain always makes units attack from inside the garrison where as in TransportContain you can disable it. So what happened was that the aircraft is shooting from inside the transport, and not exiting like it would normally like a troopcrawler. ... My only other idea is to include the Quinjets on the base model and hide them when attacking with the Quinjets. Have the Quinjets as the 'exits' for the units. ... This does beg the question, how many turrets do you want the helicarrier have?

Posted by: klingondragon - Friday, February 3, 2017 4:35:59 AM
The 'deploy' method should work then. As the object would literally be destroyed and rebuilt as a different object. The runways won't need to move. However if that doesn't work (I haven't tested it yet (I have to sleep sometimes)), that troop crawler method is good enough. As for turrets, depends if we're making helicarrier 64 (from avengers and ultron) or one of the three that were introduced and destroyed in the space of one film (I'd rather it was 64, it's still around (albeit in bad shape) at the time of writing).

Posted by: klingondragon - Friday, February 3, 2017 4:39:18 AM
On an unrelated note (hence the separate post): How do we like the updated logo, (I changed the faction icons: shield lost the outer circles of stars and words; the avengers got a better quality picture, this time in colour; hydra lost some of their outer decoration)?

Posted by: zero hour mad map maker - Friday, February 3, 2017 7:23:13 AM
The changes for the logo are good, except in my opinion Hyrda should still have the decorations on the outside of it. Also, I have a dumb question about the helicarrier. How come you just can't apply the aircraft carrier logic to it rather than the airfield? You could make the aircraft carrier hover/fly right?

Posted by: klingondragon - Friday, February 3, 2017 9:03:04 AM
That was my thought. That's what I tested. It works exactly the same way (the aircraft carrier is static too). The main differences between the carrier and a normal airfield is that the carrier rebuilds its aircraft and the aircraft are slaves.

Posted by: klingondragon - Saturday, February 4, 2017 9:25:32 PM
Got it working, sort of. I've just finished testing my 'Deploy' method. I made a mobile carrier. That worked. I added buttons to build it. That worked I added commands to 'Deploy' the normal carrier. I tried to make the carrier 'Deploy'. That didn't work (The commandbutton was greyed out, with no indication why.). I tested the 'Deploy' code on a Humvee. That worked. I can't work out why the carrier doesn't work. I've attached the relevant mod files. And a simple map that lets you test the carrier without waiting to build your base. I'm going to bed. Hopefully I can work it out while I sleep (I once thought up an entire website's code (PHP, HTML, css, and some .htaccess stuff) while asleep). If not, hope someone else can work it out. [ATTACH]2017[/Attach] [ATTACH]2018[/Attach]

Posted by: matthewandnathan - Sunday, February 5, 2017 12:36:56 PM
So, not to negate all your work, but I tried to make a helicarrier myself once upon a time. I actually tried what you're doing now, could never get it to work. What I ended up doing was making the carrier a transport unit that could only carry air units. I used the Chinese troop carrier logic, and boom. It did look hilarious when I added the evacuate command.

Posted by: klingondragon - Sunday, February 5, 2017 2:29:38 PM
So, the same method as described by Zatsupachi. I think the problem may be that the carrier is in flight (Although I don't see why height would affect an upgrade).

Posted by: Gameanater - Monday, February 6, 2017 12:16:30 PM
I think the best way to do a kind of mobile aircraft carrier would be to use Slave Code, essentially creating a bunch of USA Drones to follow it around. Of course, this means they won't ever land and they'll have to have infinite ammo to be of any viability (just give them a decent Reload Time or something). I'm very excited for the idea of this mod and would love to help out with coding, however I am in no way in a position to *commit* to it. Also, I'm rusty and out of practice with both modding and playing the game, so... Yeah. But I'll definitely keep watch of this mod. My knowledge of the MCU is limited to the movies, however. Never watched the TV shows. ---- Dr. Strange ability - "I've come to bargain!" Basically does the same thing as Black Lotus' cash-stealing power. Just faster. And yells "I've come to bargain!" ----- Some ideas on how the Avengers faction would work. - Each unit has the KindOf "CountForMultiplayerVictory" or whatever it was so that they must ALL die for the player to lose. Obviously, they've got rediculiously high amounts of health and armor to insure their viability. - They can all build structures, but there's only a few they can build, namely the Avengers Tower and the aircraft carrier. - Horde Bonus on all of them. Because, honestly, why not. Maybe they're also the only faction to get a Horde Bonus.

Posted by: klingondragon - Monday, February 6, 2017 12:19:55 PM
I'm doing my last test of the 'Deploy' method. Once this fails, which I expect it to, I'll forget it. I think we should then go with the transport method. The Drone method is fine for something like the iron legion, not so much for a carrier.

Posted by: Gameanater - Monday, February 6, 2017 12:23:22 PM
[quote=klingondragon;143483]I'm doing my last test of the 'Deploy' method. Once this fails, which I expect it to, I'll forget it. I think we should then go with the transport method. The Drone method is fine for something like the iron legion, not so much for a carrier.[/quote] The Drone Method is more or less guaranteed to work at least, but I do like the earlier mentioned idea of basically doing a flying Troop Crawler. Although I've had a lot of problems in the vanilla game with my troops not getting back in the Crawler after the engagement. (Note that I haven't read through every response so I might have missed something.)

Posted by: acidbrain - Monday, February 6, 2017 12:27:17 PM
Maybe [url=http://www.cnclabs.com/forums/cnc_postst13627_Multiple-Drones.aspx][color=blue]This[/color][/url] will help...

Posted by: klingondragon - Monday, February 6, 2017 12:28:42 PM
I worked out the weak link in the deploy method. The flying. Every ground object switched when I clicked deploy. I tried it on loads of aircraft. It failed on every one. Dr Strange, I forgot about him. I'll add him to the avengers' flowchart. I'm not so keen on avengers building structures (except maybe stark). And horde, great idea. I remember that thread. But I don't think that's what we want for an aircraft carrier.

Posted by: Gameanater - Monday, February 6, 2017 12:36:20 PM
[img]https://s-media-cache-ak0.pinimg.com/736x/56/1a/74/561a74d9981963cfc057c1ad9497933d.jpg[/img]

Posted by: Gameanater - Monday, February 6, 2017 12:42:13 PM
Also I was wondering how Scarlette Witch, Vision, and QuickSilver would work. I know QuickSilver was only in Age of Ultron but he'd still be fun. He might be the best unit for scouting and such due to the fact that he moves so freaking fast, and he can dodge a lot of attacks. But he's a bit of a fragile speedster and a glass cannon because he has some of the lowest HP and armor out of the Avengers faction. Also, you might have to re-work the bullet-based attacks to be extremely fast projectiles instead of hitscan, because otherwise they will never miss their target, thus completely negating QuickSilver's ability to outrun so many attacks.

Posted by: klingondragon - Monday, February 6, 2017 12:56:00 PM
I was having each avenger buildable only once. Otherwise they'd be too OP.

Posted by: Zatsupachi - Monday, February 6, 2017 2:34:28 PM
@acidbrain HEY! I remember that thread. :3 Good Times. Also, I'm in this the drone method than the Aerial Troop Crawler method. It gives me more leg-way to put down MORE DAKKA(never enough DAKKA) on the Helicarrier. (I'm p-sure we wont need Bunkerbusters(moreover Bunkerbusters that can hit air units) right?)

Posted by: Gameanater - Monday, February 6, 2017 4:28:32 PM
[img]http://vignette2.wikia.nocookie.net/ironman/images/7/7c/Iron_Man_Concepts_19.jpg/revision/latest?cb=20140301154522[/img]

Posted by: klingondragon - Monday, February 6, 2017 5:24:39 PM
I actually meant 'buildable only once'. Not max simultaneous, 'buildable only once'. Once they're dead they're dead. You can't just have them being built again. They'd be too powerful. I also think it would be too massive a story deviation.

Posted by: Gameanater - Monday, February 6, 2017 7:35:19 PM
[quote=klingondragon;143505]I actually meant 'buildable only once'. Not max simultaneous, 'buildable only once'. Once they're dead they're dead. You can't just have them being built again. They'd be too powerful. I also think it would be too massive a story deviation. [/quote] Oh, I see. I get why with that idea, though I don't think it'd be possible to implement without scripting every map to remove the Command Button for the buildings after the unit was built, and even with that that could screw over someone if there's more than one Avengers faction being played. In Singleplayer you can do that just fine if you want, but in multiplayer it's simply not going to work. Besides, I think it's a reasonable case of Gameplay and Story Segregation. The campaigns of ZH and Vanilla Generals do the same thing by having the mission failed if the character dies, but later on they're buildable and can die and be built again despite them being unique characters. Also, there's the fact that you can have two of the same factions in a Skirmish match both build a Colonel Burton and send him out. I don't think story is really considered in most games with a Skirmish mode like that. Besides besides, it sounds like from what you're describing Hydra and SHIELD would operate closer to a standard RTS army, while the Avengers rely more on strong management of a few very powerful units that you build up. I think it'd be reasonable to allow the player to rebuild their powerful units again to give them a fairer chance to coming back.

Posted by: Zatsupachi - Monday, February 6, 2017 8:22:45 PM
I have an idea actually on how to make one-shot only units that cannot be rebuilt once destroyed. But hey. Nice argument using Gameplay and Story Segregation there.

Posted by: klingondragon - Monday, February 6, 2017 9:13:55 PM
It would be easy to make the avengers buildable only once with ini. And unless the upgrades were ridiculously expensive, the avengers would end up being normal units. They really should be special.

Posted by: Gameanater - Tuesday, February 7, 2017 12:37:48 PM
Well okay, then how is it done through coding? All I've heard of is simply the MaxSimultaneousofType thing and scripting to remove a command button. [quote=Zatsupachi;143507]But hey. Nice argument using Gameplay and Story Segregation there.[/quote] I can't tell if that second statement there is sarcastic or not. XD [quote]And unless the upgrades were ridiculously expensive, the avengers would end up being normal units. They really should be special.[/quote] Imo they'd already be quite special as extremely powerful only-one-at-atime units. Like Colonel Burton, except made really, really powerful yet probably not downright OP.

Posted by: klingondragon - Tuesday, February 7, 2017 1:33:09 PM
[code=plain] MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType[/code] I'm sure we can use these to make each avenger buildable only once. Give each avenger an object they produce when dead. Then give them the same MaxSimultaneousLinkKey. What's the point, if they're not OP? I never use the 'heroes' in ZH. They're too expensive and not that useful.

Posted by: acidbrain - Tuesday, February 7, 2017 1:47:46 PM
[quote=klingondragon;143513] I never use the 'heroes' in ZH. They're too expensive and not that useful. [/quote] I can only lol to that, try to use them and discover the usefullness dude

Posted by: klingondragon - Tuesday, February 7, 2017 2:11:01 PM
I used to. Lotus was the one I stopped using latest (and in some cases still do). But her capture power wasn't worth the lack of weapon. Kell wasn't worth the money either. Just a sniper (kill pilot isn't that useful). Pathfinder Vs Kell. I'll have Pathfinders. Burton is the worst. Ok, he has a good gun. But it's just too expensive. That's why I don't use them. They're too expensive for their abilities.

Posted by: Zatsupachi - Tuesday, February 7, 2017 3:46:16 PM
You probably haven't been early Lotus rushed. Why would I send Lotus alone? Jarmen Kell is useful. The Kill Pilot ability is very powerful if you know what you want to do with it. Of course you'd take Pathfinders the DIRECT COUNTER to any commando unit. One less active Overlord can change the tides. Colonel Burton is average at best, he is certain more versitile as his normal attack is good for infantry to light armor.

Posted by: klingondragon - Tuesday, February 7, 2017 5:18:02 PM
It doesn't really matter how I play. What matters more is making sure the avengers have the right balance of power, restrictions, dedication to the source material, and fun.

Posted by: Gameanater - Saturday, February 11, 2017 4:28:53 PM
Lotus is awesome, and she's the only hero unit that can detect stealthed units. Super Lotus is even better and CHEAPER at that. Kell, obviously he's going to lose against the direct counter to a Hero unit, but the Kill Pilot ability is way more useful than you may realize. Burton is pretty decent, but he can slaughter quite a few units once he gets Veterency to Level 3. Heck, even at Level 2 he's pretty devastating. Plus, he can climb cliffs which can be useful for sneaking into someone's base. ----------- Well, anyways, I can't fully commit to the mod for some time but I will be happy to do some coding and mapping. I'm not so good at the scripting but I'm fairly decent at map geometry and aesthetics.

Posted by: Zatsupachi - Sunday, February 12, 2017 7:21:14 AM
(Actually, Jarmen Kell can also detect stealth) I have less complicated way of doing it. When you train an avenger, you spawn an un-killable object that spawns the actual unit. You put the MaxSimultaneousOfType on the un-killable object.

Posted by: klingondragon - Thursday, February 23, 2017 12:56:24 PM
Where are we all on this? I've been fiddling with some of the faction stuff (Logos, Strings, etc.). I've also been looking for Audio clips we could use for things like "We Are Victorious" and the like. And skirmish music. Anyone know where I can get some MCU sounds (Like an MCU version of [url=http://trekcore.com/audio/]this site[/url])? At the moment I'm still using the original factions to test all this stuff on. I would like to get some mod objects in soon (even as one off units. At least I'd be able to test them and fine tune them).

Posted by: AdrianeMapMaker - Friday, February 24, 2017 4:17:28 AM
Hey Guys I Had a Bit Knowledge About Skinning And Might be Useful Here ; Just Add The Wanted Skin Then i Will Do The Job [b]Addin Some Models here That Can Be Used As A Misc In Missions[/b] [ATTACH]2028[/Attach]

Posted by: zero hour mad map maker - Friday, February 24, 2017 7:22:29 AM
[quote=KlingonDragon;143652]Where are we all on this? [/quote] I'm on standby, and will be ready whenever the mapping is needed/discussed.

Posted by: Omar_Gamer - Monday, February 27, 2017 1:58:24 PM
[quote=Klingondragon;143652]Where are we all on this? [/quote] i am on stand by for some time [smile]

Posted by: AdrianeMapMaker - Tuesday, February 28, 2017 4:09:24 AM
No Classes In 4 Days Gonna Share Some Misc For This Mod That Are Being Used In My Mod

Posted by: klingondragon - Tuesday, February 28, 2017 5:29:33 AM
Really, The priority should be making models for our new units.

Posted by: AdrianeMapMaker - Tuesday, February 28, 2017 7:19:33 AM
Well I Am Not The Model Maker here Only Skinner Thats Why - ""Just Sharing My The Actual W3dObject will Be Used In My Mods"" - If There Some Unique Stuff That i made In My Mod ; Sure It Will be Added Here

Posted by: zero hour mad map maker - Tuesday, March 7, 2017 7:30:26 AM
What's the current update on this? Anyone have any news?

Posted by: Omar_Gamer - Tuesday, March 7, 2017 8:20:29 AM
i donot no maybe we have to standby more time

Posted by: klingondragon - Tuesday, March 7, 2017 8:22:41 AM
I've been working on ideas for new controlbars. And I built a massive castle in the sims 4.

Posted by: AdrianeMapMaker - Wednesday, March 15, 2017 6:24:17 AM
Hey Man ... Tried to Find More Member's That Will Help You In this mod I Found Some Personel Full Active In Revora and Gentool Home

Posted by: qqqqqqqqqp - Sunday, March 19, 2017 10:31:51 PM
Well I'll just rewrite this thing seeing you have a team already. For your carrier I've dealt with the idea of a mobile carrier and its a pain. Mostly becuase airfield bones don't seem to stay attached to the object once it's built. I've done the "deploy" method it works but this causes another problem. Planes can't float they follow the bones if it deploys but when they get to the end they will just sink to the ground. I remedied this with my mobile carrier by creating an entire set of hand made aircraft that the models actually put the plane as high the carriers deck. This fixes that problem but creates another... when the plane then takes of it doubles the height at which the plane is flying and since your carrier is already flying the aircraft will probbly be off screen. Best bet would be the garrison idea it's not flashy but it works mostly without flaws. If it wasn't the helicarrier it could be done but fly carrier throws even more complexities into the mix. Sorry to be the downer...

Posted by: matthewandnathan - Tuesday, March 21, 2017 11:45:28 AM
[quote=qqqqqqqqqp;143909]Well I'll just rewrite this thing seeing you have a team already. For your carrier I've dealt with the idea of a mobile carrier and its a pain. Mostly becuase airfield bones don't seem to stay attached to the object once it's built. I've done the "deploy" method it works but this causes another problem. Planes can't float they follow the bones if it deploys but when they get to the end they will just sink to the ground. I remedied this with my mobile carrier by creating an entire set of hand made aircraft that the models actually put the plane as high the carriers deck. This fixes that problem but creates another... when the plane then takes of it doubles the height at which the plane is flying and since your carrier is already flying the aircraft will probbly be off screen. Best bet would be the garrison idea it's not flashy but it works mostly without flaws. If it wasn't the helicarrier it could be done but fly carrier throws even more complexities into the mix. Sorry to be the downer...[/quote] Can't you change the max height that planes fly at? Thus negating the issue where the planes fly off the screen? Rather clever idea by the way, with the models.[+1]

Posted by: Zatsupachi - Tuesday, March 21, 2017 1:51:27 PM
It has the weird side effect of ground units using ground-only weapons at the jets. They can't hit the jets because the hitbox is offset. It's the same issue with Drones actually-- since they don't fly at standard height(100ft) they fly at above their parent vehicle(50ft).

Posted by: qqqqqqqqqp - Tuesday, March 21, 2017 7:10:42 PM
Changing max height might work but that might cuase more side effects but it would really look weird probbly... the side effects of changing the models to be taller is they turn mid air REALLY weird. I suppose you could have the planes be touching the ground and that would fixe the double height thing but tgat also creates a side effect the hit box is on the ground soo...Yea. like I said carrier is a cool idea IF you can work out evey kink. But all these probelms are for a boat based carrier and since the carrier they are useing flys it will cuase who knows what type of anomalies... Also it I had to get rid of the without payload plane would die becuase un-deploying it with the planes on it caused them to explode as well but I coded my carrier when I was younger and naive now I'm surprised I got it to even remotely work

Posted by: NewtronGamer3 - Tuesday, March 28, 2017 7:38:44 AM
You guys still doin this right? ;3

Posted by: klingondragon - Tuesday, March 28, 2017 7:58:52 AM
I think the team is just too unorganised.

Posted by: acidbrain - Tuesday, March 28, 2017 8:52:29 AM
[quote=Klingondragon;143948]I think the team is just too unorganised.[/quote] Maybe because the leader doesn't know how to lead..~

Posted by: klingondragon - Tuesday, March 28, 2017 9:04:25 AM
You do it then.

Posted by: acidbrain - Tuesday, March 28, 2017 9:12:25 AM
[quote=Klingondragon;143950]You do it then.[/quote] I tried ...Also failed...;P [url=http://www.sleipnirstuff.com/forum/viewtopic.php?f=14&t=15996][color=blue]Sleipnir Stuff[/color][/url]

Posted by: Zatsupachi - Tuesday, March 28, 2017 3:40:48 PM
(I'd do stuff for this mod, but I've been busy with: college, life in general, my 'trivial' pursuits and, thinking what to do with the mod ideas I've amassed and maybe try learning how to mod RA3.)

Posted by: klingondragon - Tuesday, March 28, 2017 3:58:20 PM
I can't do much more without getting some models (which I have no plans to learn to make myself). I've started modding The Sims 4, while I wait.

Posted by: NewtronGamer3 - Wednesday, March 29, 2017 7:17:49 AM
Wasnt' that why Omar Gamer was here for?

Posted by: Gameanater - Wednesday, April 5, 2017 12:42:16 AM
Here's an idea; Work on getting stuff functional first, worry about aesthetics and models later. Iron Man can be a big Ranger until one of us makes Iron Man models. Thor can be a Worker with a lightning sledgehammer. The Avengers tower can be a Command Center until we get an Avengers Tower model. The Avengers can use the USA Controlbar. And so on, you get the idea. Also.... Get a basic outline together for a plan, tell us what you want us to do so we'll have an idea where to start. Ask Precison_Bomber and your mate to start making models of Avengers. I think we should just start with the Avengers faction since they're the most talked about and will probably be the biggest reason people would play this mod. Heck, you could make the whole mod just adding the Avengers into the base game even and nobody would complain. Shield and Hydra we can figure out later. Start coding stuff for what you have in mind. If you want I can also work up a rough draft for Quicksilver and Hawkeye units for what I have in mind for them.

Posted by: klingondragon - Wednesday, April 5, 2017 1:06:32 PM
At the moment, I'm working on the controlbars. Feel free to work on the units.

Posted by: Omar_Gamer - Saturday, April 8, 2017 8:39:05 AM
hello again i have end final exam for my year and i am working in iron man mark 1 suite

Posted by: R.I.P - Thursday, July 27, 2017 10:20:33 PM
So is it dead or what I didn't hear about the mod in a very long time ?

Posted by: klingondragon - Monday, July 23, 2018 2:47:20 AM
Anyone still interested in doing this? I may be coming back to generals and modding in the next few days/weeks and I'm not sure where to start (it's either with this of going back to my small changes mod and using that as a base for improving all the generals)

Posted by: klingondragon - Monday, May 13, 2019 8:30:26 AM
[url]https://discord.gg/gdGaU53[/url]