Posted: Thu Feb 16, 2006 11:03 am Post subject:
My first mod (Re realsed as a futher version Beta)
Well some people might remeber my mod Rise of EPA I realsed ages ago this is my more update version but its a beta. It is to big to post straight here so I used somewhere elsefor it to be uploaded from.
There are 2 problems that need fixing andwith a day of looking threw I could not fix on my own so here they are.
1. Cyborg reapers WebLauncher weapon fires and works but the webguy image does not play when they get webbed up.
2. This on has been a pain after I updated the AI to make them use new units and make them harder there seems to be a 'random' internal error but only if theres a nod (I think) so im sure its something to do with the nod in my AI.ini section anyone who knows alot about this please have a look and see if u can help (my first thought was that nod had a thing to build mutant hijacker even thou they don't have it now i changed the unit to something else in the AI.ini but it didn't work )
maybe tommorow (friday) ill post my mod but in 2 or 3 sepratre downloads straight to here so it fits. The ecache02.mix zipped is to big on its own thou so i might have to serarte it into ecache02.mix and ecache03.mix to get it onto here.
Edit : Tryed but it did not work i got 3 diffrent ecacheXX.mix with 1/3 of the normal amount in each and any one of them on there own in a Zip used 5.43MB and thats to big for this website so i guess you can only download from that server i found (if anyone knows of a better one that is free tell me and ill try uploading it to there instead) _________________
Pic and sig made by LazerAce7 QUICK_EDIT
Edit part 2: I tested my mod on a big open fielded map and no crashes so now i assume that its because the ai are building to many buildings, im seeing what i can edit to make them build less to fix bug.
Edit part 3: Here is copy of the Credit / Reread me file so people can see what is in mod and who made what :
Rise of EPA Mod Readme & Credits
Well after a long time of work on my own i now have my own mod.
I hope you enjoy it here is some of the new stuff in my mod.
Key:
()=side
[]=Who made it ;Note no [] = already made by game.
Heavy Hover Tank(GDI)[radar92]
EPA Scorpion Tank(EPA)[XxpeddyxX]
GDI Battle Tank(GDI)[XxpeddyxX]
Nod Rhino Tank(Nod)[Firestorm]
Mammoth Tank(GDI)
EPA Pachycephalo Tank (EPA)[DonutArnold] {Build limit = 1}
Scorcer(EPA)
Nod Laser Tank(Nod)[MetalMario]
Mobile Meteor Controller(EPA)
Nod Mobile Sensor Array(Nod)
Stealth APC(EPA) [Unknown]
Juggernaut (GDI) [From FS]
Plasma tank(EPA) [Recolour of mobile EMP]
Cyborg Reaper (Nod) [From FS]
EPA Mobile Artillery (EPA)
Mobile Stealth Generator(Nod) [From FS]
Fist of Nod (Nod) [From FS]
Advanced GDI Harvester(GDI) [That CIS tank from starwars]
Advanced Nod Harvester(Nod) [Ackron]
Advanced EPA Harvester(EPA) [Cabal5911]
Nod Vacuus Clementia tank (Nod)[Judeau]
GDI HumVee[Removed befor realse as unneeded]
Attack Buggy (Now EPA)
Missile Attack Buggy(EPA)[Clazzy]
RPG Tank(GDI)
Buildings:
EPA Tech Center(EPA)[Recoloured and edited Dropship bay]
EPA War Factory(EPA)[Holy_master]
GDI Comm Center {With upgrade slots}(GDI)[Blade]
EPA Nuclear Plant(EPA)[TD conversion]
Nod Thermal Plant(NOD)[TD conversion]
GDI Cold Fusion Power Plant(GDI)[TD conversion]
EPA Power Plant(EPA)
EPA Meteor controller(EPA) [EMP with new turret]
EPA Gates...
Laser fence = EPA now
Pyramid of Nod(Nod)[Blade]
Obelisk of Darkness(Nod) [From FS]
EPA PillBox (EPA) [Edited and resized from RA2]
Drop Pod Node(GDI)
Threat Rating Node(GDI)
EPA Base Sheild Defence system(EPA)
EPA Training facility (EPA)
EPA Radar(EPA) [Recolour of civ array]
Medical Centre(Nod&EPA)
EPA Seeker Pyramid(EPA)
EPA SAM Tower (EPA)
EPA Helipad (EPA) [GDI image]
Superweapons:
GDI = Ion cannon (one super weapons but proberly most powerful units in game)
Nod = Multi missilse and chemical missilse
EPA = Meteor summon and Hunterseeker
AI:
Ai are now harder and use nearly all of new units/buildings in the game.
Tiberium:
Blue tib tree
Blue tib crystals
Red tib crystals
Red tib
Maps:
No new maps in this version of mod but all old maps have been edited to have new tib and tib trees
At some point i might post the storyline but i don't think ill make any campains (mainly cause it never works when i try to)
nodai.JPG
Description:
Nod AI base few mins in to game
Filesize:
125.56 KB
Viewed:
5450 Time(s)
gdiai.JPG
Description:
GDI AI base a few mins in to game
Filesize:
117.13 KB
Viewed:
5450 Time(s)
_________________
Pic and sig made by LazerAce7 QUICK_EDIT
newer, NEWER use Tiberian style cameos mixed with RA2 style cameos, the result is crap (look at scorcer and EPA scorpion tank)
and some of those new buildings don't fit to others.
Um I see what you mean about the scorcer but when i tryed use voxel viewer for that one it did not come out well, but I don't see wots wrong with scorpion tank or anything RA2 styled cameo? I made most tank cameos with voxel viewer screenshot then shp cameo generator.
XxpeddyxX wrote:
Those voxels of mine are extremely old, I can make better lookking ones if you want. Just ask.
I might PM you about that if I get time.
Finally ive fixed the "Random" crashing bug well I think so anyway but i still need to get web animation to play correctly so im posting the art and rule sections that have anything to do with the web (and the Webguy.shp is in the correct mix file) :
Art code :
[WEBGUY]
Normalized=true
AltPalette=false
Flat=yes
Surface=yes
RandomLoopDelay=10,300
Um thats kinda off topic... back on topic anyone know how to make the WEBGUY animation play correctly cause i can't see what i am doing wrong? (the post of what i have done is a litte above) _________________
Pic and sig made by LazerAce7 QUICK_EDIT
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