I could probably help with PT-BR translations if you guys want :x
I could probably help with PT-BR translations if you guys want :x
Editing AI build order and Skirmish AI file.
Thats on WorldBuilder.
You can find guides\tutorials here:
Moddb.com
Cnclabs.com
Sleipnirstuff.com
Sdi.cncguild.net
Forums.swr-productions.com
Its quite easy to learn how to mod Zero hour, there are also vids and lots of ancient foruns.
you mean the bugs I cant fix and have no idea how they happen?
the most game breaking one is that units without weapons that cant shoot down nor target aircraft are shooting at them and sometimes persuing them back to the enemy base instad of engaging what they should, MBT\Tank destroyers are the ones that to do this with more frequency, thou I've seen pretty much every unit do it by now.
depends on the weapon been fired.
Small arms(mostly infantry, and some vehicle mounted weapons) = 4/7 to hit, 2/7 to miss, 1/7 to crit
Most projectiles have this RNG system on them.
To check all of them just open the EC-DATA.Big file on FinalBig and check the WeaponObjects.ini file, search for lucky word.
as I've said previously, I havent worked on this project in a while, and probably not gonna resume development.
Thou, anyone is free to modify and\or take over the project.
"New "mechanic", now most weapons can hit a "lucky shot" causing more damage to the enemy."
its like a crit hit based on a dice.
US vehicle banker is kinda broken, thou PLA's infantry bunker is quite op if you garrison it with long range rocket infantry.
you can rename de *.gib files to *.big and run it manualy.
I have no idea why some people are having problems
idk, ask the secretary of defense or something :v :v
Sadly, I haven't worked on this project in a while.
The engine limitations and gamebreaking bugs that I cant in anyway fix nor understand why they happen in the first place(cause they are random engine bugs) are quite frustrating.
In the meantime I've been improving my programing and artist skills to, may be, be able to develop something interesting myself.
Thanks for the reply. :)
I usualy place my base in between asteroids and scrap fields... if I remember correctly, after depositing the colected resources, the harvesters would go to the rallypoint set on the refinary, and that was how I was managing my economy, as sometimes the harvesters(after given the command to move) would just arrive at the asteroid field and go back to the scrap fields.
So, played few skirmishs and I really enjoyed the game, but...I'd like to suggest one small improvement that would make a lot of difference...
If you got miners selected, change the mouse icon while hovering above resources, and if you right click it they start gathering those resources(as this doesnt happens 100% of the time I tried to re-locate my miners, it was hard as hell to keep an stable income, since I was only able to assure they were gonna be re-located by changing the rallypoint of the refinary itself).
Now, I understand this is a early alpha, I'm just expressing my anger from being crushed by the AI for my bad resource managing
Nope
"
Tank rifle guns damage increased slightly
HP of most vehicles adjusted(most decreased)
fixed china infantry not been able to capture.
china no longer needs to research "capture building".
fixed few bugs related to the "super population" upgrade.
"
Current version only contains USA and China.
Nice work m8, thou, you need to improve missile trajectory and particle effects :d
I have some experience with unity, well, nothing too fancy...
Had a pretty solid(and confusing sometimes lol) projectile manager script in one of my old projects, it handled missiles like this:
launch > point light goes from max intensity to low, fire bursts from the back and slowly stabilizes, on hit apply damage and spawn FX, then either detach the smoke trail or disables the missile collision box, speed and keep the main object till the trail vanishs.
I know its is still pre-alpha but, still a small change that could make a big visual difference.
this version only includes China\USA...
I'll see if I can add a "functional" EU, I got all the models for buildings done I just need to make textures for it, and make some vehicle models.
yeah, I should've included a tutorial on that one sorry xD
you can do shift+left click to make it move :)
I'm gonna see if I can make a hotfix on that one
check out the new version, not exacly like that, but you might like it.
your AI script might be bugged, some times it auto-kills all units.
I havent been able to make a proper AI so far, I'd recommend to test the mod playin agaisnt a friend. Not sure if I'll continue to work on this project.
right now skirmish is not really a big focus, since I'm pretty bad at scriptin zh\generals AI. If I ever get help, or learn it myself, maybe
Probably EU will come before Russia.
Main problem is to get people to help test it y.y
Can you play thru Hamachi?
no idea, probably after I add a third faction.
Thats probably not from my mod, can you link screenshots or a small vid of what is happening? Also, a screenshot of the Zero hour folder?
I'm actually workin on the EU buildings right now, probably gonna post something soon.
atretador
christian joined
atheist, geek, nerd, gamer