atheist, geek, nerd, gamer
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
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.
glad you like it :)
thank you :)
sure does, wanna help?:v
so....what happened to Generals universe?
I could make a launcher for you, just pm me.
not the mod, as its only .ini file changes.
The launcher was made on MVS2014, honestly I have no idea how to fix it, but, if you dont run any other mod along with mine, you can just ignore the launcher and rename the files.
"!EC-ArtMisc.gib" to "EC-ArtMisc.big", so just remove the "!" and replace "gib" with "big".
In any case, I think I'm a few days away from next release(if I dont get too lazy this week), I'll upload a version with and one without the launcher just to be sure.
why are you usin XP? ;--;
Do you have NET 4.0 framework?
Usted tiene la versión correcta?
C&C Generals : Zero hour 1.4
I'm not very good at map making :D
F-22 can only carry 8~12 missiles using external pods, thus losing it's stealth, internal bay can carry 4~6 missiles.