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  #1  
Old September 9th, 2002, 12:11 AM
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Default A question to the expert modders of SEIV

i was thinking of making a WW2 mod for SEIV. but to make it work i would have to almost completely rework most of the rules in the game. what i need to know is if it is possible to make a new class of ship. ill give ya i bit of my idea. tanks would be regular ships and fighters and bombers would be a new type of ship, not a unit but not "ships" as the game has it. this is so i dont have to have tanks and planes be regular SEIV ships so that tanks wont have bombbays and bombers having tank turrets. there are also alot of other changes i want to make but this is an essential one, so is it possible and if so would any body want to help me with the mod?
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Old September 9th, 2002, 12:37 AM
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Default Re: A question to the expert modders of SEIV

What about restricting a vehicle to one of:
- Tank treads and/or bomb bays
- Wings and/or tank turret.

You'd make each of those sets have the same family number and restrict them to one per vehicle.
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Old September 9th, 2002, 01:33 AM
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Default Re: A question to the expert modders of SEIV

that could work, ill give u more info on my idea to so that i can get the exact answer i need.

Tanks/armoured vehicles(ship): consists of an engine, cockpit(gunners, driver, navigator) gun(cannon, large MG, artillery, or mortar etc.), small mgs, some specials (like smoke grenade lauchers for added Defense, radar), armor, loading bay (for troops or suplies)

Fighter/Bomber(ship): cokcpit, engine(s), machine guns(fixed or turreted) bombbays(interior or exterior, effect size accuracy and protection), specials (radar, chaff, etc.), loading bay (again for troops or supplies

infantry/artillery/AT guns(unit): allowed one weapon (mgs, rifles, bazookas etc) and "engine" (only one type with move=1 so that they can move on the battlefield) infantry would have one chassis, artillery has many, so does AT guns, AT gun weapons (20-80mm barrels, mgs small to heavy)
Artillery weapons (20-80mm guessing)

Cities(planet): all rock, small-huge, more buildings than normal (small havin 20, huge 120 maybe)

Military bases(bases/stations): would like it to be able to resupply all units, have weapons (fixed artillery, AT guns, AA guns, Mg nests, etc.) walls (armour) camo (defense) specials (radar etc.)

thats all i have so far. if its a bit confusing dont worry ill be making a more concise document on what im thinking about doing. thinking about it now i am definitely going to need help, anything you can do would be great, "ship" sheets of tanks, AI scripting (i may want to do it Multi only to save alot of time) and general modding of SEIV would be appreciated.
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Old September 9th, 2002, 01:44 AM
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Default Re: A question to the expert modders of SEIV

One issue to consider is that if fighters and tanks are not units, there will be no way to load them into other units. SE4 ships have to move themselves.

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Old September 9th, 2002, 02:08 AM
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Default Re: A question to the expert modders of SEIV

damn didnt think about that, then fighters and bombers may have to be units if they need to be loaded onto something like and airport. but tanks can still be ships cause they dont get loaded onto anything.
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Old September 9th, 2002, 04:34 AM
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Default Re: A question to the expert modders of SEIV

As long as you didn't want to have troop transport ships, yeah.

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