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Rise of Nations Heaven » Forums » Game Modifications » new World War II mod
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Topic Subject:new World War II mod
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Nikox
Member
posted 04-14-10 04:46 PM EDT (US)         
Ok folks, ready to start a new mod.

host image
The name is "1939-1945 Second Great War" and of course it's focused on World War 2.

It will be playable as normal mod and in the CTW version.

The CTW version will be installed overwriting RON core files this to can play of Army of One's (Legend017) WW II CTW campaign mod and use of the editor to create scenarios for the mod.

Wadis10, Scorch6294, Army_of_One, Coldwar Warrior,the Great Valdemar, Edilberto, MrYaR and Smarty (Martin R.) are already part of the team.
Anybody wanna join the project is wellcome.

The idea is to use years instead of ages:
- 1939 (ancient age)
- 1940 (classical age)
- 1941 (Medieval Age)
- 1942 (Gunpowder Age)
- 1943 (Enlightenment Age)
- 1944 (Industrial Age)
- 1945 (Modern Age)
- 194? (Informatio Age - an ipotetical year with the developement of secret weapons and units what have never seen combat times as war ended earlier)

(Edited) Nations involved are:
- 1.Finland - (replacing Persians)
- 2.Netherlands & Dutch East Indies - (dutch)
- 3.India - (indians)
- 4.United States of America - (americans)
- 5.Bulgaria - (replacing Lakota)
- 6.Canada - (replacing Iroquois)
- 7.Poland - (replacing Mongols)
- 8.New Zealand - (replacing Koreans)
- 9.Imperial Japan - (japanese)
- 10.Republic of China - (chinese)
- 11.Soviet Union - (russians)
- 12.Nationalist Germany - (germans)
- 13.United Kingdom of Great Britain - (british)
- 14.France - (french)
- 15.Kingdom of Yugoslavia - (replacing Spanish)
- 16.Neutral Nations - (replacing Turks)
- 17.Egypt - (egyptians)
- 18.Regno d'Italia (tr: Kingdom of Italy) - (romans)
- 19.Norway or Scandinavia - (replacing Greece)
- 20.Hungary - (replacing Nubians)
- 21.South Africa - (replacing Bantu)
- 22.Romania - (replacing Inca)
- 23.Australia - (replacing Maya)
- 24.Brazil - (replacing Aztecs)

More edited:
- New Governments:

- 1.Finland - Despotism; Democracy;
- 2.Netherlands & Dutch East Indies - Republic; Monarchy;
- 3.India - Republic; Monarchy;
- 4.United States of America - Republic; Democracy; Capitalism.
- 5.Bulgaria - Despotism; Monarchy;
- 6.Canada - Republic; Democracy;
- 7.Poland - Republic; Democracy;
- 8.New Zealand - Republic; Democracy;
- 9.Imperial Japan - Despotism; Monarchy; Militarism.
- 10.Republic of China - Despotism; Democracy;
- 11.Soviet Union - Despotism; Monarchy; Militarism.
- 12.Nationalist Germany - Despotism; Monarchy; Militarism.
- 13.United Kingdom of Great Britain - Republic; Monarchy; Capitalism.
- 14.France - Republic; Democracy;
- 15.Kingdom of Yugoslavia - Republic; Monarchy;
- 16.Neutral Nations - Republic; Monarchy;
- 17.Egypt - Republic; Monarchy;
- 18.Regno d'Italia - Despotism; Monarchy; Militarism.
- 19.Scandinavia - Republic; Monarchy;
- 20.Hungary - Despotism; Monarchy;
- 21.South Africa - Republic; Monarchy;
- 22.Romania - Despotism; Monarchy;
- 23.Australia - Republic; Democracy;
- 24.Brazil - Republic; Democracy;


Research rules at the Library:
- except done for civic all other level research are limited by the age reached.
For example: you cannot research the military level "Nations-in-arms" before you reached the 1945 year.


More arguments to talk about:
- Buildings.
- Units involved.
- Researches names.
- Resources available.

You can download the last version of the mod at MODDB:





Waiting for your effort,
Nicola a.k.a Nikox

[This message has been edited by Nikox (edited 10-19-2016 @ 10:57 AM).]

AuthorReplies:
JeluArg
Member
posted 05-27-12 01:10 PM EDT (US)     376 / 472       
I have a me262 model tell me and i send you the max file. Great mod! I like it very much, congratulations!
Nikox
Member
posted 05-27-12 04:54 PM EDT (US)     377 / 472       
Hi JeluArg,
if the model is over 250 polygons it won't work well in the game, anyway I'm needing someone who can export it.
Wadis10 are you around here still??
JeluArg
Member
posted 05-27-12 07:21 PM EDT (US)     378 / 472       

it has 642 polygons, but in that img i didnt finish exporting it properly, (its too big, and as you see it wasn´t unwraped). It worked well. Greetings!
Wadis10
Member
posted 05-28-12 02:11 AM EDT (US)     379 / 472       
Yes I'm still around, good to see that you're back. However, I probably won't have time to export anything before the weekend.
Nikox
Member
posted 05-28-12 07:08 AM EDT (US)     380 / 472       
to JeluArg,
your model looks really great!
About size, did you try to set the "scale" value in unit_graphics.xml file under "0"? (ex. "0.95")
You can contact me by email:
nicola.zannoni@libero.it

to Wadis10,
I'm really happy to see you, you know I'm in great opinion about your work and ideas.

I ended to collect datas on armored cars and tanks, now we can work on how to apply them to units attributes.

ATTACK:
a basic value of 60 for all units plus armor penetration (mm) for tanks. Armored cars can use the Kinetic Energy instead and the effect on tanks can be reduced in the balance.xml file

HITS:
a basic value of 108 for all units.

MOVES:
based on Max speed (kph) divided by 4.

SUPPORT:
based on total units produced and it can be setted to:
- 1 from 50.000 to 30.000
- 2 from 30.000 to 10.000
- 3 from 10.000 to 5.000
- 4 from 5.000 to 1.000
- 5 from 1000 to 500
- 6 under 500

COST:
It can be setted with 3 values: oil, metal, wealth.
It can be based on Weight and Year of Production (early tank should cost less than late to give time to the player to build a strong economy).
I have no idea on which formula can be used for it.

JOB_TIME:
It can be based on the number a single unit was produced. More produced less time.
Again I have no idea on which formula can be used for it.

RANGE:
It can be based on the effectiveness of the weapon (for most tanks 2.000 meters) divided by 100. But this formula is not working for armored cars.

LOS:
I have no idea on what kind of data I need to set it.

RECHARGE:
It can be based on rounds.
Again I have no idea on which formula can be used for it.


ARMOR:
Based on Effective Armour (mm) multiplied 9.

In future we'll talk about:
TO_HIT
ATTENUATE
PROGRESSION
SPLASH
SPLASH_PERCENT
AMMO_PER_ATT
TURN_SPEED
PROJ_SPEED
CARRY_SIZE
POP
RESEARCH_PREMIUM_TIME
RESEARCH_PREMIUM_COST
JOB_EXTRA_TIME
MANA
CARRY
TARGET_SIZE
UBER_SIZE

[This message has been edited by Nikox (edited 05-28-2012 @ 07:11 AM).]

Baxxter89700
Member
posted 05-28-12 12:07 PM EDT (US)     381 / 472       
Me262 has the really cool air(sight), but please increased the scope of planes because there they are really useless almost set apart to defend that bases
Nikox
Member
posted 05-28-12 05:08 PM EDT (US)     382 / 472       
Hi Baxxter89700,
you're right the scope of all aircrafts need to be increased.
I collected all planes range datas in km and they go from a minimum of 400 to a maximum of 6000 and I think this values can be used to set the "MANA" as they are.

Has anyone a better idea on it??

[This message has been edited by Nikox (edited 05-28-2012 @ 05:10 PM).]

Baxxter89700
Member
posted 05-29-12 03:51 PM EDT (US)     383 / 472       
Nickox, have you use the model by scorch6294 ?? Because there model for the tank are very great for exemple the stug 3 beter than te stug in game.
valdemar
Member
posted 05-31-12 01:41 PM EDT (US)     384 / 472       
Heh.. Big Nik is back, gut)) I'll talk with Alex about stug 3..
Nikox
Member
posted 05-31-12 02:49 PM EDT (US)     385 / 472       
to Baxxter89700,
most of the models are made by scorch6294, but Wadis10 exported someone from other games too.

to Valdemar,
Yeah, I'm back!! Finally I got the connection and I feel ready to go on with the mod. Right now I'm working on units attributes waiting for someone who can help me in it...

About the stug, it would be nice to have a model from Alex, maybe with "Schürzen" (spaced armor).
valdemar
Member
posted 05-31-12 04:28 PM EDT (US)     386 / 472       
http://rghost.ru/38405456 Some skins, what i was forgot to send, to u..
Nikox
Member
posted 05-31-12 05:44 PM EDT (US)     387 / 472       
Wow!! Your skins look great!
Now I've to find the way to add the Somua S35 to german, I thought to free some room deleting the panzer III and IV upgrades leaving different model and textures as age changing, but I need a script to change their attributes and submit them to the development of a technologie.
I never tryed to write a script, I need someone who can help me in it too
fong2670
Member
posted 06-01-12 06:37 AM EDT (US)     388 / 472       
i will try to help you with the mod since i like it a lot
i will start helping with the five major faction
tank and war factory hotkeys doesn't work for japanese and german
m26 should be the best tank for american the attribute should be higher than sheman tank
the tank action is a bit too fast most tank in the game is 1 hit kill each other
hand mortar should set up faster
american japanese british and german rifle man is a bit expensive compare to
russia rifle man 42 food 28 wood
german and british 99food 85 wood
american 114food 99 wood
japanese 93 food 79 food
submachine gunner is like useless they always masscare by rifle man
wadis i want to talk about ur mod hope ur still modding
german special force can take out three waffe ss is it normal
there is still somemore but i cant think of it now and i was thinking of upload ur mod to moddb
Wadis10
Member
posted 06-01-12 07:54 AM EDT (US)     389 / 472       
Fong I replied to that email you sent me, it will be around a month before I can resume modding and I'll keep you updated when that happens. When I get some free time I'll look into ways scripting can help increase the effective unit limit.
Nikox
Member
posted 06-01-12 09:02 AM EDT (US)     390 / 472       
to Wadis10,
what about private lessons on scripting?

to fong2670,

- I'm not using hotkeys so I don't know why war factory hotkeys doesn't work. Maybe it's because I split them in axis and allied.

- I collected the technical data about every vehicle in the mod in an excel spreadsheet, now I need formulas to convert them in unit attributes. Whith these changes the M6 will be the best tank for US. Of course the tank action will be modified by it too.

- I need to collect historical datas on infantry: weapons, number of men etc. Give me an idea about them and how they can be used to set infantry attributes.
Wadis10
Member
posted 06-01-12 08:10 PM EDT (US)     391 / 472       
What specifically do you want to know about scripting. i.e. What are you trying to do. I'm happy to answer specific questions.
Nikox
Member
posted 06-02-12 03:07 AM EDT (US)     392 / 472       
I'm trying to write a script to reach the same age at the same time for all players.
This to avoid to have a nation in 1940 or later meanwhile other nations are in 1939 still.

So first of all I think I need to disable them:
disable_tech(i + 1, "Classical Age");
disable_tech(i + 1, "Medieval Age");
disable_tech(i + 1, "Gunpowder Age");
disable_tech(i + 1, "Enlightenment Age");
disable_tech(i + 1, "Industrial Age");
disable_tech(i + 1, "Modern Age");
disable_tech(i + 1, "Information Age");

Then I need to set a timer:
set_timer(“Classical Age”, 300);
set_timer(“Medieval Age”, 600);
set_timer(“Gunpowder Age”, 900);
set_timer(“Enlightenment Age”, 1200);
set_timer(“Industrial Age”, 1500);
set_timer(“Modern Age”, 1800);
set_timer(“Information Age”, 2100);

Then I need to set the condition to have the year reached:
if (timer == 300)
enable_tech("Classical Age");

Do you think it can work??
Wadis10
Member
posted 06-02-12 06:55 PM EDT (US)     393 / 472       
I think something like that should work.

Try:
In run_once section:

for (n = 1; n <= 8; n++){
disable_tech(n, "Classical Age");
disable_tech(n, "Medieval Age");
disable_tech(n, "Gunpowder Age");
disable_tech(n, "Enlightenment Age");
disable_tech(n, "Industrial Age");
disable_tech(n, "Modern Age");
disable_tech(n, "Information Age");
}

enable_trigger ("1940");
enable_trigger ("1941");
enable_trigger ("1942");
enable_trigger ("1943");
enable_trigger ("1944");
enable_trigger ("1945");
enable_trigger ("1946");

set_timer(“Classical Age”, 300);
set_timer(“Medieval Age”, 600);
set_timer(“Gunpowder Age”, 900);
set_timer(“Enlightenment Age”, 1200);
set_timer(“Industrial Age”, 1500);
set_timer(“Modern Age”, 1800);
set_timer(“Information Age”, 2100);

In main section of the script:

trigger 1940(timer_expired("Classical Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Classical Age");
}}

Repeat this for each age and it should work.
for (n = 1; n <= 8; n++){ basically cycles through everything 8 times, and replaces the 'n' with a 1 the first time, a 2 the second time, etc. As there are 8 nations it researches the tech for each nation in the game.
Super7700
Member
posted 06-02-12 07:06 PM EDT (US)     394 / 472       
When I get some free time I'll look into ways scripting can help increase the effective unit limit.
Are you suggesting that we could bypass that limit through scripting? That is a very interesting idea, and it could very well be possible. I know that scripts can be used to load files (there is one mod that implements nation name changes by loading an xml file and it also chooses nation leader names from another xml file based on what age the game starts in). Perhaps a script could be used to load another unitrules file or the entries could be entered directly into the script?

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~

[This message has been edited by super7700 (edited 06-02-2012 @ 07:07 PM).]

Wadis10
Member
posted 06-02-12 07:54 PM EDT (US)     395 / 472       
As far as I know it's not possible to 'bypass' that limit as such by inserting another unitrules through scripting or anything like that. However, in unitgraphics there is the option for different skins for each age, and each race, i.e. one unitrules entry can have European, arab, asian, native american version, etc. Also, since there are only 8 nations max per game, there will always be some units that are not being used. Additionally, some units become obsolete after a few ages and are no longer needed by their assigned nation.

All of these things present opportunites to 'increase' the practical unit limit. Scripting allows you to alter hitpoints, attack, armour, range, name, etc so for example a British Crusader III could become a Challenger in 1945 using the same unitrules entry, but with a different model and different stats.

Also, say there was no Poland in the game, and there was a Japan, the 7-TP tank could have an alternate asian skin, and its stats and name could also change to become that of a Japanese tank. Its availibility would also change to that of Japan.
Super7700
Member
posted 06-02-12 08:30 PM EDT (US)     396 / 472       
That is a great idea. Uthum and I could use something like that for Kings and Conquerors, as we intend to have about 12 almost completely unique factions across all 8 ages. The issue though with having the script upgrade the units is that the player can't research the upgrade (or can they?).

Also, about your second example, what happens if Japan and Poland both appear in the same game?

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
Wadis10
Member
posted 06-02-12 10:30 PM EDT (US)     397 / 472       
The players could research the unit if the script 'unresearched' the old unit first.

If Poland and Japan were in the same game then Japan wouldn't get the additional unit. This method would work best for non-core units so it doesn't matter if they're not in the game. So I wouldn't use this for a Spitfire or a Sherman, but it might be alright for more obscure units such as the Elefant.

However, you could also do the same thing for another nation's unit so for example if there is a poland and Japan then Japan's new tank will replace the Australian Sentinel tank. Of course this wouldn't work if Poland, Japan and Australia were in the game but it would increase the chances that Japan would get access to that tank.
Nikox
Member
posted 06-03-12 11:48 AM EDT (US)     398 / 472       
I wasn't lucky in my first script, I got a syntax error when I try to add the int set_timer line.

Here the script:

//********************Years_advance.bhs********************//
//DESCRIPTION: This script enables a game type where all teams can only age advance at the same time.
//REQUIREMENTS: 1939-1945 Second Great War mod
//VERSION: 1.0
//PROGRAMMERS: Wadis10 and Nikox

scenario Years_advance
{
int set_timer(“Classical Age”, 300);
int set_timer(“Medieval Age”, 600);
int set_timer(“Gunpowder Age”, 900);
int set_timer(“Enlightenment Age”, 1200);
int set_timer(“Industrial Age”, 1500);
int set_timer(“Modern Age”, 1800);
int set_timer(“Information Age”, 2100);

labels
{
}

run_once
{
for (n = 1; n <= 8; n++) //nations check
{
disable_tech(n, "Classical Age");
disable_tech(n, "Medieval Age");
disable_tech(n, "Gunpowder Age");
disable_tech(n, "Enlightenment Age");
disable_tech(n, "Industrial Age");
disable_tech(n, "Modern Age");
disable_tech(n, "Information Age");
}
}
//trigger

enable_trigger ("1940");
enable_trigger ("1941");
enable_trigger ("1942");
enable_trigger ("1943");
enable_trigger ("1944");
enable_trigger ("1945");
enable_trigger ("1946");

}
//main game loop
trigger 1940(timer_expired("Classical Age"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Classical Age");
}
}
trigger 1941(timer_expired("Medieval Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Medieval Age");
}}
trigger 1942(timer_expired("Gunpowder Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Gunpowder Age");
}}
trigger 1943(timer_expired("Enlightenment Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Enlightenment Age");
}}
trigger 1944(timer_expired("Industrial Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Industrial Age");
}}
trigger 1945(timer_expired("Modern Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Modern Age");
}}
trigger 1946(timer_expired("Information Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Information Age");
}}
Wadis10
Member
posted 06-04-12 04:05 AM EDT (US)     399 / 472       
I tried moving a few of the '{}' around you can try what I've changed, but I haven't tested it.

//********************Years_advance.bhs********************//
//DESCRIPTION: This script enables a game type where all teams can only age advance at the same time.
//REQUIREMENTS: 1939-1945 Second Great War mod
//VERSION: 1.0
//PROGRAMMERS: Wadis10 and Nikox

scenario Years_advance
{
set_timer(“Classical Age”, 300);
set_timer(“Medieval Age”, 600);
set_timer(“Gunpowder Age”, 900);
set_timer(“Enlightenment Age”, 1200);
set_timer(“Industrial Age”, 1500);
set_timer(“Modern Age”, 1800);
set_timer(“Information Age”, 2100);

labels
{
}

run_once
{
for (n = 1; n <= 8; n++) //nations check
{
disable_tech(n, "Classical Age");
disable_tech(n, "Medieval Age");
disable_tech(n, "Gunpowder Age");
disable_tech(n, "Enlightenment Age");
disable_tech(n, "Industrial Age");
disable_tech(n, "Modern Age");
disable_tech(n, "Information Age");
}

//trigger

enable_trigger ("1940");
enable_trigger ("1941");
enable_trigger ("1942");
enable_trigger ("1943");
enable_trigger ("1944");
enable_trigger ("1945");
enable_trigger ("1946");
}

//main game loop
trigger 1940(timer_expired("Classical Age"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Classical Age");
}
}
trigger 1941(timer_expired("Medieval Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Medieval Age");
}}
trigger 1942(timer_expired("Gunpowder Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Gunpowder Age");
}}
trigger 1943(timer_expired("Enlightenment Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Enlightenment Age");
}}
trigger 1944(timer_expired("Industrial Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Industrial Age");
}}
trigger 1945(timer_expired("Modern Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Modern Age");
}}
trigger 1946(timer_expired("Information Age")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Information Age");
}} }
Nikox
Member
posted 06-05-12 09:03 AM EDT (US)     400 / 472       
Now I've got a syntax error at line 49 where I wrote TRIGGER 1940...


scenario Years_advance
{
labels
{
}
run_once
{
for (n = 1; n <= 8; n++) //nations check
{
disable_tech(n, "Classical Age");
disable_tech(n, "Medieval Age");
disable_tech(n, "Gunpowder Age");
disable_tech(n, "Enlightenment Age");
disable_tech(n, "Industrial Age");
disable_tech(n, "Modern Age");
disable_tech(n, "Information Age");
}

set_timer("Classical", 300);
enable_trigger("1940");

set_timer("Medieval", 600);
enable_trigger("1941");

set_timer("Gunpowder", 900);
enable_trigger("1942");

set_timer("Enlightenment", 1200);
enable_trigger("1943");

set_timer("Industrial", 1500);
enable_trigger("1944");

set_timer("Modern", 1800);
enable_trigger("1945");

set_timer("Information", 2100);
enable_trigger("1946");

}
}
//main game loop

trigger 1940(timer_expired("Classical"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Classical Age");
}
}
trigger 1941(timer_expired("Medieval"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Medieval Age");
}
}
trigger 1942(timer_expired("Gunpowder"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Gunpowder Age");
}
}
trigger 1943(timer_expired("Enlightenment"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Enlightenment Age";
}
}
trigger 1944(timer_expired("Industrial"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Industrial Age");
}
}
trigger 1945(timer_expired("Modern"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Modern Age");
}
}
trigger 1946(timer_expired("Information"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Information Age");
}
}

[This message has been edited by Nikox (edited 06-05-2012 @ 09:04 AM).]

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