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-   -   Putting together a megamod for a megagame (long) (http://forum.shrapnelgames.com/showthread.php?t=35948)

Amos September 4th, 2007 02:11 AM

Re: Putting together a megamod for a megagame (lon
 
I would like to see the final product so as to fully understand what you have in mind. Also, since you are not going to use the changed units from the vanilla you could use their sprites, if you like them. I've read the descriptions you have sent me, but again I'll be able to tell if the mod is consistent only after I see the final product. Though, at that point my input would be an input of just another player since its going to be your mod http://forum.shrapnelgames.com/images/smilies/wink.gif.

Sombre September 4th, 2007 02:44 AM

Re: Putting together a megamod for a megagame (lon
 
I'm going to slighter alter what I said earlier; I don't have any objection to the use of graphics/code from any of my mods, even without credit. However based on what you're changing for this mod, I'd rather you didn't use the name Arga/Argan. THinking about it, unit names/descriptions like Gilgan, Sworn, Red Achillean etc aren't an issue at all. The only thing I object to is the use of Arga/Argan. You could change all cases of it to Sparda/Spardan or something. I dunno, it's your mod.

Foodstamp September 4th, 2007 03:00 AM

Re: Putting together a megamod for a megagame (lon
 
Don't expect me to get too picky on anything you change in my mods. I don't have time to play or mod anymore, so I just surf the forums in my free time http://forum.shrapnelgames.com/images/smilies/happy.gif


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