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March 17th, 2003, 10:54 PM
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NEW SE4 Mod (ideas, suggestions help?)
Well im actually reasonably well known for editing operation flashpoint hehe but after playing SE4 Gold ive become a big fan... (and thank god this game exists after Moo3 debacle)
Annnywwway, im designing a mod, that changes the theatre from space and planets, to sea and islands, takes place in an alternative world of sorts, where you will play the principle powers of the 1900, building and expanding with fleets of warships, biplanes and zeppelins.
Im researching ship tonnages etc (expect 1930s ship classification and rough tonnage ratios)
Um cultures will become government types etc etc, theres quite a lot im making but im learning as i go, ill post some screens really soon!
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March 17th, 2003, 10:57 PM
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Re: NEW SE4 Mod (ideas, suggestions help?)
Sorry if this is a little off-topic, but what Mod did you do for Operation Flashpoint, and what did it do? I've never modded those games, so that kind of got my attention.
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March 17th, 2003, 10:58 PM
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Shrapnel Fanatic
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Re: NEW SE4 Mod (ideas, suggestions help?)
Someone made a mod called Great Naval Battles or something like that several months ago. Try searching for it in the mods section of the forum for ideas.
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March 17th, 2003, 11:00 PM
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National Security Advisor
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Re: NEW SE4 Mod (ideas, suggestions help?)
Sounds interesting. Someone else talked about something similer a long time ago, but IIRC they got hung up on the inability to diferentiate between land/sea travel. If I understand you correctly you avoid that problem by eliminating land travel and making planets become islands and space becomes a vast ocean. That could actually work I think.
Geoschmo
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March 17th, 2003, 11:17 PM
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Re: NEW SE4 Mod (ideas, suggestions help?)
Actually, I think that was the original poster's idea. I noticed that all the vehicles he mentioned were either flying or naval. Sounds like an interesting twist. I can also imagine a fictious world like that. Kind of like a wierd combination of two types of Pirates as the blunt of entire forces. A mixture of the Pirates of the Carribean and Disney's Tailspin (Or Crimson skies, take your pick). In one case, you had official battle forces and pirates at sea, the other case, it was all in the air.
Of course, perhaps someone can be really twisted and actually do that verbatim. The thought of researching a Spanish War Galleon and the Sea Duck class cargo plane at the same time has so many "wrong" things about it, that it could be quite popular. It's twisted stuff like that that makes stuff like Red Dwarf and Army of Darkness.
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March 17th, 2003, 11:57 PM
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Re: NEW SE4 Mod (ideas, suggestions help?)
Um well first off i made ww2 units and artwork (heres a link hehe) http://www.ofpec.com/yabbse/attachments/germ4.jpg
Anyway me and my flatmate are working on graphics for the ships and menus (but im still getting the hang of all this!)
The game takes place in an alternative europe set in 1920 (where ww1 has not taken place) across a world of islands, where technology has placed itself firmly within the realm of ships, aircraft and zeppelins.)
Um ship classes consist of
Escort
Frigate
Destroyer
Light Cruiser
Cruiser
BattleCruiser
Fast Battleship
Battleship
Heavy Battleship
Escort Carrier
Light Fleet Carrier
Fleet Carrier
Freighter
Large Freighter
Tanker
Liner
I have kinda converted and altered-ish the tonnage of the ships to represent typical displacement tonnage for ships in the 1930s (outside the tech of the 1920s where game is set i know.) So bigger shipes will be considerably larger, though i am making compensations for the AI to let it handle this (or at least i hope so!)
Players to choose from consist of...
Germany
Great Britain
France
Russia
Japan
Austro-Hungary
Italy
USA
(Expect more unusualities such as there still being a french monarch) Also expect varied national influenced tech trees.
The first Version will be quite simple, the tech tree will be interesting but designed mostly as a base, also dont expect 3d graphics for portraits, they will be choicely edited artwork or photos etc, (appropriate.)
Interestingly infantry units will work kinda, at Regiment, Brigade, Corp (classes) and u will fill them with platoons etc rather than weapons. (trust me it'll work)
Weapon sizes will be important i imagine as we'll be modelling nasty explosive guns from 2" to 16" size, also torpedoes and other nasties.
Um culture types are governments... um so theres some more info for ya!
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March 18th, 2003, 12:00 AM
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Re: NEW SE4 Mod (ideas, suggestions help?)
plus i need to make new friends in this editing community hehe, so if u want to swap my msn with me feel free, and if anything in this project interests u let me know, chat about it, can help me etcetc
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March 18th, 2003, 12:05 AM
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Shrapnel Fanatic
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Re: NEW SE4 Mod (ideas, suggestions help?)
I'm always looking for new people to bug on IMs.
MSN: kazharii@hotmail.com
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March 18th, 2003, 12:07 AM
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Shrapnel Fanatic
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Re: NEW SE4 Mod (ideas, suggestions help?)
I'm pretty sure you'll want to use some variation on mount-based QNP (quasi-newtonian propulsion).
The main point of which is that bigger ships need bigger engines to go the same speed.
The essense of mQNP is that you must use a mount in order to add engines. There will be a mount unique to each hull size, that adjusts the physical size of the engine to match the mass and profile of the ship.
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March 18th, 2003, 12:13 AM
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Re: NEW SE4 Mod (ideas, suggestions help?)
Yes well my way around this is to increase the propulsion technology in terms of armor and tonnage etc (to make it worth getting but also take more space) hence its difference will be recognised less in building more, than it is builing the bigger engines if that makes sense...
And if u think for example what then is to stop someone building a bigger ship with smaller engines ahhh well those smaller engines will be a lot easier to destroy than bigger engines, hence a big ship with cheapy or smaller engines will be a LOT more vulnerable (and still slower)
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