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Design and new ideas for Eir (zaclee,HerrKlik) second
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Topic: Design and new ideas for Eir (zaclee,HerrKlik) second (Read 5256 times)
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zaclee
EIR Regular
Posts: 36
Design and new ideas for Eir (zaclee,HerrKlik) second
«
on:
May 26, 2021, 09:05:39 am »
Sorry for my english,There shud be more units in this mod and more nations(russians,japs,italians anemay more)!There coud be bigger pop then 25 , 100 or more.
I forgot to add units coud have behaviors (more the better) and if behavior is defence it shoud run for cover and shoot for example.
Units shound be split and add to diffrent units (you cound have units with more then 10 soldires).More doctrines more new units .⁸
«
Last Edit: May 29, 2021, 03:35:09 pm by zaclee
»
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Design and new ideas for Eir (zaclee,HerrKlik) second
«
Reply #1 on:
May 30, 2021, 01:25:31 pm »
Didnt someone make a mod like that and it turn out to be shit?
Impossible to balance, way too crowded battlefields and a laggy mess?
this is on the coh 1 engine, computers may have gotten better sence 2006 but the engine hasnt.
also you ever played Men of war? if you make a EIR mod for that it might work.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Design and new ideas for Eir (zaclee,HerrKlik) second
«
Reply #2 on:
June 02, 2021, 06:51:00 pm »
There's limits to what the engine can handle, as well as what would actually be fun.
Trying to control 100 popcap worth of stuff might sound exciting - but rather quickly become a bit of a blobby mess, as the engine isn't built to handle that in terms of pathfinding and you'd need some pretty insane reflexes to effectively manage that many units. Try downloading one of the mods that gives you infinite resources and popcap in vCoH if you want to mess about with that - could be a fun afternoon for you with a friend or against the AI.
Different unit behaviours is.. very hard to code. The mod would need a specialist AI coder that understands COH's logic - that's assuming the engine would even allow significant change. There isn't a lot of space on the User Interface to put selections for that in, anyway - so impossible for a number of reasons.
New factions are a lot of work to implement, as you need models, animations and skins for each of the units - let alone the work of balancing them and implementing in a way that's fun to play both with and against. That being said, watch this space...
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zaclee
EIR Regular
Posts: 36
Re: Design and new ideas for Eir (zaclee,HerrKlik) second
«
Reply #3 on:
June 03, 2021, 04:54:47 am »
I wound be nice that you can go to any part of map and control unit you like,other units wound play game on their behaviour(defence,atack,hard defence,low defence)
.units shound have more upgrades,there shound be more types of cover,bigger maps,
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Design and new ideas for Eir (zaclee,HerrKlik) second
«
Reply #4 on:
June 03, 2021, 10:04:30 am »
Sounds like you want a completely different game. Try the men of war franchise.
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zaclee
EIR Regular
Posts: 36
Re: Design and new ideas for Eir (zaclee,HerrKlik) second
«
Reply #5 on:
June 04, 2021, 04:06:46 am »
I played men of war.
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