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  1. #1
    Member Member Achilles the last's Avatar
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    Default Re: Mod ideas

    sure, i will do a second mod for WWII after i am done with this one
    You learn to build high walls from your enemies, not your friends.
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    A big army is commanded the same way as a small one, it all matters in the organization.
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  2. #2
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: Mod ideas

    Can you do a mod after that where you pilot a rocket ship into the sun which creates a big explosion and blinds the enemy units for 6 turns, or is that beyond the capabilities of the RTW engine? I'm not sure, but I think it may be feasible with a bit of scripting.

    Another idea is to have a special function on your soldier which morphs him into a harmless looking goat. This goat is then free to move around the battlefield as no-one would suspect a harmless looking animal, and could be used to sneak up upon the enemy general. When the goat is within stroking distance of the general, it morphs back into a soldier who could attempt to assassinate him! You'd then have to wait 2 minutes to morph into a Pigeon before you could make good your escape, meaning you'd have to fight off the general's bodyguards in the meantime! How cool is that? The only problem I could foresee is that if the enemy soldiers are hungry, they might spear the goat and cook him before you could assassinate the general. This is something additional scripting may fix, but it would probably be an uphill battle as hungry soldiers are difficult to tame.

    I leave the ideas in your capable hands.
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  3. #3

    Default Re: Mod ideas

    How about we let him get through with one idea before we ask him to do another. That sounds pretty inclusive, and like a lot of work needs to be done before he starts a WWII mod which is going to require - new - well everything!

    The number one thing people have a problem doing is finishing the ideas they start. So why dont we let him finish this idea then when its done let him bring to the table his next inspiration.

    Sounds like your taking the whole Spartan Total Warrior idea a couple steps further?

  4. #4
    Member Member Achilles the last's Avatar
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    Default Re: Mod ideas

    newsflash:

    the mod is 12% done, but a lot of kinks need to be fixed so this mod would be bug free
    You learn to build high walls from your enemies, not your friends.
    -Byzaxis
    A big army is commanded the same way as a small one, it all matters in the organization.
    -Sun Tzu

  5. #5
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: Mod ideas

    This "direct action" mod of yours sounds very intriguing. I'll definitely keep an eye on it.
    My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881

    For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.

  6. #6
    Death and Glory TW modder Member Flying Pig's Avatar
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    Default Re: Mod ideas

    I can think of how to do your oblivion gates: Put them as resources on the map and note the co-ordinates. Then, put a script command that if a characcter sits on the tile at the end of the turn he gets whisked away to oblivion and vice-versa, and seperate Oblivion and normality with mountains that you re-texture to make them black.
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    κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.

    Ō zein', angellein Lakedaimoniois hoti tēide
    keimetha tois keinōn rhēmasi peithomenoi.

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  7. #7
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: Mod ideas

    Quote Originally Posted by Flying Pig
    I can think of how to do your oblivion gates: Put them as resources on the map and note the co-ordinates. Then, put a script command that if a characcter sits on the tile at the end of the turn he gets whisked away to oblivion and vice-versa, and seperate Oblivion and normality with mountains that you re-texture to make them black.

    that's almost there and a very good idea, you can definitely get a script to trigger based on whether a character from a certain faction is on a certain coordinate at turn end. The problem is then getting something to happen to him. All the commands that do something to a character seem to need you to know his name, which messes up the process. (if anyone has any ideas on how you can extract the name from script I'd love to know as I'm likely to have related problem in M2 mod soon).
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