how about a mod take time to 1950s?

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pzrb
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how about a mod take time to 1950s?

Post by pzrb »

with the AO 1946's nuclear weapon rule,it seems possible to make a mod take time to 1950s, have someone already doing that?
terminator
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Re: how about a mod take time to 1950s?

Post by terminator »

The problem to make a mod is that you have to be together and form a team because it’s too much work for one person.
Grondel
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Re: how about a mod take time to 1950s?

Post by Grondel »

terminator wrote: Sun Jan 28, 2024 9:09 am The problem to make a mod is that you have to be together and form a team because it’s too much work for one person.
it´s not. it just takes longer.

The game engine can do any time u want, but without the ability to add new models it makes no sense. a korea war is probs possible, there was not much new stuff, but later years, like vietnam, is kinda off without helicopters eq.

sers,
Thomas
terminator
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Re: how about a mod take time to 1950s?

Post by terminator »

The mod is often of much better quality when it is the work of a team rather due to one person
bondjamesbond
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Re: how about a mod take time to 1950s?

Post by bondjamesbond »

Last edited by bondjamesbond on Wed Feb 28, 2024 3:26 pm, edited 1 time in total.
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Thunderhog
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Re: how about a mod take time to 1950s?

Post by Thunderhog »

Yeah, I wish modding was easier. Plenty of alt-hist/ different time period mods in PanzerCorps 1
Grondel
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Re: how about a mod take time to 1950s?

Post by Grondel »

Thunderhog wrote: Wed Feb 07, 2024 10:47 pm Yeah, I wish modding was easier. Plenty of alt-hist/ different time period mods in PanzerCorps 1
if u feel like creating a campaign go ahead and do all the editor stuff, like map, briefing, units, etc.
This part of creating a campaign is similar to PC1 editing.

Then u tell me what u want to happen in the scenario and i´ll do the LUA.

sers,
Thomas
Thunderhog
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Re: how about a mod take time to 1950s?

Post by Thunderhog »

Grondel wrote: Thu Feb 08, 2024 1:28 am
Thunderhog wrote: Wed Feb 07, 2024 10:47 pm Yeah, I wish modding was easier. Plenty of alt-hist/ different time period mods in PanzerCorps 1
if u feel like creating a campaign go ahead and do all the editor stuff, like map, briefing, units, etc.
This part of creating a campaign is similar to PC1 editing.

Then u tell me what u want to happen in the scenario and i´ll do the LUA.

sers,
Thomas
Tbf, I've been peeking a bit into the editor while playing your Panzer Corps 1 mod and it doesn't look too bad. I just have no idea how you add heros to units
dalfrede
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Re: how about a mod take time to 1950s?

Post by dalfrede »

Thunderhog wrote: Thu Feb 08, 2024 4:20 am Tbf, I've been peeking a bit into the editor while playing your Panzer Corps 1 mod and it doesn't look too bad. I just have no idea how you add heros to units
It's done in the LUA file.
wrote: function CreateAndAssignNewHero1(unit_id)
local hero = NewHero()
local unit = world:GetUnit(unit_id)
if (unit == nil) then return end
hero.portrait = "/Game/Gui/Common/Heroes/DE/de_in_11.de_in_11"
hero.name = NSLOCTEXT("scenario_Zaporizhia", "Volkhardt_Kautz", "Volkhardt Kautz")
hero.extra_traits = {UnitTrait.QuadripleGun, UnitTrait.Readiness}
local action = world:MakeNewHeroAction(unit.owner_id, hero)
world:Exec(action)

local assign_hero_action = world:MakeAssignHeroAction(unit, hero.id)
world:Exec(assign_hero_action)
end
or
wrote: function CreateAndAssignEnemyHero2(unit_id)
local hero = NewHero()
local unit = world:GetUnit(unit_id)
hero.portrait = "/Game/Gui/Common/Heroes/generic_standin.generic_standin"
hero.extra_traits = {UnitTrait.DoubleAttack, UnitTrait.TankKiller}
local action = world:MakeNewHeroAction(unit.owner_id, hero)
world:Exec(action)

local assign_hero_action = world:MakeAssignHeroAction(unit, hero.id)
world:Exec(assign_hero_action)
end
and takes a bit of practice to get working the way one would like.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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