how about a mod take time to 1950s?
Moderator: Panzer Corps 2 Moderators
how about a mod take time to 1950s?
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
- Field Marshal - Elefant

- Posts: 5997
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: how about a mod take time to 1950s?
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.
Re: how about a mod take time to 1950s?
it´s not. it just takes longer.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.
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
- Field Marshal - Elefant

- Posts: 5997
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: how about a mod take time to 1950s?
The mod is often of much better quality when it is the work of a team rather due to one person
-
bondjamesbond
- Brigadier-General - Elite Grenadier

- Posts: 2225
- Joined: Mon Jun 27, 2022 10:10 pm
Re: how about a mod take time to 1950s?
It's time to make a mod about the war in Korea)))
https://www.strategium.ru/forum/topic/9 ... nt-3681694
https://www.slitherine.com/forum/viewto ... &start=200
https://www.strategium.ru/forum/topic/9 ... nt-3681694
https://www.slitherine.com/forum/viewto ... &start=200
Last edited by bondjamesbond on Wed Feb 28, 2024 3:26 pm, edited 1 time in total.
https://mynickname.com/id73473


-
Thunderhog
- Master Sergeant - Bf 109E

- Posts: 456
- Joined: Wed Feb 05, 2020 6:38 am
Re: how about a mod take time to 1950s?
Yeah, I wish modding was easier. Plenty of alt-hist/ different time period mods in PanzerCorps 1
Re: how about a mod take time to 1950s?
if u feel like creating a campaign go ahead and do all the editor stuff, like map, briefing, units, etc.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
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
- Master Sergeant - Bf 109E

- Posts: 456
- Joined: Wed Feb 05, 2020 6:38 am
Re: how about a mod take time to 1950s?
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 unitsGrondel wrote: ↑Thu Feb 08, 2024 1:28 amif u feel like creating a campaign go ahead and do all the editor stuff, like map, briefing, units, etc.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
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
Re: how about a mod take time to 1950s?
It's done in the LUA file.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
orwrote: 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
and takes a bit of practice to get working the way one would like.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
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.


