Page 7 of 42 FirstFirst 1234567891011121314151617 ... LastLast
Results 301 to 350 of 2069

Gundam Mod v3.0 Formally Released

  1. #301
    Dr4900n
    Guest
    They did ask you and he told us how to.

    Jesus. He didn't do it step by step but he said to change your starting fleet.

    Thats all the help I needed to get me Luna 2.

  2. #302
    Pvt.Parts
    Guest
    Kou Uraki You were asked directly multiple times (You weren't very forthcoming). Only the last time it was requested that you did say a little bit about changing something in the starting fleet. Probably would have helped to added more info

    Dr4900n:
    That one thing he mentioned probably wasn't quite enough for a bunch of people (hence why they are still asking).

    I figured it out on my own when i played around with the big files.
    Meh, i guess some people need someone to hold their hands =P

  3. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #303
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    Guys, I have a bit of a problem here:
    3649206 Kb 81.50% /downloads/hw2mods/GUNDAM_MOD2.2.exe

    You see that?
    Thats the bandwidth that this Mod is using on my site. 3.5 GB. In 24 hours.
    I will have to cut the download a bit.
    From now this mod will be downloadable from my site only when announced.

    I cant have my bandwidth cut off, it would affect too many people.

    You can request downloads via this thread, and I might give You the correct link.

    Sorry about this, I am looking in to alternate hostings.
    Will notify.

    As it looks right now, I will have it OFF during the weekend and perhaps reenable it on tuesday. I need to have a close look at my site stats.

    UPDATE:
    I am uploading the Mod to Filefront, after creating an account there, so I will redirect the download link on my site over there. With a small warning of it, of course.

    The things I do for You guys...
    HWSHOTS | JST-ONLINE | HOMEWORLD ARCHIVES | CROSSFIRE
    TEH ALL POWAFUL "PLEASE MAKE HOMEWORLD 3" PETITION
    NEWS! "hwaccess.net" and related sites have a new home at
    www.homeworldaccess.net. Still WIP.

  4. #304
    Hiryuu SC
    Guest
    Seeing as Kou Uraki isn't willing to share how he got Luna II, I guess i'll let ya know how

    To get Luna II:

    1.0) Download unfbig (see this thread for latest http://forums.relicnews.com/showthr...ighlight=uNFbig)

    1.5) backup gundam_mod2.2.tgz to gundam_mod2.2.tgz.bak (in case you screw up ^_^ )

    2.0)rename gundam_mod2.2.tgz to gundam_mod2.2.big

    3.0) use uNfbig to extract the files from gundam_mod2.2.big (files extracted from the gundam_mod2.2.big file are located in the same folder as the unfbig program)

    4.0) In GUNDAM_MOD2\scripts\startingfleets folder, edit the_earth_federal00.lua using a text editor like notepad or wordpad.

    5.0) change the line where it says type = "Efsf_MS_carrier", to type = "Efsf_mothership",

    6.0) Close the file and save.

    7.0) Use unfbig to recompress ALL the files and folders that was extracted in step 3.0)

    8.0) Rename the file back to gundam_mod2.2.tgz and place it in \Homeworld2\Data

    9.0) Load the game and give it a shot

    All should work ok. That's the "method" i used to get Luna II. Which, btw, is farkin' HUGE! ^_^
    When i was looking though the scripts to change my starting fleet I was wondering why the zeon had a mothership and efsf didnt, wouldve been a good idea to experiment back then but seeing as you got it, no biggie. So thanks a lot

  5. #305
    Pvt.Parts
    Guest
    No worries. Feel free to experiment more. It's very easy once you have the right tools and backups ^_^

  6. #306
    AK47_TZJ
    Guest
    This document of AI is to have the mistake.The main of problem is on" cpubuild.lua".I modified a lot of times, but still have the mistake.Now I also had no way to solve.Mainly is I write to the plait of this kind of procedure not to acquaint with.Ask capable person help to modify once.Thanks.

    AI

  7. #307
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    um.....how do i get the ai? i mean, theres some kind of login screen or something, but its in chinese. I cant do nothing to get it.

    cant someone email it 2 me or something? Heres my email if u can do it: Tornado5@optonline.net

    Ok i got the AI. Special thanks to whoever sent it!
    Last edited by Kou Uraki; 3rd Sep 05 at 11:42 AM.

  8. #308
    Xanthor
    Guest
    uhmmm i cant understand ak47 agin -.-

    does he want to say that the ai still needs some fixes that have to be done by someone else then ak???

    btw english is not my mothertounge maybe thats why i cant understand him....

  9. #309
    Dr4900n
    Guest
    The file he posted is an AI file with an error in it he cannot fix.

    He asked that someone more experienced with it could take a look and fix it for him.

    I think he meant...

    This is the AI file, but it has a mistake. The main problem is with "cpubuild.lua". I have modified it many times, but still have the same error. I also had no way to solve it. Mainly because I am not familiar with the way it works. I'm asking if a capable person could help and fix this error. Thanks.

    That's what I got from it.

    Stupid internet translators, eh?

  10. #310
    Shingen Shinobi
    Guest
    Man, even if it completely unbalanced the game, I would love to see the Neue Ziel in action. That mobile armor is poetry in motion <3. AK47, do you think you guys will ever put in any mobile armor, maybe in a subset of the main mod? What you've done so far is so awesome though...

  11. #311
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    Yeah! That mobile armor is bitchin! Same with GP03. It would be awsm if they were both added in future releases. Old rivalry between Uraki and Gato. lol

  12. #312
    Pvt.Parts
    Guest
    If they were to implement Mobile Armours like Neue Ziel and Dendrobium, i wonder if they would give them I-Fields.

    On another note, i was wondering why the colour of the beam rifle was changed from redish orange to blue? Any one know? Just curious

  13. #313
    Katana69
    Guest
    Yea Neue Ziel is the best MA if this is added then man this will be an awsome mod but it still is awsome without that of course but jus would be better lol

  14. #314
    Dyson
    Guest
    Awesome Mod, so simple, so true But I still have problems with it:

    Zeon looks too much powerful in comparison with other races, and the only way to beat him is with a quick attack to its collectors in the first stage of the battle or he will build the black tristar team squads and man... You are finished, they are even more powerful than the dom troppen, ok, troppen is cheaper and is built in less time, but the black team surpases the troppen too easily

    Sometimes after docking operations two(or more) units stick together under the carrier and i cant separate them, only after trying a looooooong time, this only happens with carriers and not with mother ships.

    Hope this little feedback helps AK to improve the mod, which is BTW my fauvorite in a loooong time

    KEEP THE GREAT WORK AK47

    PD: MA inclusion would be a bit unbalancing, maybe if only a "hero" unit could be buildable...

  15. #315
    Dr4900n
    Guest
    They would have to limit the numbers and crank the cost (Considering they are faster moving battle cruisers).
    Last edited by Dr4900n; 4th Sep 05 at 4:05 PM.

  16. #316
    Pvt.Parts
    Guest
    That would be fine. Sorta evil if someone was able to make 10 Dendrobiums or 10 Neue Ziels and attack someone with it.

    If it were up to me, i'd like to have units like GP01fb and the GP02 or any of the custom units (Gato, Johhny Ridden etc) limited as well. Having a bunch of those with your other units are fleet killers.

    By limiting them you'd focus more on using the GM class MS's (well at least i would...hehe) instead of slowly building up a large fleet with nothing but custom MS's (sorta like what i do =X ).

    To me, this would be more reminiscent of the battles as seen in the anime where you see tons of GM's blow up but few "hero/special" MS's goin' about

  17. #317
    Dyson
    Guest
    Yeah, thats true, at least with zeon, you can win a skirmish just using the black tristar team units and not to lose any of them, no gp02, no musais, just that, and pure ownage

    Fun, but just at the beguining

  18. #318
    Dr4900n
    Guest
    Yeah. The Black Tri Stars just don't take any damage.

    It's wild

    I don't like how the EFSF get 2 MSs for the price of 1.

  19. #319
    Pvt.Parts
    Guest
    yeah i never understood that. I understand the Black TRI stars but regular plain old GM's coming out in pairs doesn't seem right to me.

    Gimme Mobile armours and i won't bug anyone for anything else =X

  20. #320
    Elverdis
    Guest
    Dyson:
    Ypu can try to fight with 5 allied expert CPU.
    And you'll find it's so interesting..........Orz

  21. #321
    GAT-X105A
    Guest
    looks good.. wish i had hw2.. only hw1
    i know its kinda off topic but..
    If only there was a mod where i could drive the damn thing.. (ms that is)

  22. #322
    Dyson
    Guest
    Yeah, i play VS 4 CPUs teamed against me and a stupid CPU teamed with me so i must worry for beating the other CPUs and protect the easy AI :P

    I think its normal for the feddies to get 2 GMs at the price of one, they are focused in crappy GMs builded in great numbers and capital ships to attack, while Zeon uses quality MSs to attack.

    This is number VS Quality

  23. #323
    Pvt.Parts
    Guest
    I wouldn't call Zaku's "quality" mobile suits but you might be right. GM's are probably cheaper/worse then them

  24. #324
    homer2000
    Guest
    i know that this board seems a little dead but... can someone please try finishing the AI? i would really appreciate it

  25. #325
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    The AI dont work for my gundam mod. This is the error i get. Does anyone know what it means?:

    Tue Sep 06 18:36:50 2005
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\english'
    Loaded Archive: 'english.big'
    Loaded Archive: 'GUNDAM_MOD2.big'
    LOCALIZER -- Failed to load file LOCALE:resource.ucs due to overlapping range with LOCALE:ships.ucs
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Joe
    Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
    Using NVIDIA Corporation's 1.5.3 GeForce2 MX/AGP/SSE2 renderer (Suspected driver is nvoglnt.dll 6.14.10.7730)
    Loaded Archive: 'englishSpeech.big'
    Loaded Archive: 'Music.big'
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
    Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
    Built by : mrbuild
    Data path : C:\Program Files\Sierra\Homeworld2\data
    Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter
    No mapping for font 'GenericSubtitleFont' - using 'default'
    LOCALIZER -- Requested string range doesn't exists '2511'
    Resetting fp control word.
    CmdLine: -mod GUNDAM_MOD2.big
    Starting Level: data:LevelData\Multiplayer\deathmatch\3P_DANTES_REQUIEM.LEVEL
    LUA 'data:Ship\EFSF_GUNTURRET\EFSF_GUNTURRET.events' -- parameter: <statement> expected;
    last token read: `=' at line 132 in string ""
    EFSF_BALL_OF_IRONF is marked as captureable in the shiptuning but has no capture points!
    EFSF_BALL_OF_IRONF is marked as repairable in the shiptuning but has no repair points!
    LOCALIZER -- Requested string range doesn't exists '2510'
    parameter: `end' expected (to close `function' at line 459);
    last token read: `<eof>' at line 952 in string ""
    stack traceback:
    1: function `dofilepath' [C]
    2: main of string "" at line 30
    parameter: attempt to call global `CpuBuild_Init' (a nil value)
    stack traceback:
    1: function `oninit' at line 72 [string ""]
    CPUPLAYER -- error in CPUPlayer: oninit() function was not found in CPU script -- FATAL EXIT -- hw2cpuplayer/180:! --stack trace-- 0x004CF47B: GSLobbySessionDesc::operator= () 0x004938A4: GSLobbySessionDesc::operator= () 0x00495390: GSLobbySessionDesc::operator= () 0x004952A1: GSLobbySessionDesc::operator= () 0x00490C11: GSLobbySessionDesc::operator= () 0x004911D2: GSLobbySessionDesc::operator= ()

  26. #326
    homer2000
    Guest
    OMG THE BOARD IS ALIVE!!!! umm anyways, i have no idea what that is, if i did i would have prolly finished the AI :P, hey can you send me that AI? like host it somewhere? so then maybe i can get some of the mod community to finish it?

  27. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #327
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    OK. Download reactivated but linked to Filefront.

    Had to do that, hope You wont have problems.
    Link in Download section of Hwaccess

  28. #328
    how do i actually GET the ai? if i click the link it comes up with some loggin type page i chinese

  29. #329
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    i can send the AI 2 u homer, i just need ur email address

  30. #330
    twitchey
    Guest
    ai? what ai? is it finished?
    is there anyone still working on this mod?

  31. #331
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    twitchey, this mod is still VERY much alive. The only thing with the ai is that theres a problem with one of the files in the AI folder. Its the cpubuild folder. It keeps kicking me off the game if i put the ai in, and my hw2.log says an unknown error about the cpubuild file. The maker or this mod (a.k.a. AK47-TZJ) released the ai only 2 see if someone else can finish the job, because he had much trouble.

  32. #332
    twitchey
    Guest
    :2cents:
    I probley sound like an ass, but a lot of the stats and discriptions really should be changed. If your willing to change the stats and discriptions I could find how the stats should be and I might be able to re-write some of the discriptions

  33. #333
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    The only stats i see that kinda suck is that the birmingham and the gp02a's firepower was severely weakened. But ur right about 1 thing, the descriptions are waaaaay off. I mean, in the TV show, musais are considered battlecruiser, and in the mod, they're called light cruisers. Thats way off.

  34. #334
    archilife
    Guest
    Hello, I am new to homeworld2 modding but I am very eager to try if I can help with the AI... I love this mod so much thanks to AK47-TZJ. However the previous AI file download link is dead now. Kou Uraki or anyone who got the file could you send me a copy plz?

    Thank you very much )

  35. #335
    twitchey
    Guest
    is there anyway to monkey with the stats of the units?

  36. #336
    AK47_TZJ
    Guest
    If need I create of that have problems of AI, ask Mail to give me.
    ak4700001cn@yahoo.com.cn

  37. #337
    twitchey
    Guest
    Yes I know I'm the prince of cheese, but why is the sauce purple?

  38. #338
    twitchey
    Guest
    The Black Tri-Stars Used the "MS-06C Zaku II Early Production Type" During the Battle of Loum, so their Zaku's should be changed.
    http://www.mahq.net/mecha/gundam/msv/ms-06c.htm


    The Zaku I was made a few years before the war so it saw only a little combat during the war, also it had a blue and green paint job
    http://www.gundamofficial.com/worlds...s_oldzaku.html
    its gun is a 105mm machine gun and the Zaku II's is a 120mm machine gun, so its damage should be upped.

    The MS-06A Zaku II should be replaced by the "MS-06F Zaku II" which was the most produced version of the Zaku II
    http://www.gundamofficial.com/worlds...s/ms_zaku.html
    http://www.mahq.net/mecha/gundam/msgundam/ms-06f.htm

    The MS-06R1 Zaku II should be replaced with the "MS-06FZ Zaku II" which was in "Mobile Suit Gundam 0080: War In The Pocket"
    http://www.gundamofficial.com/worlds...s/ms_zaku.html
    http://www.mahq.net/mecha/gundam/0080/ms-06fz.htm

    The MS-06R2 Zaku II should be a "MS-06F2 Zaku II" from "Mobile Suit Gundam 0083: Stardust Memory"
    http://www.gundamofficial.com/worlds...s/ms_zaku.html
    http://www.mahq.net/mecha/gundam/0083/ms-06f2.htm


    I think that these would be good MS to add the the mod

    Earth Federation Forces

    RGM-79 GM
    http://www.gundamofficial.com/worlds...ics/ms_gm.html
    http://www.mahq.net/mecha/gundam/msgundam/rgm-79.htm

    RGM-79GS GM Command
    http://www.gundamofficial.com/worlds...mcommands.html
    http://www.mahq.net/mecha/gundam/0080/rgm-79gs.htm

    RGM-79SP GM Sniper II
    http://www.gundamofficial.com/worlds..._gmsniper.html
    http://www.mahq.net/mecha/gundam/0080/rgm-79sp.htm

    RX-78NT1 Gundam NT1
    http://www.gundamofficial.com/worlds...s/ms_alex.html
    http://www.mahq.net/mecha/gundam/0080/rx-78nt-1.htm


    Principality of Zeon

    MS-09RII Rick Dom II
    http://www.gundamofficial.com/worlds...s_rickdom.html
    http://www.mahq.net/mecha/gundam/0080/ms-09rii.htm

    MS-14Jg Gelgoog Jäger
    http://www.gundamofficial.com/worlds...s_gelgoog.html
    http://www.mahq.net/mecha/gundam/0080/ms-14jg.htm

    MS-18E Kämpfer
    http://www.gundamofficial.com/worlds..._kaempfer.html
    http://www.mahq.net/mecha/gundam/0080/ms-18e.htm

    AGX-04 Gerbera Tetra
    http://www.gundamofficial.com/worlds...s_gerbera.html
    http://www.mahq.net/mecha/gundam/0083/agx-04.htm


    Who wouldn't like to see the MS-18E Kämpfer and AGX-04 Gerbera Tetra blow up stuff?

  39. #339
    Dyson
    Guest
    Yeah! those MS are really cool, but think, that too many units doesnt make a better mod, in my case, i just play with a defined units for both sides, and like me, most of the people playing this mod, so, including more units, which are very similar to the ones we have now... doesnt make much sense, i think that it would be better to vote the coolest to be included or sustitute old models

    See ya

  40. #340
    twitchey
    Guest
    :Slap:
    The Zaku's should be changed because the is no MS-06R1 or MS-06R2 in gundam.
    The Black Tri-Stars should have MS-06C Zaku II's becuase thats what they used in space before they got killed.
    Earth Federation Forces should have the RGM-79 GM because its the first mass-produced MS made by the Earth Federation.
    The RGM-79GS GM Command is the space version of the Command GM, which should be in the game because the Earth Federation Forces dont have a command MS and Zion does.
    The RX-78NT1 Gundam NT1 should be in the mod because there is no gundam in the mod between the RX-78 and RX-78GP01Fb , and the MS-18E Kämpfer and AGX-04 Gerbera Tetra are just kickass

  41. #341
    Pvt.Parts
    Guest
    If any mobile suits were to be added to the mod should be ones that are more unique. More Zaku types or GM's, to me, are just more of the same thing. Not much real difference. Gerbera Tetra and Kampfer I'd love to see as well as RX-93 Nu Gundam and MSN-04 Sazabi

    It would be oh so nice to see (*ahem*....here it comes...*ahem*)...Mobile Armours like Dendrobium and Neue Ziel. Again, unique and kick ass units from the Gundam Universe.

    Dyson: Excellent idea. Someone should setup two polls (one for Feddie units and one for Zeon units [units which can include mobile armours ^_^ ]). Each of these polls we will vote for the top 1-2 mobile suits we would like to see added to the mod. Once decided, we can beg, plea or *gasp* demand that they be included.

    On a different note, one Gundam game i recommend people play is "Gundam: True Odyssey" (for the PS2). That game is essentially "Gundam meets Final Fantasy". Very fun. You can get quite a few mobile suits and you can customize them with various weapons and parts

  42. #342
    twitchey
    Guest
    the Zaku's that are in my post are ones to replace the ones ingame the MS-06R1 and R2 don't exist, they were not in the show.
    the Zaku I and II need to have there colors fixed and the drum has to be put ontop of the Zaku I's gun.
    we cant put the Sazabi unless you put in the AEUG, Neo Zeon, Londo Bell, and Titans, but it would be cool to have the 2000-meter-long Jupitris for a mothership
    the GP03s would have to have Orchis built on after it is manufactered like the RX-78's gun

  43. #343
    Pvt.Parts
    Guest
    Which series was the MS06R1 and R2 shown in? I don't recall >_<
    The mod does cover from UC 0079 to UC 0083. They may have not shown up in a series but perhaps manga during that time period. Perhaps because of that they were added.

    Changing their current stats and visuals i guess would be ok. Mind you, i'd still not use them =P

    we cant put the Sazabi unless you put in the AEUG, Neo Zeon, Londo Bell, and Titans, but it would be cool to have the 2000-meter-long Jupitris for a mothership
    Not necessarily. You can just those MS's as you would any other. It's not like this mod fits any particular story line so other factions and ships need not be added (unless the mod creator's wish to expand on what there is).

    the GP03s would have to have Orchis built on after it is manufactered like the RX-78's gun
    Yeah (of course the "upgrade to add Orchis" would be pricey) and if possible, once the Orchis part is destroyed, the Stamen portion ejects and continues on.
    Last edited by Pvt.Parts; 10th Sep 05 at 5:13 PM.

  44. #344
    archilife
    Guest
    Hmm my second post here, it's a bit long and I am not a native English speaker/user so my apologies if u can't understand what I am saying.

    Ok, I've got the AI file from TZJ last night, and then done a little research. I somehow got the mod running with AI folder compiled together(I disabled the function which is about AI Personality Demand, thx to PDS's AI script, inspired me to do that).
    However, all the CPU EFSF / ZWPA forces aren't building anything cept a few resource collectors. They are just collecting resources all the time until their own extermination. So, I checked the log again, it reads:
    -----------------------------------
    parameter: attempt to call global `CpuBuildSS_DefaultSubSystemDemandRules' (a nil value)
    stack traceback:
    1: function `CpuBuildSS_DoBuildSubSystem' at line 342 [string ""]
    2: function `DoMilitaryBuild' at line 741 [string ""]
    3: function `CpuBuild_Process' at line 688 [string ""]
    4: function `SpendMoney' at line 189 [string ""]
    5: function `doai' at line 239 [string ""]
    parameter: attempt to call global `DoResearchTechDemand' (a nil value)
    stack traceback:
    1: function `CpuResearch_DefaultResearchDemandRules' at line 69 [string ""]
    2: function `CpuResearch_Process' at line 121 [string ""]
    3: function `SpendMoney' at line 204 [string ""]
    4: function `doai' at line 239 [string ""]
    -------------------------------------

    Now that the problem is narrowed down, I re-examined the cpubuild / cpuresearch / cpusubsystem files more carefully, and found out there are essentially no research / subsystem-building function designed for EFSF / ZWPA at all.

    Thus, when computer is trying to call DoResearchTechDemand and CpuBuildSS_DefaultSubSystemDemandRules functions(which a race-specialized function should be assigned to), the calling function will simply get a null message(as stated: a nil value). I think this has a lot to with the AI problem in this mod. Correct me.

  45. #345
    Member Kou Uraki's Avatar
    Join Date
    May 2005
    Location
    MSC-07 Assault Carrier Albion
    good job, archlife. That should help alot!

  46. #346
    twitchey
    Guest
    :clap: :clap: :clap: :clap:

  47. #347
    twitchey
    Guest
    Nukes!!!
    Hw2 Nuke weapons
    yay for the gp03!!!

  48. #348
    ken08
    Guest
    one thing i notice the games default race value is still in those modified lua file an example would be the resource collector which has not been change. Not only the value in cpubuild / cpuresearch / cpusubsystem need to be change but also the classdef.lua/cpumilitary.lua/hiigaran_upgrades.lua & vaygr_upgrades.lua definately has to be change. Just like archilife has said but leaving only the resourcecollector & refinery unchange. I havent try this but it should work u can still play against the ai by choosing the games original race with the AI folder integrated into the gundam_mod 2.2.big file.

  49. #349
    ken08
    Guest
    just found out that cpumilitary.lua need not be change.
    Last edited by ken08; 12th Sep 05 at 3:18 AM.

  50. #350
    Dyson
    Guest
    Well, as i said, mobile armours are just too cool, like kampfer (best looking MS in Gundam series )but they (Mobile armours) are too powerfull too, just like GP02´s "nuke" so, i thought thst it would be good to use "for example" heavy units slot as "hero units" so u can change the number of units you can purchase to 1, making the game much more strategic and making imposible to own the cpu-player with waves of unvincible black tristar team scuadrons. So it would be like u can use a hero unit at the beguining, and make it scuttle later so you can build the gp02 or neue ziel for great heroic owning combat.

    By the way, I think there are too many zaku type units that nobody uses, dont missunderstand me, zaku type units are the coolest in gundam and nuke weapons are too unbalancing, and this is just a game so, LETS JUST DO THE COOLEST HW2 MOD

    Edited: Prvt. Parts-> i looked for gundam true odyssey, but i only found it in japanese, is there a english version? thax in advance

Page 7 of 42 FirstFirst 1234567891011121314151617 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •