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Gundam Mod v3.0 Formally Released

  1. #1701
    delayclose
    Guest
    how do i get the super gundam and bazooka upgrade for the MK2?
    I had research everything and the upgrade is still unavailable.

    and i lol'd at the CS sounds in it

  2. #1702
    Dyson
    Guest
    Well, I managed to download and play the mod, and its amazing, just like the other versions, but It still has the very same lackings, Sound FX and "working" units. Let me explain myself.

    About sounds, sounds from SW turbolasers are still used by most of the capital ships, but thats not all, they have added Counter Strike weapons sound to some of the MSs, U ca even ear the "clink" sound of the shells falling into ground

    If They can take videos from MS Igloo (amazzzzzzzzzing) I think they can do the same with sounds I just love Gundam Sound Efects, Boosters, Machine Guns, Lasers... all of them are incredible, but I found myslef feeling strange while A zaku II shooted a CSS AK47 or the Kamfer shooting the benelly.

    Its not that really bad, but the fact is U feel something weird deel within.

    Workers are THE big mistake, vaighr and higaran workers are still with Zeon and EFSF instead a simple "working ball" or the too existing Working Zaku, another weirdness +1

    These issues are not so grave, but should have been fixed even before thinking in more units.

    Antway, I love that pink Zaku, its ilarious

  3. #1703
    TrackBall
    Guest
    Think my problem is resolution .. Got a max res of 1600 / 1080 I think. can only get it up to 1440/900 and actually its more like the bottem right by 30% I cant view is offscreen
    Dl'ing 3.0 now one ray of light in a ever increasing bad xmas for me
    was raining last night, half my cieling has fallin down, theres sheetrock and insulation everywhere.
    and the family I was gunna be with for xmas had sumthing happen so Im home with the water falling on my head.
    I am so sueing the apartment complex!!!!


    Char please drop axis on my landlord!!

  4. #1704
    lemonOFdoom
    Guest
    @trackball = I think homeworld doesn't support that high, i don't have such a big monitor, but it's an old game so i doubt it

    @dyson = pink zaku is raw powah, don't mess with it

    @trackball again = char can't drop axis onto earth right now, some deranged boy is trying to stop him again

  5. #1705
    I agree with the sounds, they could sure use an update from MS Igloo, or any Gundam series really (Gundam 0080 and 0083?) Though I must say, having the legs now move is a MAJOR improvement. The mobile suits always looked so stiff in the last version. The legs add alot more ambiance to them, and while its not up to actual Gundam Animation standards, I think its the absolute best they could have done with the HW2 engine, and it looks great!

  6. #1706
    lemonOFdoom
    Guest
    this have a "i love you AK" chorus

    char can start, he was so happy

    uh....installation hates me, i try to backup the movie file, but it won't let me, any ideas?

  7. #1707
    Member
    Join Date
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    Aboard His brand New MSN-04 Sazabi
    i looove Ak, we loooove ak!, Lemon!?
    I am Char Aznable the Red Come

  8. #1708
    TrackBall
    Guest
    yAY i FIXED IT GAME WORKS WOOT
    LOVE U AK !!!
    Now I shall play gundam wilst the cieling falls on me but Ill be happy!!

  9. #1709
    Member Kou Uraki's Avatar
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    MSC-07 Assault Carrier Albion
    i guess back it up before installation?

    LOVE YA, AK!!!

    but i didnt enjoy the fact that the original sides were replaced with the MSG sides...i would prefer if they were just added with them, but o well STILL KICKS ASS!
    Co-Leader of the Table-Top Round Up Mod

  10. #1710
    Argh. Sorry to cut the fun short, but I'm having trouble. It's crashing to the desktop after a minute or two of loading my save file. Before anyone points out what may be the obvious, I did not make the save file before v3.0. I was playing 3v3 as the feds, and late into the game, it started to crash.

    I've done nearly all I can, but I can't seem to get Gundam Mk.II, either.

    I'll try again tomorrow..

  11. #1711
    doomlanky2
    Guest
    just finished downloading now... can't wait to try it out.... anything else i should know before starting it up...

  12. #1712
    lemonOFdoom
    Guest
    AK HAVE MY BABIESSS!!!

    i say, where's el meth

  13. #1713
    Lupin
    Guest
    Long time lurker, first time poster. Anyhow, congratulations on releasing Gundam mod 3.0. However, the Starwars and cs sounds were driving me bonkers so I took the liberty of ripping several sound effects from various gundam series.

    I only have a couple so far, but I would be more than happy to donate these sounds to your mod. I will include a link to a rar with the sounds. Included in the rar are several versions of the same Magellan firing sound (MsIgloo: FullMagellenSingleFireLaserAndChargeBEST.mp3 is the best in my opinon), a looping sound of light machine gun fire from battleships (Gundam 0079 for replacing the stock machine gun sound on the ships) and the Elemeths main gun sound (Gundam 0079).

    Anyhow, I suppose whenever I rip a couple of new sounds I will post them. Also, if the mod creator doesn't see this, could someone in contact with him inform him of my sounds? Thanks.

    (Sorry for the horrible download link it wont let me post direct links. In order for it to work, add slashes or dots where the spaces are.)

    www sendspace com file wd5ibt

    Ps: I don't want to impose, but if possible could you re-add the higerian and vaygr sides? I find it quite fun to fight them. Also, could you re-add the unit voices? Thanks.

  14. #1714
    Interficium
    Guest
    anybody find out how to unlock the super gundam?

  15. #1715
    Member whitewolfmxc's Avatar
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    INTRO:



    First I want to deeply thank AK and his team for their hard work and effort to make this mod great, and I am sorry to heard that AK does not intend to continue making the mod further on, but he did mention if someone intends to continue he will form a team and he can be coordinator in it (but not engaging in technical processes) while most work will be done by new recruits.



    So here I want to ask if he still keeps that idea in mind, and let others to go on under his supervision and giving credits to him. I suggest an open poll in the forums on this and can be made for people who wish to continue by forming into a team under the same flag, and if possible I can help in forming and managing teams. ( im experienced in forming modding teams through out the past : I ve been recently coordinating a mod for Medieval 2 Total war .)



    If yes here s some new ideas that can be brought in.





    PS: Can someone translate all this to AK ? I can only type 2 Chinese words within 1 minute…….and sorry for the wrong names I used for the ships and units since I only know them in Chinese ….



    And if AK want to contact me: heres my msn account and e mail address ( I can read Chinese and write but just slower ) :



    whtitewolfmxc@yahoo.com.hk









    BODY:



    Ideas:



    A) Economic system:



    Since now we are still using normal RTS Economic style (gather and spend), it certainly does not impress the Action oriented players (exp people who dislikes age of empires ect) and UC Gundam fans since its not Gundam style (which is war oriented not back home gathering and battle at the same time)So I have come up with a alternative solution .



    Phase 1 : we use resources injection system ( like the system star wars : war lords mod is using ) but with a tweak to the style



    Phase 2 : What I mean tweaking ? First at the start of the game, the injection rate is slow (exp: only having the mother ship/base , 1 minute 2000 RU) , but when you build up more ships and MS your injection rate grows as proportion as your army size ( exp :having a sizable fleet of 3 ships and a dozen of MS , 1 minute 6000 RU) , this represents the “growth rate” of your home base / nation , as your army is building up ( although in real life it’s the other way around , your nations grow than your army builds, but its just for game play here)



    Phase 3: BUT when your army gets destroyed, your injection rate will also drop as in proportion ( this represents in big losses in resources due to lost battles and actually makes you want to save your army for destruction defeats) , but will be enough for you to build a small force and gain back more EU injection as in Phase 1. Vice versa





    B) New factions adding :



    Heard that AK have some ideas on adding them if someone wants to continue, and I like the sound of it. But heres some add on ideas:



    Phase 1 : I had a full plan on adding/dividing new factions in the mod that needs to involve in advancing time era of the mod in gundam timeline.



    1) The Earth Federation will be divided in 3 factions:



    a) Earth federation fleet (normal style , mass production units plus “super weapons” , plus original 0083 story line fleets/units such as GPO1 and 3)



    b) Pro Titian fleet ( titans before forming the real thing in 0083 , very pro units due lack in number but good in quality , it also has “super weapons”)



    c) The 12/14 Independent fleets ( the side story that has gundam 04 / 05 in it during 0079 and original white base team in it , the game style would be totally quality over quantity , most powerful units for fedds )



    2) The Zeon side will be divided into 3 factions:



    a)Solomon space attack fleet ( Most active units plus some heavy attack forces)



    b)A BOEA QU fleet ( common units with some “Super weapons” )



    c)Granada fleet ( NEW typed based units mainly)





    Some small into for each factions containing what units they should have :



    a)Earth federation fleet, mostly all GM verities they can get , plus all cheap units ( balls and fighters and such) , nearly all ships build able , “ super weapon” solar ray system ( its already modding possible) , most deadly unit the GP series gundams ( except 2 and 4 as they are “sold” out in the story) , hero units such as 0083 team ( the 4th squad) , Gp03 and 1 , general XXXXX ( forget his name >< but you know who !) ect , the game style would be swam the enemy with numbers and some good hero units



    b) Pro Titian fleet, start from making all high end GM models, no cheap units available (so early game is quite tough) , and mostly new ships like the Alexander class ( its already there in end of 0083 , so for game play reasons they are in) , plus some “experimental” units in early titan years ( theres quite a lot before 0084 the Z era) , heroes such as : Johnny from Z ( his already there before Z ) , and lots more of titan heroes like the general with the red goggles XD , super weapon “ solar ray system 2”) , game style would be hold the line in early stage , then use tactical battles to win with good mid term units due to low in quantity and medium quality heroes



    c) The 12/14 Independent fleets, all Hero’s based fleets, only simple early units build able in early stage, but after mid time they will have swam s of hero units ( Amuro and hell you name them all) ships for them will mostly be unique capital ships ( white base and white base 6) ect , strategy for them is try hiding in early stages then full sudden strike on enemy base fleets with excellent hero support (Gundam 1 to 5 is theirs defiantly)



    d)Solomon space attack fleet , Most common used MS are in ( 06 to 09 series) plus more varieties on them , lack of late units/ships such as MS 14 series and Dorize class ect , but good hero units ( “Solomon’s nightmare” , “white wolf” and “blue comet” ) , best unit will be MA05 big zam with map weapon XD ( driven by the general himself) , strategy will be attack , attack , ATTACK !!!



    e)A BOEA QU fleet ,nearly all MS and ships avaible (including the MS14 series Dorize class) , it has good fleet ships/units involved such as “Delaze fleet” , “ Zimas fleet” , “603 testing fleet” which gives those super weapons “ the Space colony cannon” ect and some experimental units from 603 team , lack of hero units but Jonny radian is there for sure (without GATO in it due his already in Solomon) but has larger quantity and variety of choices in unit/ships , strategy is to build up tech tree fast and spawn good late units to win



    f)Granada fleet , cant build early cheap units , but can build all new typed based units ( ZEON ect) , strategy is to hit the enemy where it hurts by heros units and new type units( CHARS IN IT ! ) mostly hit and run tactics , most experimental units will be in this faction , and it has the best hero units ( Char , black three tri stars , LA LA , )









    C) Mother ship / base idea ( NEW stuff)



    Since there no Space fortress showing up (which im quite sad….><) , there will be a new system to introduce them into the game :



    PS: all Space fortress is scaled down due to screen problems but they will still be huge, and has enough fire power to defend it self, it will have production facilities too , while all bases can move slowly



    1)different factions will have new mother ship or base to act as major production facility :



    a)Earth federation having Luna 2 as base ( heard that something similar is already in game , so mod it out and change the scale to reasonable ) , it will be the base with the fastest production rate in game



    b)Pro Titans will have A new capital ship as mother ship ( not any close to white base series due) , not yet have any candidates yet , but will come up with something suitable, a ship which is powerful .



    c)12/14 independent fleet will have TWO mother ships, white base and white base 6 , they will be the fastest moving mother ships around to fit their role of their faction ( and I mean VERY FAST SHIPS , and white base 6 will be able to clock itself for a while using the special ability button)



    d)Solomon attck force of cause will have Solomon as base ( most fire armed based in the game )



    e)A beau qu fleet having the fortress with the same name , it is the most toughest base in the game in defense stats



    f)Granada fleet will have a space colony as a base , it is the faction with the most RU injection for the start and when having small armed forces compared to other factions









    D) new built in Systems



    No more spending money on producing facilities



    Phase 1 :



    1)if your using space fortress as base its your only production facility ( production rate is increased compared to older version of the mod) , while for factions having mother ships , they can produce 2 more of its own kind to produce units and that’s it. ( so THEY ARE THE ONLY PRODUCING UNITS YOU HAVE , KEEP THEM SAFE)



    Once your mother ship has been destroyed you need to rebuild one with a ship of its own kind (mother ship) , and if your using a space fortress you will need to construct a new one by repair ships ( it will be included for all factions, any capital ship can produce them to repair other ships or remake a space fortress )



    So although factions having space fortress has the advantage of safety at the start, but production rate for them is lower than factions using mother ship as producing base



    2)Research tech tree is still there , so its still balanced and sure that factions cant spam high end units at start ( even they have the facilities inside the base/mother ship , they will still need the technology to unlock the units to be made)



    3)All ships have built in armed systems and detect systems , so no spending money there UNLESS its been destroyed and you have to pay to repair it ( although some MS/MA will still have to pay for certain equipment like gundam still needs to chose what gun he wants to hold )

    PS: all motehr ships and spcae fortress already has the production and armed systems build in them at start and later produced version , but they will still need to develope the tech tree to unlock units
    Last edited by whitewolfmxc; 25th Dec 06 at 5:11 AM.

  16. #1716
    AK47_TZJ
    Guest
    If some people must contact with me, please send the email:Ak4700001cn@yahoo.com.cn

  17. #1717
    Dyson
    Guest
    Will U add original TV show sounds?

  18. #1718
    Member Doomrider's Avatar
    Join Date
    Jul 2006
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    Live Music Capitol of the World aka Austin
    links arn't working for me can you upload it to filefront or moddb?
    «There's a bit of Doomrider in all of us.»
    -www.Sloganizer.net

  19. #1719
    Thanks for the new sounds! But, how do you implement them?

    I'd wish they kept in the pilot battle chatter, that was a nice part...
    Last edited by Zerosystem; 25th Dec 06 at 12:02 PM.

  20. #1720
    Lupin
    Guest
    They're just raw mp3's. It's up to AK if he wants to implement them of not.

  21. #1721
    lemonOFdoom
    Guest
    wow whitewolf, that seems like a lot of revamping, wasn't AK gonna stop at 3.00 unless people give him some feedback or something?

  22. #1722
    Member whitewolfmxc's Avatar
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    what does revamping mean ? anyway every idea i came up with is mostly possiable to mod and its reasponable in Gundam Sense , and all i wish for is keep this mod alive and improve everytime it goes

    Oh by the way Merry X MAS everyone

    please give feedbacks on the ideas on page 115 written by me

  23. #1723
    Member
    Join Date
    Mar 2006
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    Aboard His brand New MSN-04 Sazabi
    Btw im now Hosting a multiplayer game ... its under Internet IP 71.245.86.193

    Hurry ill only wait a hour

    its 8:55 here

    *Yawn* Still Waitin .....

    9:18 not much longet left buddies

  24. #1724
    Member
    Join Date
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    Aboard His brand New MSN-04 Sazabi
    Bah ... ill do it again Tommorrow 9:00 EST Same IP

  25. #1725
    Member lastmay's Avatar
    Join Date
    Oct 2002
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    China
    挖哈哈,可喜可贺~!

    感谢AK给所有家园粉丝打了一针强心剂
    Last edited by lastmay; 25th Dec 06 at 9:08 PM.

  26. #1726
    Member whitewolfmxc's Avatar
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    Theres a fixed version of 3.0 , can someone post that version here ?

  27. #1727
    Member whitewolfmxc's Avatar
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    Theres a version ( actually in its the same download link in the original blog , but updated by AK after 26/12/06) to fix the opening withput sounds , shortcut without picture , untis without sound respond in game

  28. #1728
    AK47_TZJ
    Guest
    Have already renewed again today

  29. #1729
    Member
    Join Date
    Dec 2003
    Location
    Florida
    Sooo everyone, how is the Gundam Mk.II unlocked? My game crashed while building and researching everything.

  30. #1730
    fu12
    Guest
    Umm....None of the links on the first page work.....

  31. #1731
    Interficium
    Guest
    i just re-downloaded the .02 version of the 3.0 mod from the http://www.pcgames4u.info//gundam3.0...DAM_MOD3.0.rar link. opened up a feddy save game and the mk2 was unlocked.

    the federation side is a lot more fun now that i figured out how to switch up the weapons on the gundams.

    for anyone still stuck like i was, you have to zoom in real close to the gundam, like the mk2 or the rx-78-2 and highlight their arms (it should say something like "beam rifle" and show you a health bar for their weapon, etc.) then you can do the "scuttle" command, delete the arm holding that weapon, then go to the unit's build command and add a weapon. For instance, you delete the mk2's beam rifle arms to put the G-Defensor on. the gundam alex is awesome with the gauntlet chaingun add-on, as is the rx-82-2 with the beam rifle and bazooka combo.

    the mk2 was a little dissapointing even though the fact that you can switch from beam rifle (for swarms) to beam bazooka (for tough one-on-one matchups with other powerful suits) to G-Defensor (capital ships) makes it probably one of the most versatile suits in the game, i would like to see it at least have some kind of secondary weapon like the head vulcans on the GP-02, it's sad watching the G-Defensor try to line up shots on fast mobile suits!

    playing on hard against zeon i never see anything but capital ships mixed in with zaku IIs and bombers, then later gelgoog marines. maybe i ought to kick it up to expert.

  32. #1732
    fu12
    Guest
    ....or you could just click on the subsystem button like I do and scuttle it from there....

  33. #1733
    nuzero
    Guest
    can someone put uef into the campaign. me want to own the campaign with oracis.

  34. #1734
    lemonOFdoom
    Guest
    so is AK going to continue work on this mod?

  35. #1735
    jpwinks001
    Guest
    sorry but right now Im pretty dumbfounded on where the installation instructions are to this new mod. I had 2.5 originally and tried to install this one using what I learned from that but now I confused myself... can sumone help me out?

  36. #1736
    Member whitewolfmxc's Avatar
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    you have to delete 2.5 first ,

    OK to be easy

    1) uninstall everything . hw2 game , mod ect

    2) install the game

    3) patch 1.1

    4) insert cd crack (if you have one and you already bought the game)

    5) then isntall 3.0 ( only) with the isntaller or hand isntall version

  37. #1737
    jpwinks001
    Guest
    yeap I followed all ur steps except for the patch to 1.1... the game works still except theres no music or voice recongition of units under attack... and this installer dl isnt working on the main page =(

    edit: Ok so I went through the steps one more time, reinstalled, patched 1.1, cracked, now i downloaded the .rar of 3.0 but im still unclear about this installation exe
    version. so I decided to torrent this 3.0 exe i found while reading throught the posts. I hope thats the right one if not could you plz link me to the installer?
    Last edited by jpwinks001; 27th Dec 06 at 9:58 PM.

  38. #1738
    Lupin
    Guest
    I just emailed a whole bunch of new sounds to AK. Heres hoping he puts them in the next version or in a mini-patch.

  39. #1739
    Member Star Dragon's Avatar
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    Just wanted to let AK know that even if he needs to take some down time to keep from burning out on modding that he should continue! The quality and enjoyment his team has brought to us Gundam fans is much appreciated. Not only that, hardly any games offer Gundam content outside of the console arena.

    Best wishes to the forum and Gundam team, and a early Happy New year!

    "GUNDAM!!!"
    "Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

  40. #1740
    Shingen Shinobi
    Guest
    I just lurk around here, but I wanted to congratulate AK and the team for an awesome mod.

    Tai hao.le!

  41. #1741
    Member Star Dragon's Avatar
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    Crap!

    Hate to post this, but is something wrong with the DL links? I tried all the ones posted on the latest page as well as the first page.

    They either time-out or when I tried to extract the .rar I get THIS window.



    Any ideas/solutions?

    I mainly ask because tryign to use UNFbig extractor I only get 3 folders, the others (including ships folder) do not appear and remain as .ucs files and I was wondering if the "corruption" was responsible for that.

  42. #1742
    mysticknight14
    Guest
    If you're using a download manager, try not using it.

  43. #1743
    Try using Winrar instead. UNFbig is a .big extractor, .rar files are more like .zip files, not .big files.

    http://www.rarlab.com/download.htm

    Download and install Winrar 3.62.

  44. #1744
    Member Star Dragon's Avatar
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    yes

    1.) I don't use downloader programs. Thank you for that suggestion though!

    2.) ...That's a rar window, had .rar for years...

  45. #1745
    Oh, I was misled when you said you were using the UNFbig extractor. In this case, try this link, it's from the first page. It seems to have worked for most people.

    http://www.pcgames4u.info//gundam3.0...DAM_MOD3.0.rar

  46. #1746
    Lupin
    Guest
    That link timed out several times while I used it. You may have to use a program such as Getright to download it. http://www.getright.com/

  47. #1747

    Whitewolf's ideas

    0) THIS MOD RULES!
    a. The fighter for Zeon should be Dopps; leave the bomber as Dodai.
    b. The main guns for Musai should be returned to the photon cannon like in 2.5 because it resembles the show better.
    c. Gotta have Higaran and Vaygr factions for comp stomps. 5 expert enemies of these guys are fun. 5 expert enemies of Zeon/Federation is impossible.
    d. DEMOLITION CHAINS for GP03!!! When I saw this in 0083 I fell in love with the sheer destructive power and twistiness of maneuver.


    1) I like the idea of space fortresses and mother ships being the only production facilities. I think that would add to the realism of the mod because carriers in the show didn't actually make mobile suits; they only repaired them.

    2) How would you repair capital ships/space fortresses? Since there are no resource collectors, you could use Columbus class ships for Feddies and Papua class ships for the Zieks. They could dock with the ships as the marine frigates do in normal HW2.

    3) I think only capital ships should contribute to the resource injection rate. It would add incentive to build capital ships and not just mobile suits.

    4) I wish there were a way to add incentive to dock your combat units in their carriers until they are needed instead of having them run around without having to refuel or anything. This goes back to making capital ships more valuable. I doubt there is anything you could do for this, though. The game is faster-paced than that and it would require a lot of micromanagement.

    5) I kinda like the idea of different factions, but I'm worried about balance and variety issues.

    6) The Titans could use the Gryps colony as their fortress. I personally dont think they should be included unless you're planning on going all the way into Z Gundam. Otherwise the only thing they will have are GM Quel and Alexandria.

    7) The Solar System could be a command ship that has to produce a set of mirrors, each firing the same weapon as the GP02. Of course, these would take a long time to research and build. The Colony Laser would take longer to produce, but would not need to produce anything before being able to fire. I can't really thing of any other "super weapons" at the moment.
    Last edited by nteger; 30th Dec 06 at 3:56 PM.

  48. #1748
    Member whitewolfmxc's Avatar
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    THks for the feedback nteger :

    ill make a copy of my plans to AK in chinese after the new year ( i need to ask my brother for that as i suck in typing chinese)

    anyway i made some changes to my plans here are some :

    1) all factions that doesnt have space fortress , will start out by spawning with 2 "supply" ship ( the "pencil case" ship in 0079 i forget the name for fedds , and "green twin looking supply ship" which i think its called papua or something for zeon ) ,

    these 2 supply ships / and motehr ship can produce supply ships but to a limit (i d say 4 to 6 in total) , and they will be the ONLY production facility for these factions ( while factions for having space fortress will only have that as production facility in return they will be bad arse to blow by force and higer speed in production then supply ships around like 4 times faster)

    while if some of your supply ships are dead ( lets say yo0u have one left ) you can always build more with the last one ( or if you still have a mother/flag ship which can only produce supply ships or lets say call in reinforcements !) , then mother ships will only be FLAG SHIPS and act as battleships (but improtant ones cause if all your supply ships are gone the motherships is your only hope for producing supply ships to produce units further one)


    ALSO THES SUPPLY SHIPS CAN REPAIR SHIPS OR MA CLASS units ( no more stupid collector crap, no more gathering thingy due to the injection system i listed before)


    2) research will go without ANY research building builded in ANY ships or space fortress ( its just a small saving thingydoesnt matter that much besides you dont want of your ship part to be called " research facility " as the main research is in the back home ( which is earth and side 3 in this case ) but since they are not there will hsould leave it tehre

    ( the ideas like star wars war lord mod , check it out)

    3) yup i like you idea mate , Only capital ships will contribute to RU injection , the more you make the more money you take , more you lost the poorier you are ( dont worry about the AI , cause the AI makes more ships than most human players especially in very hard mod)

    4) the balanced in difference faction isnt a biggy , cause icne its done the game rule ( or harcoded stuff made by codders) will make only Fedds VS ZEON side , so no Solomon army VS A buea QU army , or titans VS Fedds . Besides diffretn factions have diffrent game stlye as i stated cleary

    some will be good at massing your enemy with cheap units , some will be good at massing heros , some will be good at late units , some will be good at hardcore super weapons and fancy stuff

    we will figure it out once AK approves the new team to be formed ( If he does , fingers crossed guys XD )

    5) anyone has a good idea for titans ot have what ships as Flag/mother ship ? i dont want to make up a space fortress that doesnt exist >< , maybe alexandira will do ?

    6) yup super weapons will have to produce important parts to " FUNCTION" (thks for the idea mate) , the colony laser will need the ship for 603 techniqual team ( in the ova , the green giant ) , and all researched done , it will be powerful and long range but it will probery take 15 minutes to reload another shot

    all super weapons will be made in fortress ( they will just spawn outside anyway) or by "supply ships" idea i mentioned ( the green giant is one rare case when one faction has a space fortress but also with an extra supply ship " the green giant" while it can only produce special experimental units )

    Oh theres lots of super weapons mate no need to worry , i got it all in mind :



    heres what i have in mind for factions that has super weapons and speical weapons :

    a) fedds solar ray system , speech of general ( i forgot teh name again >< the one who made the famous speech about zeon not having enough soldiers) which lets your production rate boost 4 times in a cetain time ( have to look into that is it posssiable or not )

    b) pro titans solar ray system 2 ( better than the first version but pricier) / g3 gas units ( actually small raiding ships in the vanlia game of hw2 which take ships , but instead takeing the ships , it will make them slef distruct)

    c) 12/13 indepentant fleet will have "call in luna 2 fleet" (actually just a units in teh supply ship that unlocks when all reasearch is done , its fucntion is once its payed , it will spawn a FULL FLEET OF NORAML FEDD FLEET WITH SHIPS AND MS )

    d) Solomon , MA 05 Big zam ( map weapon as speical ability ) , and aseriod bombs ( same idea with the spcae colony for granada , but they will automactically explode when they detect enemy and will "crash into them" like the ones in solomon in the animation) , and GPO2 ( it will have to purchase evey nuke it fires )

    e) Granada , actually i thought of for the granada factions to let them "call in" a space colony and turn it into.........a moving bomb like in the animations when "operation great britian" was accured........( still dont know is it possiable , but i know you can make "self disctruct" having actual damage to units , we will have to look into it due) , and also call in "New type strike team" a small force of all new type untis to be spawned smae idea with the idea above

    6) Zeon , will have colony laser , and "call in side 3 fleet" same idea wiht the one for the 12/13 independat team but with zeon fleets and MS

  49. #1749
    bulldawg
    Guest
    ok here's my input based on the fact that I spent my entire day watching the 0080-83 series today, followed by a lot of HW2 gundam. the VHS box set was bought several years ago and I just got around to watching it again, brings back great childhood memories.

    1) no superweapons unless they're in the campaign. That kind of stuff is for triggering in scenarios.

    2) Different unit caps amongst factions. I'm all for the splitting it up into 4-6 factions, just keep it balanced but at the same time varied... Feddies always had more resources, but Zeon had better mobile suits. This, of course, leads to my next point.

    3) Mobile suit ideas:
    a) FEWER MOBILE SUITS. make them more expensive. Make them MUCH faster and MUCH more manueverable. make them more customizable, if you want. Make them MORE valuable to the player!!! make the scale more true to the series! Losing a mobile suit should be a BIG deal, even to a feddie player. This may mean smaller unit caps. But that doesn't mean shorter battles - good mobile suits should last a LOT longer because they can dodge fire, they're tougher, and of course, my next point....

    b) mobile suit pilots can get some type of experience system, where they get faster/ more manueverable with more battle experience. NOTE, THEY DO NOT GET STRONGER, just faster. Perhaps some type of advanced training could be enabled to substitute for battle experience, just with extra money involved.

    b) Ummm, we're missing a lot of great mobile armor and whatnot here. Go to any gundam site and you will see a whole list of stuff we could put in. Making more factions will REALLY help with unit diversity and balance! Trust me on this one - if you follow what I'm giving you here in this post, this game will be so much more true to the gundam universe and SO much for fun to play.

    c) why can the GP03 fire multiple nukes? Can't you guys code around this?

    d) Heads need to face enemies.

    e) mobile suits need to be more... mobile. I mean the units look wonderful, don't get me wrong. But they're so stationary... I realize that we're working with a limited engine here, but there's got to be a way to make the units more dynamic in space. They should be twisting and turning, looking, dashing, all of that!

    4) Weapon ideas:
    a) built in weapon subsystem, sabers! For chrissake y'all - it is entirely doable and would NOT be overpowered. yes, it's a one hit kill. but It's an entire weapon slot. You can't weild it with a sheild (unless it's some sort of super-unit-ish gundam), so your mobile suit is much more vulnerable to gunfire from afar. as for the actual weapon itself, can't you just make an ion-cannon type thing with real short range? This is Gundam, people. FIND A WAY.

    b) fire from capital ships needs to be WAY more powerful. any hit on a mobile suit should be instant death. Capital ships should also be waaaay less present and way less easy to build.

    Also, there needs to be a multiple-level drive system for cap ships. Albion needs to go a lot faster when in full drive then when in combat speed 2.

    5) Make a campaign, please. Don't we have the tools for this? I know there are talented SP mission creators out there.

    Ok so remember, with less units and not so many asteroids... Lag shouldn't be a problem! Don't be afraid to upgrade the models! make the scale a little more true to UC!

    One last bit... KEEP IT TRUE TO UC. This is a UC mod. Wing is for n00bs.

    OK I lied. This is the last bit.

    TALK TO THE COMPLEX MOD GUYS!!!! They can help out sooooo much with this kind of thing. They could really give y'all advice on really tailoring the interface to gundam... hell, they did a great job of it on their own mod.

    Rico, over and out.

    oh and, SOUNDS.

    And don't forget to make it mac friendly, haha.

  50. #1750
    Member whitewolfmxc's Avatar
    Join Date
    Jul 2006
    Location
    Sydney
    A few of the ideas you stated has already discussed and considered not possiable , exp theres no experience system in this game sadly

    i dont get why should we need to make "less" mobile suits,,,its a game not senario replay , the cost are as good right now

    yes a lot of units are missing that can be putted in , but since AK only has a small team and he has no time , thats why i will ask for him ot form a new team with more recruits to work on further versions of the mod ( if he approves) , sam goes for the champian making

    sabers are already possiable , but juts not stable to put in , since the range of it and the look of it doesnt act like a saber in the gundam universer so it wasnt in


    super weapons , are hard to get and actually not cost effective , you need large escorts , and lot of time and monehy to build it , so its reasoable to add in while it only adds atmosphere to teh mod but not unblanced at all ( as i said the colony laser needs a 15 min reload time.............dude , you can make 3 fleets by then and kill it off )

    about capital ships , yes the attck status should still be buffed after 3.0 but not making the ships urber tough in defence which is already over powered in 3.0 for gameplay reasons ( which is good) so no big changes there but small changes so NO WAY more powerful, as Ms was the real ruler

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