[CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Makes the SEAS playable and adds features!
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Scrat
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Scrat »

Why not use the trader and tarna abilities from funmode? They seem ok to me.
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by MrMorgana »

Scrat wrote:Why not use the trader and tarna abilities from funmode? They seem ok to me.
call it Mirage ;)

anyways thats also an a solution, so:
- Larry' t3 ability can be Brotherhood (calls his brothers, Harry and Barry to help)
- Tarna level 2 aura is aura of the aschnabar (prevents enemy units to use (certain) special skills

Another thing i forget to mention in my previous post:

SEAS doesn't have a siege unit (to get infantry units over enemy walls)
should we add them such a unit/building?
if yes then exactly what? ^^
(ideas so far: Kharg already suggested to use phoenix (airplane) from mission 9-10 - a unit, which could fly like zeppelin, but no attack and could transport only infantry)

If anyone has an idea for this or the other questions (in my previous post) please tell us ;)
The Dustriders are nomads, who endlessly roam the parallel world with their tamed dinosaurs, which they use both as riding animals and as powerfull combat units, designed to strike fear into the hearts of their enemies.
Feel the power as you destroy enemy after enemy using the T-Rex Titan, the king of dinosaurs!
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Scrat »

Can we make phoenix smaller?
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by MrMorgana »

Scrat wrote:Can we make phoenix smaller?
nope :(
The Dustriders are nomads, who endlessly roam the parallel world with their tamed dinosaurs, which they use both as riding animals and as powerfull combat units, designed to strike fear into the hearts of their enemies.
Feel the power as you destroy enemy after enemy using the T-Rex Titan, the king of dinosaurs!
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Scrat »

T4 upgr cbt transp so it can loaded units over walls direct from transp basket
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by MrMorgana »

Scrat wrote:T4 upgr cbt transp so it can loaded units over walls direct from transp basket
hmm, interesting idea :)
The Dustriders are nomads, who endlessly roam the parallel world with their tamed dinosaurs, which they use both as riding animals and as powerfull combat units, designed to strike fear into the hearts of their enemies.
Feel the power as you destroy enemy after enemy using the T-Rex Titan, the king of dinosaurs!
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Scrat »

Btw maybe a nice ending: seas use barbarian druids to summon huge meteor to kill all life of pw and the heroes have to stop them? For campaign
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Boristeam09 »

Tach!
Is their not a thread for a discussion about the plot of PW 2?
Because I have some ideas for that (if you need some now).
Brauchst du etwas?
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Scrat »

post them here ^^
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

SEAS bunkers should attack enemy fighters first. If there is an dustrider hq among them the bunkers it trying to destroy it before taking care of the fighters, same happens with swimming harbors
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by MrMorgana »

don't know how you guys are with it, but i think it would be great for the developing to make at least every week a testing day/evening (etc), so that we can make further balancing (for example with seas)

if you think the same way, then we should arrange this 'testing events'
The Dustriders are nomads, who endlessly roam the parallel world with their tamed dinosaurs, which they use both as riding animals and as powerfull combat units, designed to strike fear into the hearts of their enemies.
Feel the power as you destroy enemy after enemy using the T-Rex Titan, the king of dinosaurs!
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by AnthonyCole »

Good idea! ^^ How about Friday/Saturday ?
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by MrMorgana »

AnthonyCole wrote:Good idea! ^^ How about Friday/Saturday ?
this is also good for me (Saturday perhaps only at night)
The Dustriders are nomads, who endlessly roam the parallel world with their tamed dinosaurs, which they use both as riding animals and as powerfull combat units, designed to strike fear into the hearts of their enemies.
Feel the power as you destroy enemy after enemy using the T-Rex Titan, the king of dinosaurs!
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

Good idea, I will participate
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Boristeam09 »

I'm too.
Brauchst du etwas?
Frag ruhig!


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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by sander1635 »

Hey i have a problem. Whenever I launch skirmish or campaign my game crashes and says there is an error in "insects.usl" Something about CInsects.... If i need to post the full error please tell me.Help! :(
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by AnthonyCole »

Reinstall CEP.

If that doesnt work, reinstall BP 2.0

If that doesnt work, reinstall Paraworld
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by sander1635 »

I have tried all of those and it still doesent work. The error is USL error (CodeGen)


"c:users/kasutaja/desktop/sunflowers/paraworld/data/base/scripts/server/classes/task/insects.usl: 113: invalid function arguments "CInsectsObj.Set@CObjHndl@CGameTimeSpan@int@CObjHndl"
(should be: "Set@CObjHNDL@CGameTimeSpan@int")

I've tried deleting the file, rewriting it. It says its in the paraworld data but its in the CEP data folders. The reason why my Sunflowers was on my desktop is because someone said it would be better if it was in another location and not in program files. "kasutaja" is estonian for user if i confused someone
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by AnthonyCole »

Paraworld should be fine in Program Files. I use C:\PW for myself, but it should still be okay to install it to program files.

The error is basically: Your're calling the function the wrong way. The compiler complains about

pxInsects^.Set(m_xTarget,CGameTimeSpan.OneSecond() * 180.0, 20,m_xCharacter);

which is in line 133, not 113.

This is weird. It looks like someone (you?) has tried to mod something or an important patch is missing. I just checked, version 1.0 is different in the function so, most likely, you haven't installed the boosterpack.

Download this: http://para-welt.com/download_main/counter.php?file=0

Just uninstall the entire game to make sure everything is reset back to normal. Manually delete the remains of the Paraworld Folder.
Now install it in the default location (INSTALL, not copy!!!) and apply the Boosterpack 2.0. After that, install the CEP and it should work.

Would help if you'd explain what you did the PW folder. I would guess you copied or moved it from it default directory after installation?

If you don't have a CD because you copied the folder from a friend or some other reason, I recommend buying the game for a small price online.
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by sander1635 »

Hey im just asking, but is there a way to rewrite or do someting in the insects file? Because the error said "should be .....". I just wanna know.
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by AnthonyCole »

There is. But that's not the problem. The problem is, you don't have the Boosterpack installed.
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by sander1635 »

But could the rewriting way or whatever fix this problem? I know you said thats not the problem but could you tell me how to do it?
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by AnthonyCole »

Find the used class in the game's script files (CInsectObj i think). Edit function parameters for the method "Set".
The scripting language is quite complex and this is the wrong topic ;-)

What I meant is, there are much more files than this one which are incompatible to the CEP - because they are from an outdated version of Paraworld, and the CEP is only compatble with the latest version (1.05 - this is the version you get from the boosterpack).
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by MrMorgana »

guys!
although Kharg had this idea first, but what do you think about making seas robots convertible (like dr animals), so that mobile suit and mobile suit flamethrower/executioner and mkii could be changed into one another?
the conversion would cost reasonable resources and the option itself could be bound to a certain epoch level and/or invention
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Re: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

Good idea!
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