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

Post by Scrat »

The carrier needs to be fixed, indeed... but what file is to be changed?
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Kharg »

Techtree and classes i think

so i wanna insert custom icons and spash screen in seasmod look at this album ^.^

http://s490.photobucket.com/albums/rr26 ... e%20icons/
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• Creator of the: • Current Projects:
  • SEASMOD
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AnthonyCole
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by AnthonyCole »

Sorry, but i think the font does not really fit to the SEAS. How about Verdana?
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Scrat »

Good idea. :)

I'd prefer the first, but with a little darker text and in Verdana indeed... and for the Eye, the red one seems to be better than the grey. Looks more Seasish. :D
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by THEEVERGOD »

I have found a sort of bug,

When the trade triceratops was not built from the depository in earlier version of the SEAS mod (when it was name resource triceratops) it used to have a mechanical arm on its back. Now the arm has gone and it looks more like the regular triceratops.

The arm that should be on its back:
Image

The trade triceratops ingame now:
Image

If it was removed for some reason then I think it should be put back if possible because it defined it as the trade dino, and it made it look more like a trade unit.

Also it name at the moment is the T1500, although the T series seems to be made up of combat units. Maybe it should introduced into a new series, like TT1500 or something else, just an idea. As I guess its T because of it being a "t"riceratops and so this it the trade triceraptops, hence my idea of TT.
Image

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Description Maker for SEAS Mod
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Kharg »

yes, i can't fix this bug because the classname add that things to triceratops :P another name? uhm CBT-T1500 it's a good name xDDD
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• Creator of the: • Current Projects:
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by THEEVERGOD »

for the first bit (the bug) thats a shame, oh well, at least we got a trade dino for SEAS.

and second the name, yer I forgot about the CBT, its fine as is.
Image

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

Post by Kharg »

Guys what u think if we add all the custom maps in the seasmod?
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• Creator of the: • Current Projects:
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by AnthonyCole »

Lol. That was planned already...
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

Make a seperate map-pack... even when the mod is fully done


Add 5 converted multiplayer-maps to your mod - but that should be enough for a core pack
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by TheZoo »

I don't understand why. Yclaris Mappack is important, than comes mine...
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

I'm fine if you make one big file. But my experience is when you want to play a multiplayer game and need to update the game fast, it's best to have a small pack to do that. Something you can download in a minute...

Maybe make two file packets...
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Kharg »

for now the seasmod is only 16.4 MB with map without map is it 5MB ^^

Large Mod = More Download :P
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• Creator of the: • Current Projects:
  • SEASMOD
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

If it contains all maps, including custom maps?

Well... :P
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Kharg »

Triceratops wrote:If it contains all maps, including custom maps?

Well... :P

It contains all maps converted by yclari and TheZoo ^_^
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• Creator of the: • Current Projects:
  • SEASMOD
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

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

Post by Kharg »

For make the BigCannon work we should modify the code in Building.usl
export proc void AbortTask()
if(!m_bActivated)then
m_bActivated=true;
var ^CGameObj pxO=CSrvWrap.GetObjMgr()^.CreateObj("seas_hq_big_cannon_cannon", GetOwner());
AddGroupedChildren(pxO^.GetGuid());
var CFourCC xLink="we";
pxO^.LinkAction(m_xTurret,xLink);
m_xBirdie=pxO^.GetHandle();
endif;
endproc;
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• Creator of the: • Current Projects:
  • SEASMOD
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

Is that the S.E.A.S. artillery gun?
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Kharg »

Is the SEAS Big Cannon :P
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• Creator of the: • Current Projects:
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

I see
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Kharg »

i try with:
if(m_bBuildingReady && (m_pxBuildUp==null || m_iBuildUpType==CBuildUpBase.TYPE_NONE))then
m_iBuildUpType = CBuildUpBase.TYPE_WEAPON;
m_pxBuildUp = CBuildUpFactory.Get().CreateBuildUp(m_iBuildUpType);
m_pxBuildUp^.SetParent(GetHandle());
var ^CGameObj pxO = CSrvWrap.GetObjMgr()^.CreateObj("seas_hq_big_cannon_cannon", GetOwner());
AddGroupedChildren(pxO^.GetGuid());
var CFourCC xLink="we";
pxO^.LinkAction(m_xTurret,xLink);
m_xBirdie=pxO^.GetHandle();
endif;
endproc;
but don't Work!! :cry:
someone can help me to make a script? :mrgreen:
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• Creator of the: • Current Projects:
  • SEASMOD
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Triceratops »

Try the other cannon's script
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Kharg »

So version 3.3 is 99,9% ready what we must do :
Make The point buy fix for French Translation X
Make it small X
Testing X
Make An Installer
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• Creator of the: • Current Projects:
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Kharg »

SEASMOD - Version 3.3 (2/Dec/2009) By Kharg
ChangeLog:
- Better Icons
- Added icon for zeppelin
- Added some sounds for unit
- Now you can click zeppelin (but not build)
- Better description for siege unit
- Better description for Seas buildings (UK)
- Updated the AI file for seas and boosterpack (30%)
- Fixed Point buy bug
- Added Polish Language (Tomeis)
- Added French Language (Yclari)
- More range for bela 40/42/44/46/50
- Bela view port to 60
- Now babbit exo enforcer cost only 9000 Points (in point buy menu)
- Now CBT-T1500 stats are normal
- Epoch Upgrade Cost normal like Norsemen
- Now steelwork cost much more
- Now the seas Head Quarter have a resource Cap of 300 instead 1000
- Removed Carrier Self Heal
- Fixed CBT-T1500 Description (UK)
- Better Folders System
- Now the AI can send a limit of 50 skulls instead of 25

Thanks To:
Kharg
Ayce
Scrat
yclari
-exo-
Akkarin
THEEVERGOD
Tomeis
TheZoo
Adder
For Sharing their work
the developers lost their time to do this! ^^ so respect their work!!
Download: http://www.moddb.com/mods/seasmod
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• Creator of the: • Current Projects:
  • SEASMOD
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Kharg: I'll go to Nottingham on Monday for a 15 days trip! :D
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Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

Post by Optimus655 »

Wheres A link or download button at? :?
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