HEXUS's Mek Mod! (Don't get your hopes up...)

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HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

As I said in that superweapon thread, I like walking vehicles. The first time I played WZ, I thought.
"This...Needs...MECHS!!!!"
So, I sit here now, giving you my idea for a mod that adds a whole subtype of vehicle-Mechs. They have light, medium, and heavy chassis's, and 3 types of propulsion (Humanoid, Reverse-joint, and what I call "Cougar". You know, the forward, joint, back, joint, forward, foot?), each with contrasts inbetween each other. They have their own weapon systems, like VTOLS, and pack several hardpoints, a minimum of 2.

PROS:
Multiple hardpoints allows for superior firepower.
Legs give better all-terrain capabilities.
Can carry more weight than equivalent other vehicles.
This isn't for sure, but if I can, I would want to include a device that allows mechs to "jump". It takes up some weight, pretty much knocking one weapon off, but allows your mech to cross impassible terrain.
CONS:
Are much slower than other vehicles.
Are a bit risky, because you have to put more money into them, they are a more significant hit if they are destroyed.
Size makes them easier to hit.
Require special factory add-on to build.
Cost more then a vehicle of equitable class.

Now, if anyone is interested, I need assistance in the fields of Animation, Texturing, and Coding (this would have to be done in C++, right? RIGHT!?!). Of course, knowing my luck, noone's gonna be interested enough to want to help.

If there is any remote interest from anyone, I'll give more info. But for now, I'm not gonna spend an hour writing a long arse post that noone's gonna reply to.
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

In all good faith, I present you all with the model for the reverse joint legs when using a small chassis:
PropulsionMekModLightReverseJointPicture.JPG
ReverseLightFootCloseup.JPG
The small cylinder at the top of the torso is where the chassis attaches. Mind you, this may not be the production model, should the mod actually go anyplace, but here is an example of what I had in mind.
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NoQ
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by NoQ »

this would have to be done in C++, right? RIGHT!?!
If you're gonna code it in c++, it'd rather be a fork than a mod ...
(:
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JDW
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by JDW »

I would definitely enjoy playing a Mod for Warzone2100 with Mechs. Although I can't help you with coding. But I can say that this will be a cool Mod.
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by Rman Virgil »

.

There are 2 different WZ Mech Mods released already. (There was a 3rd one done 7-8 years ago by Radiosity but was never released.)

This one done by Xanax: viewtopic.php?f=33&t=3337&p=49195&hilit=Mechs#p49195

And then one by Xenon: viewtopic.php?f=10&t=5708&start=0

Both solo efforts. Neither required code changes.

.
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

As far as I know, neither mod works. I have both, XANAX's gives me a runtime error when starting a mission or skirmish game, and Xenons just crashes as soon as the mission or skirmish game starts, without an error message. :hmm:
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

Sorry for the double post, but I have made the light body for the MekMod. The turret attachment points are on the end of the arms, on the rectangular arm ends.
MekModLightBody.JPG
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

I'm on a roll! I've got models for two weapons built. They are called the Light Laser and Light Autocannon. The Light Laser is similar to the Flashlight laser in function, but is more powerful. The Light Autocannon is the first Mech-specific weapon you research, and is a deviant of the Cannon weapon type. It lacks the raw punch of the ordinary cannons, but the tradeoff is a higher rate of fire, making it a little bit more suited to anti infantry. It fires two rounds a second.
Light Laser:
MekModLightLaser.JPG
Light Autocannon:
MekModLightAutocannon.JPG
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

UNSTOPPABLE!I have another model. This is a defensive structure, armed with two Light Lasers, hence it's name: The Dual Light Laser Emplacement. The lasers alternate fire, so rather than doing more damage in one shot, it has double the rate of fire of a standard Light Laser. This allows it to take on Cyborgs more efficiently, and safely: getting pelted while waiting for both lasers to cycle does not bode well for me. And I'm sure noone else like watching there turrets get slaughtered either.
Picture:
MechModLightLaserEmplacement.JPG
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by JDW »

HEXUS, that's some impressive modelling. Are you planning to re-model every unit/turret?
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

Not everything, but I'm essentially creating a bunch of new buildings and units. "Buildings" essentially encompasses Emplacements, Hardpoints, and Towers armed with the new weapons I plan to make, such as the Light Laser. I might as well go over my plans for this mod, there has been enough interest in it.

OVERVIEW:
The idea of this mod is to add mechanical, walking war machines, known from this point in the discussion as Mechs. Included in the creation of these vehicles are Propulsion, Bodies, and Weapons designed by yours truly. However, limiting them to Mechs would just plain be mean. So, I plan to have them compatible with other vehicles, as well as hard mounted in various Emplacements, Towers, and Hardpoints, like some of the other weapons in the game. A word of warning, I am new to modding this game, so there is a good chance this project will fall through the cracks, due to, if anything, the possible difficulty of coding the mod. I don't even know what coding language I'd be using. LUA? C++? C? Java?
But either way, given how polite and, to a certain extent, supportive, you guys have been, I'll give it one helluva shot! *Please pardon my language there, heh heh...*

And j0shdrunk0nwar, do you really think those are good models? Because I'm new to using Blender (as I have said before, I don't know how to add textures to the model, I can't even remember how to colour it in using Blender).
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JDW
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by JDW »

HEXUS wrote:And j0shdrunk0nwar, do you really think those are good models? Because I'm new to using Blender (as I have said before, I don't know how to add textures to the model, I can't even remember how to colour it in using Blender).
The models are good enough, really. But don't worry about the looks for now, they will improve as you keep making newer versions. And nothing is ever perfect, you just need to be happy with your own creation, that's all that really matters, don't worry about anyone else's opinion. :)

There are many supportive members on this forum, and very knowledgeable ones who are good with Blender and the other tools that you'll need. You just have to ask what you're having trouble with, and you'll get lots of good advice from everyone here.
HEXUS wrote:A word of warning, I am new to modding this game, so there is a good chance this project will fall through the cracks, due to, if anything, the possible difficulty of coding the mod. I don't even know what coding language I'd be using. LUA? C++? C? Java?
I see that you've asked for directions already. Someone will help you out soon for sure. :)
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

Three new weapons! I'm making some of the weapons for now, because they're quick to make, and I want some feeling of accomplishment right now :P.

MEDIUM LASER:
The Medium Laser is your all around jack of all trades weapon in the MekMod Lasers. It has a decent balance of weight, damage,rate of fire, and hit points. Once you research them, you'l probably want to remake your earlier mechs that had Light Lasers with these, because they're only a bit heavier and are worth the upgrade.
Picture:
MekModMediumLaser.JPG
HEAVY LASER:
If the Large Cannon is the big bad wolf of the Cannons, then the Heavy Laser is the big bad wolf of the MekMod Lasers. This weapon is quite heavy, but can do frighteningly huge amounts of damage. It also is offset by the long cycle time. But still, if you're looking for a weapon for hunting hard targets or Mechs, this. Will. Be. Your. Gun. Or will it?.....
Picture:
MekModHeavyLaser.JPG
PAC (Particle Accelerator Cannon):
Just when you thought the Heavy Laser was going to be the bane of Mech pilot, building, and bureaucrat alike, the Particle Accelerator Cannon, or PAC for short, comes in and busts yer bubble into nothingness! The PAC fires bolts of charged Ions. It has a mind-blowing range, longer than the Archangel, and does enough damage to annihilate most small and medium body units in a single shot, and leave large ones in low yellow to low red depending on their HP. More of a Mech counter-measure, it has a special ability: it creates a localized EMP. If it hits a target and doesn't destroy it, it shocks it offline for a few seconds while the crew restarts said unit. It cannot move or shoot; if it has sensors, the information provided by said sensors stops until the vehicle is rebooted. However, all this power is offset by a gigantic cycle time; second only to the satellite laser. That thing has a long reload time, doesn't it?
Picture:
MekModPAC.JPG
Anyway, these are the weapons I have planned for the thermal category in the first build. However, the PAC is in both the thermal and kinetic category: It does both damage types.
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by HEXUS »

BUILDING MECHS:
My plan for building mechs is as such:
1)Research th following researches; Actuators, gyroscopic stabilization, multi-hardpoint node, Mech construction techniques.
2)Build a factory if you haven't already.
3)From the build menu, select the Mech Factory.
4)Add it to the factory as you would one of the other addons.
5)Once it's built, you should design a mech and build it.
Once it's built, you're ready to decimate all opposition.

Another plan I have is to implement an "orbital drop" system into my mod.It's initiated by the laser satellite relay or whatever it's called.It calls down a dropship, then you can embark 16 Cyborgs, or 8 Small body units. Then you select a spot anywhere on the map, even in fog of war. However, the dropship is relativly fragile, and even moderate air defenses will be enough to shoot it down, wasting the units and the ability, until it recharges. Using a smokescreen would be a recommendation, such as throwing a wing of VTOLs and the air defenses at the same time to distract the guns/SAMs.
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Re: HEXUS's Mek Mod! (Don't get your hopes up...)

Post by Roux Le Corps »

the med laser should look a bit more different then its lighter counterpart, the slight change isnt that noticable i had to look twice, a\i like how your going so far and i must say, the heavy laser looks like a beast, how about, on.. tiny request? missile pods ^_^
Image