Gulf War Mod

One thing that has helped me speed up my game is moving some of the python to the SDK (e.g. Tech by Conquest) and removing some of the uneeded code parts. That's part of the reason it has taken me so long to get the IIW Mod put together. But I think that it is well worth it.

I've even found that CCV has WarPrizes as SDK Only as well.
 
Yeah, my animations haven't been tested in game yet or perfected. Helicopters are particularly delicate. It uses the default gunship animation. Not seeing through something means there is an alphaproperty childnode missing in the nif file. That part is pretty easy to fix.
 
There's an SVN version link somewhere on page 9 I think. It is an alpha though. Progress has been slow IMO because we've been getting bugs out of our mods, which will serve as the basis for this mod.

That being said. My IIW Mod works fine as long as graphics are on low, plus it is faster & more AI efficient now. I have a feeling it won't be as big of a problem with a smaller map with this mod.

I've started school/work back again so my production will lessen unfortunately. However, my contribution is mostly the map/art and the Art is pretty much done.

I want Dacubz to download my IIW SVN Version and play it to see the added components. A beta release will happen as soon as Dacubz has a mod to work with.
 
Damn battery on computer died and need to buy a new one (:lol: can't catch a break wtih my copmkuter no matter what I am modding) so sorry with money a bit tight it will take a bit (not to long) untill I can order and get it - truly sorry as this mod should have been done months ago and that is definatly my bad
 
I started to add gloss/glow maps to all of my newly created units. It is suprisingly easy once you get the hang of it. I'll move onto the units here pretty soon. They will all be able to display damage states as well.

IMO, it really makes a difference in the quality of the unit art with these additions.
 
100% working. Not sure as it is impossible for me to test every possible thing. However, my new IIW DLL is pretty stable in my new SVN version. Not sure if I've uploaded the most recent one though. I think that my old Kuwait DLL is even more stable though. However, I lost the source code for that one.

The best thing I have to a xml/python/dll list is prob the mods merged section in my first post in addition to the updates. Here's a dll list:

Spoiler :
1) BETTER_BTS_AI_MOD
2) UNOFFICIAL_PATCH
3) Lead From Behind
4) AI_AUTO_PLAY_MOD
5) Change player
6) @MOD DWM
7) @MOD GFD
8) DCM
9) Blacksun Attitude
10) Multiple Production
11) Mountain Mod
12) Multiple Research
13) MOD OP
14) @MOD Commanders
a. Kill Me Please Bug Fix
b. Stolenrays Bug Fix
15) Show Hidden Attitude Mod
16) INFLUENCE_DRIVEN_WAR
17) Advanced Diplomacy-oe thing only says afforess, so change, take out pledge vote also.
a. Memories, trades, in descripts
18) ADVANCED COMABT ODDS
19) Advanced cargo
20) Motivated Defenders
21) Super Spies
a. TSheep
b. Mod GLobals
c. return to nearest city if not in city mission
d. Lemon’s Spy MOD
22) Route Bombing-NotSoGood
23) new diplomacy option
a. REVOLUTIONDCM_MOD
24) Route Pillage MOD
25) JLC for sentry advanced
26) HITM Components
a. Range bombard messages
b. Idw for DCM.
27) Pllaate Experience Mod
a. Commenting wrong in one source code
28) Bombard Experience MOD
29) Route Bombing
30) Lemon’s spy mod
31) Better air interception
32) INquisitor
33) Culture over Trade Routes
34) Air Combat Experience
35) Dexy - Surround and Destroy START
36) Prject Help Tage
37) TECH_DIFFUSION
38) SEVO/Mastery Victory
39) Yield From Combat/Foodfromanimals
 
I'm going to try and lok at the sdk in the next couple of days again. I've mostly been working on art. I've learned how and been able to ad damage states/textures for my units. Any luck with your own DLL base yet?
 
You're welcome to help in anyother ways as well if you can think of something. What's taken me so long is that I've been trying to get all the bugs out of the SDK. I think I've gotten them all out, but had to get rid of some things first (not uploaded yet).
 
So I made some changed to my TTT mod (ex. each civ has unique tech to define UU's so you can not only have multiple UU's you can also build the default class) that i think would make it best if we combine the mods (since everything will be already set in the mod minus the actual scenario, assuming that I can merge your DLL/modcomps into it) but there are several things that I think could make them not work well together (ex. modcomps, tech tree) so I guess I will see once I complete the update if I think it is best, because if we do merge it will take much much less time to complete plus we get the forum, if we dont though like you said yuo dont need to download the whole giant mod (although it is pretty small in size for how much it adds, 160mb isnt bad)
 
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