Orion's Aviation Mod for C2C v18

mcookie83

Warlord
Joined
Feb 19, 2010
Messages
117
Hey, guys!

I've modded "Orion's Aviation Mod" for C2C version 18. I made it compatible with the new terrain and just changed the "bonus.xml". Titanium now requires tech "Jet Propulsion". I guess it's not perfect, but it works (for me ;))...

I don't know if you guys want to use it, but anyway, maybe you can have a look and figure out if something isn't working or not good enough... I'm playing with it for a long time (since C2C version 13) and changed it everytime to make it compossable.

I'm not a modding pro, but I'm trying hard to be better... just let me know, if you like it, or not. :(

So, have fun! :mischief:

Btw: I don't wanted to put in the SVN, because I don't know, if I'm allowed to do so... now anybody can use it, if he/she/it wants to.

Just put it in the "OrionsMods" folder. :)
 
One problem is we have reached our resource limit so adding titanium makes weird things happen.

Hm... I thought that. In my current game, I didn't get errors or something that crashes the game. One thing we could do is, to eliminate "Titanium" and just let the units work without it...

You have to decide... it's your baby and I don't want to do you any trouble, but I like the variety of jets and the opportunity to choose between them.

... the same works for "Airfield", of course... :)
 
Found another problem ...

We also already have "Jet Propulsion" as a tech. Also metallurgy and flight. Your changes move them to the wrong spot on our already huge tech tree has messed up the tech tree.

Re: Titanium

Its not a crash error but a graphics error when you go beyond a limit. This is why we don't already have titanium as a resource.

We do however have it as bonus building.

Re: Airfield

Well our airfield is currently overriding this airfield. I am not sure if that is what you wanted. Better to rename/tag one of them so they both can exist.
 
If you like I can go through it an make sure it integrates fine. It probably plays well for you mcookie83 because we use WoC loading and your airfield would overwrite or extend the C2C one.
 
If you like I can go through it an make sure it integrates fine. It probably plays well for you mcookie83 because we use WoC loading and your airfield would overwrite or extend the C2C one.

Yeah! That would be cool! I mean, if you have the time and the will to do so... thanks you both, Hydro and DH, for helping me, to be a better modder... :)

Feel free to do whatever you want with it... I think Orion did a great job, and it would be cool to have more "modern" units in that epic game C2C!

But, if you want me to "perfect" it, just tell me on what issues I have to focus...
 
If you like I can go through it an make sure it integrates fine. It probably plays well for you mcookie83 because we use WoC loading and your airfield would overwrite or extend the C2C one.

Actually Orion's Aviation mod's airfield gets overrided because he put it in "OrionsMods" folder which my Hydro mod currently can override (its higher on the modular loading thn mine). Note that the other Airfield is in the Sports Mod and was ment to be a building related to air shows.
 
Note that I do have a bonus building called a Titanium Mine that requires Obsidian and Bauxite Ore to be in the city vicinity. This may be a too rare occurrence of titanium for what you want to do.

Hm... but is that bad? I can live with rare units an C2C; it's making the game more interesting, when it's more differentiated.

Because of its diversity that C2C already have, Aviation fits perfectly to it... ;)
 
Actually Orion's Aviation mod's airfield gets overrided because he put it in "OrionsMods" folder which my Hydro mod currently can override (its higher on the modular loading thn mine). Note that the other Airfield is in the Sports Mod and was ment to be a building related to air shows.

Of course it is in OrionsMods it is OV's after all.

Perhaps we need a Good (titanium) but only if it is used elsewhere. Otherwise we could make OV's airfield "Aviation Factory" instead and require that building for the more advanced aircraft.

Most of the merging work has been done it is just some "simple" tweaking to get it to fit.
 
@mcookie83. So to get it to fit. You need to do the following:-
  • identify the differences between the techs in this mod and in C2C.
    • If there are no real differences then remove them.
    • If there are significant differences bring them up and lets discuss them.
  • identify the differences between the buildings here and in C2C.
    • Is the OV airfield similar to the military airfield for example.
    • What is the parts factory about?
  • Can we use a building instead of the titanium resource?
 
Of course it is in OrionsMods it is OV's after all.

Perhaps we need a Good (titanium) but only if it is used elsewhere. Otherwise we could make OV's airfield "Aviation Factory" instead and require that building for the more advanced aircraft.

Most of the merging work has been done it is just some "simple" tweaking to get it to fit.

Juhuu. That would be cool... just let me know, if or what I can do for it, if you need my help. It's so amazing to do something for my favorite mod, even if it is just a litte bit. :eek:
 
Juhuu. That would be cool... just let me know, if or what I can do for it, if you need my help. It's so amazing to do something for my favorite mod, even if it is just a litte bit. :eek:

As you can see from my later post I decided it would be better to "mentor" you than do the work myself.:D
 
@mcookie83. So to get it to fit. You need to do the following:-
  • identify the differences between the techs in this mod and in C2C.
    • If there are no real differences then remove them.
    • If there are significant differences bring them up and lets discuss them.
  • identify the differences between the buildings here and in C2C.
    • Is the OV airfield similar to the military airfield for example.
    • What is the parts factory about?
  • Can we use a building instead of the titanium resource?

Okay... I will do so. Just give me a bit time to check it, and then I will bring it up for discussion.

Yippieeh.
 
Of course it is in OrionsMods it is OV's after all.

Perhaps we need a Good (titanium) but only if it is used elsewhere. Otherwise we could make OV's airfield "Aviation Factory" instead and require that building for the more advanced aircraft.

Most of the merging work has been done it is just some "simple" tweaking to get it to fit.

That sounds like a good idea (pardon the pun). I have some ideas ...

1. I go make Good (Titanium).

2. I change the Titanium Mine to produce Good (Titanium).

3. I change the requirement of Titanium Mine to just obsidian so it is less rare and obsidian then gets a late game use.

Also don't we already have some of these? Right now we have ...

Jet Fighters
- P59
- Jet Fighter

Super Sonic
- Strike Fight F15
- Modern Fighter F35

Stealth Units
- Stealth Bomber
- Orbital Bomber
- SR-71 Blackbird
- Stealth Fighter
- Remote Controlled Bombers
- Aurora Scramjet
- Orbital Fighter

Bombers
- Bomber
- Strategic Bomber
- A-10 Thunderbolt
- A-Bomb

Early Bomber
- Airship
- Seaplane
- IL2

Early Fighters
- Early fighter
- Fighter
- Barrage Balloon

Helicopter
- Gunship
- AH64 Gunship
- Hybrid Gunship
- Dropship
- Hot Air Balloon
- Blimp

---------

And in the unit file it has changes to ...

- Jet Fighter
- Fighter
- Stealth Bomber
- Bomber

Then adds ...

- F4 Star Fighter
- F4 Phantom
- F104 Tomcat
- SR 71
- F22 Raptor
- F35 Lighting
- A10 Thunderbolt
- F15 Eagle
- F18 Hornet
- F4 Phantom
- F117 Nighhawk
- F111 Aardvark
- FOKKERDR1 (Early Fighter)
- P51 Mustang
- B52 Bomber
- B1 Lancer
- FLAK88 Anti-Air Gun

Note that we already have some of these such as the FLAK88 Anti-Air Gun, Early Fighter, A10 Thunderbolt, SR-71 Blackbird, etc.

So the question is which ones don't we already have?

Also are their stats at the same level as our units, since all units stats were greatly increased in RoM/AND than they are for BTS Vanilla. For example ...

Stealth Bomber (Vanilla) = Strength 20
Stealth Bomber (C2C) = Strength 110

----

I am also not sure what to do about the Airfield/Aviation Factory. I was thinking maybe a Hanger and then ink it to the Military base. But then like - SR-71 Blackbird already requires the Top Secret Military base.

In short this is not going to be a simple "plop in" mod. Since there are so many factors it messes up.

EDIT: We already have the following aviation related buildings ...

- Airport
- Commercial Airport
- Airfield
- Fire Hanger
- Military Airbase
- Aerospace Complex
- Secret Army Base
 
Love the concept...

And all this struggle due to this damned resource limit! I'm wondering if I should put the dll 'goods' solution back on my radar. Additionally, I DID float the idea of taking all animals and removing them as resources - making them map improvements and goods instead. But I do think that would really require, again, the dll goods solution to be in effect first. Still... that'd free up room for more mineral and plant based resources which could be really cool for us.

I'll take a look back at that issue again down the road when the current goals are addressed.
 
Love the concept...

And all this struggle due to this damned resource limit! I'm wondering if I should put the dll 'goods' solution back on my radar. Additionally, I DID float the idea of taking all animals and removing them as resources - making them map improvements and goods instead. But I do think that would really require, again, the dll goods solution to be in effect first. Still... that'd free up room for more mineral and plant based resources which could be really cool for us.

I'll take a look back at that issue again down the road when the current goals are addressed.

It would be easier to remove building produced resources (which I have been slowly trying to do).
 
One could also remove all animal resources and simply make them into animal units; we've already got it with camels, elephants and horses, so it shouldn't be too much of a challenge to do it for the others. I agree with the idea of removing building produced resources, and with those gone, I'd like to see a broader range of crops for different climates (Maize, Papaya, Coconuts and so on).
 
One could also remove all animal resources and simply make them into animal units; we've already got it with camels, elephants and horses, so it shouldn't be too much of a challenge to do it for the others. I agree with the idea of removing building produced resources, and with those gone, I'd like to see a broader range of crops for different climates (Maize, Papaya, Coconuts and so on).

But then you could not trade horses or elephants or camels if your region did not have them.
 
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