Yeah, I'm picking up the ol' modding mantle. I got my brain wrapped around Empire at War, and I must say, this is some of the best groundwork for a mod. I'm trying to get a hold of some of the old team(from my invasion days), and more information will follow.
Some information about the mod features which are planned:
1. Every ship, from every era. (the already-present tech tree will help with that one.)
2. Every battle, from every era, in single-player campaign. These will include other wings from each game that were sent out on different missions. the waypoint system may not be possible, but we can use "guarding" to emulate said missions.
(once the mod tools are released.) Every fighter wing will have it's own job to do, so there won't be any "grab everyone and send it after the fralthra" moves. (the Kilrathi, for the first three chapters, will mostly be based off of the losing trees of said games. The fourth chapter will switch out the kilrathi for the border worlds, and the Kilrathi will be a Non-Playable Race. (they will exist, however.) the Fifth chapter will again bring back the Kilrathi. No, no bugs. The bugs will be the common enemy there.)
3. Realistic stats on everything, based off of the original games' data.(except in a few rare cases, where the game's description of something doesn't match what it did in game, such as the bug's shield killer fighters.)
4. Possibility of ground battles, though more research will have to be done, in the way of land units. (fighting aboard the various ships/stations/planets, using marines, comes to mind) It is possible to modify the game to space-battles only, if need be.
5. Hero units:
Blair(in the single-player campaign, We'll hold true to the games as much as possible, in what one will be flying and such)
pretty much any wingman that has ever been in the game will be a hero unit, of sorts. Blair will fly with his proper wingmen, when appropriate.
Unless I can track down Wildcat, I'm afraid the team won't have a modeler at first... but that's ok, considering the mod tools to import models aren't even available, yet. This, of course, gives us plenty of time to lay the groundwork. (all coding should be finished by the time the tools are released, and hopefully the models will be too. Upon release, the only things we should NEED to do is copy+paste the models into the appropriate directories, and create the campaign. From what I've seen, the campaign will be VERY easy to mod. (the star systems will be in place by the time the tools are released. All that will remain is creating the maps, and the scripting... which is LUA based, so that part will be simplicity itself.)
Anyone who would like to help, or has suggestions/ideas, drop me a line at timothystevenson (at) gmail.com, with the subject "WC: Legacy" (we don't have a hosting solution yet, but we don't have any work done, either. I just came up with the concept about an hour or two ago.)
This is gonna be good.
Some information about the mod features which are planned:
1. Every ship, from every era. (the already-present tech tree will help with that one.)
2. Every battle, from every era, in single-player campaign. These will include other wings from each game that were sent out on different missions. the waypoint system may not be possible, but we can use "guarding" to emulate said missions.
(once the mod tools are released.) Every fighter wing will have it's own job to do, so there won't be any "grab everyone and send it after the fralthra" moves. (the Kilrathi, for the first three chapters, will mostly be based off of the losing trees of said games. The fourth chapter will switch out the kilrathi for the border worlds, and the Kilrathi will be a Non-Playable Race. (they will exist, however.) the Fifth chapter will again bring back the Kilrathi. No, no bugs. The bugs will be the common enemy there.)
3. Realistic stats on everything, based off of the original games' data.(except in a few rare cases, where the game's description of something doesn't match what it did in game, such as the bug's shield killer fighters.)
4. Possibility of ground battles, though more research will have to be done, in the way of land units. (fighting aboard the various ships/stations/planets, using marines, comes to mind) It is possible to modify the game to space-battles only, if need be.
5. Hero units:
Blair(in the single-player campaign, We'll hold true to the games as much as possible, in what one will be flying and such)
pretty much any wingman that has ever been in the game will be a hero unit, of sorts. Blair will fly with his proper wingmen, when appropriate.
Unless I can track down Wildcat, I'm afraid the team won't have a modeler at first... but that's ok, considering the mod tools to import models aren't even available, yet. This, of course, gives us plenty of time to lay the groundwork. (all coding should be finished by the time the tools are released, and hopefully the models will be too. Upon release, the only things we should NEED to do is copy+paste the models into the appropriate directories, and create the campaign. From what I've seen, the campaign will be VERY easy to mod. (the star systems will be in place by the time the tools are released. All that will remain is creating the maps, and the scripting... which is LUA based, so that part will be simplicity itself.)
Anyone who would like to help, or has suggestions/ideas, drop me a line at timothystevenson (at) gmail.com, with the subject "WC: Legacy" (we don't have a hosting solution yet, but we don't have any work done, either. I just came up with the concept about an hour or two ago.)
This is gonna be good.