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 New mod ideas 

What do you think will work better?
Tribal (cavemen, dinos, wood and stone stuff) 0%  0%  [ 0 ]
High Tech (LOTS OF LASERS) 0%  0%  [ 0 ]
Magic (wizards and stuff) 0%  0%  [ 0 ]
Nuclear (they will be balanced) 0%  0%  [ 0 ]
Plants (we already have bugs so why not?) 0%  0%  [ 0 ]
Plunderers (pirates, bandits, Vikings, and the like) 0%  0%  [ 0 ]
None 0%  0%  [ 0 ]
I dont care 0%  0%  [ 0 ]
Total votes : 0

 New mod ideas 
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Joined: Mon Apr 09, 2018 12:55 am
Posts: 14
Post New mod ideas
So I'm planning on making a mod but i have 2 conundrums. First is the images, i can't make art i try and what i come out with is usually worse than a grade 5's art project. So I'm not sure how to get around that... i might have to pay someone for the art (issue: i don't have money so it may take a while). My second problem is i can't decide which idea would work best so ill ask here and see what people want.
Also if anyone wants to help in anyway (especially art) i would be very grateful.


Wed Apr 18, 2018 8:44 pm
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Joined: Thu Mar 15, 2018 8:07 am
Posts: 19
Post Re: New mod ideas
I can't submit my vote. I'm voting for cavemen, by the way. Would be cool if they come out of time portals or just replace the Command Center with their spawner. Also, I'm willing to help with it.

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I love communism hahaha lol lmao XD *dabs*


Fri Apr 20, 2018 6:40 am
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Joined: Thu Mar 15, 2018 8:07 am
Posts: 19
Post Re: New mod ideas
I would really love to see some historical mods. Just imagine trench warfare in a futuristic game. Templars slashing the legs of the Experimental Spider.


Attachments:
File comment: Here, I made some cavemen
Cavemen.zip [14.74 KiB]
Downloaded 85 times

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I love communism hahaha lol lmao XD *dabs*
Fri Apr 20, 2018 11:56 am
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Joined: Sat Apr 14, 2018 3:35 pm
Posts: 6
Post Re: New mod ideas
Personally, I work on a mix of kind of mods (with robots but dragons too for example) and I would like to have your ideas (why not your creations) to make a big full mod with tons of units!

the beginning of the mod is in the attachments (yeah I know it sucks for now)


Attachments:
Mix Mod.zip [18.49 KiB]
Downloaded 104 times

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LITTLE TOADIES
Fri Apr 20, 2018 1:36 pm
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Joined: Mon Apr 09, 2018 12:55 am
Posts: 14
Post Re: New mod ideas
Love the cave men. I gave them less health speed and cost but upped damage and build speed is extremely quick. And the lava beast would be an excellent experimental for the tribal, also i turned the goldie chip into a very fast but weak building repair unit. It needs tweaking though because one can keep a level one turret alive against an experimental tank forever. (Thats a little too powerfull). But very usefull. Thanks for the submissions you have given me alot of ideas, i can't wait to finish at least one faction. And an all together mod is a grand idea i wouldn't have thought of. Lastly if you want to help please pm me with times on when we might be able to talk, thank you so much for these.


Fri Apr 20, 2018 6:55 pm
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Joined: Thu Mar 15, 2018 8:07 am
Posts: 19
Post Re: New mod ideas
I'm planning to make a Pterodactyl or other flying stuff. The Quetzalcoatlus would be an awesome experimental air unit. I can't make the Pterodactyl unless I find an app to make the sprites.

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I love communism hahaha lol lmao XD *dabs*


Fri Apr 20, 2018 11:22 pm
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