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CoH Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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Old July 27th, 2008   #1
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Lightbulb Turtle Mod v3.0 (for Opposing Fronts)

Turtle Mod
This is a no-rush gamemode, where you can relax and build-up defenses before the real battle begins.

Usage
  • Select the "No Rush" gametype under "Win conditions".
Game Rules
  • Territory is divided equally at the start of the game.
  • Squads will auto-retreat if they enter enemy territory during the no-rush period.
  • All weapons are disabled during the no-rush period.
  • Squads cannot capture new territory during the no-rush period.
Enjoy! :-)

Download links are here.
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Old July 28th, 2008   #2
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Default Re: Turtle Mod v3.0 (for Opposing Fronts)

So if players can't capture new territory to increase their income, how the hell to they build defenses, and where, in their base?

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Old July 28th, 2008   #3
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Default Re: Turtle Mod v3.0 (for Opposing Fronts)

"Territory is divided equally at the start of the game."
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Old July 30th, 2008   #4
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Default Re: Turtle Mod v3.0 (for Opposing Fronts)

So at the very start everyone automatically gets a portion of the territory under their ownership? I'm curious how you got the territory to be divided equally for the number of players without some players being at a disadvantage resource income wise, especially since a lot of maps aren't mirrored territory and resource wise for the players.

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Old July 31st, 2008   #5
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Default Re: Turtle Mod v3.0 (for Opposing Fronts)

i'm using the following algorithm for that:
  1. calculate the shortest distance from a strategic point to a player's HQ
  2. do this for all stratpoints and assign it to the player that is closest to it.
  3. calculate the resources for both teams.. if they're not equal, then do the following for the team that has more resources:
  4. get the stratpoint that is closest to the other team and give it back to the world (make it neutral).
  5. go back to step 3
this seems to work pretty well on most maps.. except on maps were the HQ's are relatively close together (like beaux lowlands for instance).. but still, it's not bad i think.
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Old August 2nd, 2008   #6
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Default Re: Turtle Mod v3.0 (for Opposing Fronts)

Hmm, thats a good idea actually, sorry i was kinda critical of you in the earlier posts. I'm still not a fan of radical changes like that or ATC (Automatic Territory Capture)

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Old August 3rd, 2008   #7
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Default Re: Turtle Mod v3.0 (for Opposing Fronts)

why not?.. there definitely should be more fun ways to play COH than just Annihilate and Victory Point Control.
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Old August 6th, 2008   #8
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Default Re: Turtle Mod v3.0 (for Opposing Fronts)

I'm just a tad more traditionalist, i prefer to start a match and hae to fight over territory the whole match, rather than build a base, tech up, build a simcity of defenses and then finally build an army before attacking the enemy. I'm just really, really, not into turtleing(sp?). It's just not my style and it really annoys me when an ally or even an opponent tried to do it.

But i do have to say you have achieved something quite impressive here, and your CheatMod is another example of what can be done in SCAR coding, something which your definately quite advanced in.

BTW, i got nothing against turtles themselves, i used to have a couple as pets, just as i quite like rats, ferrets, and dogs. I however don't like rabbits, foxes, hares, and i'm only impartial to cats. Yes this is some late post madness!

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