This would be awesome. I’d be keen to see some of the heavier features getting emphasis over the easier ones - as an example, I’d like to see unit ‘squad’ handling, as well as a decent solution for handling large numbers of pathfinding pawns.
I have no time to commit to such a project, but feel free to pick my brains about implementation of stuff here and there.
Thanks, we mod a game called Supreme Commander 2 we have been modding it since it got released you can find the mod here , its a large scale RTS so if we were to bring it over to UE4 the unit cap would have to be reduced a lot, seeing UE4 doesn’t support Lockstep Networking, but one thing the Supreme Commander games always had was strategic zoom were you could pretty much zoom out a view the complete map, anyways keep up the good work this looks promising.
Okay wow To be completely honest, while I spent decades in Blizzard RTS games, I haven’t played Supreme Commander. But “Complete Overhaul / Total Conversion Mod” sounds like a lot of work. And the result looks amazing - I can imagine that the pure number of units is a real USP of the game.
I’m sure it can. We’ll see how far we can go with clever replication first Would be really nice not to have to re-write the whole networking layer (and everything above).
To be honest, SupCom 2 is a lot like Command and Conquer and not so much like it’s predecessor (which had a far greater scale), which was a shame. Perfectly playable game, just not the sequel many were hoping for.
Yeah 2000 units per player on a engine that was mainly single core lol but it still handled it really well without any sync issues, the 1st game was pretty big in the modding scene it had inbuilt mod and map support, and its still played today even know its was made back in 2007.
When testing the plugin out i found that ordering the demo unit/dummy around it would kill the move order rather than replacing the order, creating the unit to stop and start moving you should be able to fix that pretty simple just thought i would point it out.
Yeah thats because it was made around the XBox 360, but thats what our mods focus on was bring SupCom 2 back to its original roots and most people would say we did do that, a fan of the mod made this trailer for the mod feel free to watch it, the game was very limited when it come down to modding mainly because the game was rushed and never finished by GPGs.
I remember seeing about Hostile Worlds back in the UDK forums. when you guys released the source for Hostile Worlds I was positively surprised
nice to see you around here, and with even more awesome stuff
I’ll be keeping an eye on this
if possible I’d suggest Resource Gathering and Base Building as feature requests
It is really great that something happening in the direction of RTS for UE4, in addition, that itself old udk veterans of the hostiles maker join.
I found Hostiles World its time genuinely interesting and inspiring, and were was not so many good tutorial stuff on net to simply make your basic own.
Remark: RTS Eample like this was awesome beeing programmed on the bulky Unreal Script.
Thanks to your help and support, ue4 could still become attractive for hobby stratos and semi too.
Please make the Squad handling like MoW Assault Squad 2.
For those dont know how it works, i will simply describe.
Select one of the squad to command him seperate and double click command the whole squad, also add and detach members to squad.
I have a few request:
1# Squad Handling: as above described.
2# Usable MG Stands: like MoW Assault Squad 2, this means the MG can on a perch(static model with stairway and platform).
3# Heavy portable weapons that can be aligned at rest with radius, mortar or LMG for 2 squad members (Comapny of Heroes 1-2 / Dawn of War 2 / MoW Assault Squad 2).
I agree fully for building placement, sandbags, tank barricades and basebuilding and territory lines they expand on acquisition for example like watch tower’s for Large Scale or Mainmap Systems (you know Settler 2).
There are so many features what would be requested, and after a month the project is dying because of personal matters or a new project, as so often.
Everything but probably too much of the good for an ambitious open source project, one may still dream