Naval Mode

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Naval Mode

Post  Snake on Thu Dec 04, 2008 4:44 pm

This new thread is specially dedicated to the new Naval Mode which TAOW will introduce.
Here we'll also present some of our latest additions.

-----------------------------------------------------------------------------------

Our Current "Naval Mode" Priorities:
(Note that these will change as new updates occur).

1 - To "build" the foundations of the Naval Mode (test maps, first ships, coding, etc.);
2 - Modeling of newer ships / naval units;
3 - Brand new maps (more advanced and expanded);
4 - Building the first functional version of the Naval Mode (stabilized and with a good amount of units, naval surface warfare only);

Later on:

5 - Inclusion of more "exotic" units and logics (subs??? scratch );


Note that we may include a bit of Naval Action during the beta versions Cool! (to "increase" the "appetite" lol! ).


Last edited by Snake on Tue Jan 20, 2009 10:02 am; edited 5 times in total

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DDG-1000 Zumwalt-Class Destroyer

Post  Snake on Thu Dec 04, 2008 4:46 pm

United States Navy / United States Marine Corps:

DDG-1000 Zumwalt-Class Destroyer
Multimission Destroyer



Stealthy and extremely well armed with advanced high technology, armament and features, the DDG-1000 will be the main US Destroyer in TAOW. An aviation deck gives the Zumwalt the capability to carry helicopters / UAV's (Unmanned Air Vehicles) or UCAV's (Unmanned Combat Air Vehicles) which further extends it's already advanced capabilities.
The Mk-57 Vertical Launching System (VLS) modules will give the DDG the ability to fire a great variety of missiles (Anti-Aircraft / Anti-Missile Missiles - Interceptors / Cruise Missiles / Anti-Ship Missiles). The Zumwalt will also have two Mk110 57mm guns which will do the defensive CIWS (Close-In Weapon System) role at point-defense/close ranges.

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Re: Naval Mode

Post  James100 on Sun Dec 07, 2008 2:53 am

Here's A Ruissian Aricraft Carrier:

The "Admiral Kuznetsov" :





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Re: Naval Mode

Post  Snake on Sun Dec 07, 2008 2:21 pm

Exactly, the Admiral Kuznetsov is the Flagship of the Russian Navy (and is also the only current aircraft carrier that the Russian Navy still uses).
At this time, the Kuznetsov is the Russian Flagship on the Navy Mode.


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Re: Naval Mode

Post  Marc15yo [Admin] on Sun Dec 07, 2008 5:42 pm

yup, it's a coincidence, me and snake were talking about it just a while ago afro
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Re: Naval Mode

Post  Snake on Sun Dec 07, 2008 5:48 pm

I was thinking the same thing lol!

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Queen Elizabeth class Future Aircraft Carrier CVF (002)

Post  Tusker2Zero on Mon Dec 08, 2008 10:12 pm

I'm assuming that future British aircraft carriers have been brought up at some point before:

Queen Elizabeth class
Future Aircraft Carrier CVF (002)

http://www.globalsecurity.org/military/world/europe/cvf.htm
http://www.globalsecurity.org/military/world/carriers.htm
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Re: Naval Mode

Post  Snake on Mon Dec 08, 2008 10:56 pm

Definitely, the Queen Elizabeth Class Carrier will most likely become the EU's Flagship.
About the US Navy, we are going to use the planned Gerald R. Ford Class Aircraft Carrier (more specifically the lead ship of her class, the USS Gerald R. Ford (CVN-78 ).

The USS Gerald R. Ford is going to replace the 'Big E' (USS Enterprise - CVN-65) and will become the Flagship of the US Navy.



The Gerald R. Ford-class carriers are also known as the CVN-21.
The CVN-78 will still use the same hull as the Nimitz Class though.

The aircraft carriers are going to be a huge joint project (maintaining an acceptable polygon count + having a good overall model quality is going to be one heck of a challenge).

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Naval Mode Priorities

Post  Snake on Tue Jan 20, 2009 9:59 am

Our Current "Naval Mode" Priorities:

1 - To "build" the foundations of the Naval Mode (test maps, first ships, coding, etc.);
2 - Modeling of newer ships / naval units;
3 - Brand new maps (more advanced and expanded);
4 - Building the first functional version of the Naval Mode (stabilized and with a good amount of units, naval surface warfare only);

Later on:

5 - Inclusion of more "exotic" units and logics (subs??? scratch );


Note that we may include a bit of Naval Action during the beta versions Cool! (to "increase" the "appetite" lol! ).

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Re: Naval Mode

Post  Tusker2Zero on Tue Jan 20, 2009 10:13 am

u r thy king!


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Gonna get me some!


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Re: Naval Mode

Post  AgustaBE on Tue Jan 20, 2009 11:36 am

Snake wrote:This new thread is specially dedicated to the new Naval Mode which TAOW will introduce.
Here we'll also present some of our latest additions.

-----------------------------------------------------------------------------------

Our Current "Naval Mode" Priorities:
(Note that these will change as new updates occur).

1 - To "build" the foundations of the Naval Mode (test maps, first ships, coding, etc.);
2 - Modeling of newer ships / naval units;
3 - Brand new maps (more advanced and expanded);
4 - Building the first functional version of the Naval Mode (stabilized and with a good amount of units, naval surface warfare only);

Later on:

5 - Inclusion of more "exotic" units and logics (subs??? scratch );


Note that we may include a bit of Naval Action during the beta versions Cool! (to "increase" the "appetite" lol! ).

please snake please include submarines !!!!!!!! cheers

^^ greetz
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Re: Naval Mode

Post  Jarhead on Tue Jan 20, 2009 12:50 pm

We can wait on sub's (would love to see them too). Build the factory before you start producing cans, right? Rock on TAOW!
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Re: Naval Mode

Post  Snake on Tue Jan 20, 2009 3:35 pm

Thanks guys sunny , fortunately Tusker called some extra backup (Beng) and Beng found a great way include submarines in ZH sunny

We'll have to define the surface warfare first though (after it's done, we can move on to mod the map.ini with Beng's help ).

Basically, to better accept subs, maps have to be taken to their maximum "depth" (so the subs can submerge). Our first priority though is to create a stable version of Naval Maps (we still have a loooot to do on the coding terms first, not to mention that ships are still being created).

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Re: Naval Mode

Post  Tusker2Zero on Tue Jan 20, 2009 4:25 pm

I can tell you that Beng's subs kick a$$ in his mods.

Beng has some crazy mad skills when it comes to modding. So with his help, I'm kinda anxious to see what becomes of the new subs in this mod.

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Re: Naval Mode

Post  Jarhead on Tue Jan 20, 2009 6:42 pm

I am absolutely enthralled to hear Beng is on the TAOW team! Hes the guy that can make the SEALs work if I had to bet. Thank God.! Seems to me that the next big challenge is the Aircraft Carrier? Smile
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Re: Naval Mode

Post  Snake on Tue Jan 20, 2009 8:27 pm

Tusker2Zero wrote:I can tell you that Beng's subs kick a$$ in his mods.

Beng has some crazy mad skills when it comes to modding. So with his help, I'm kinda anxious to see what becomes of the new subs in this mod.

Definitely sunny, huge thanks for asking him Tusker Thumbs Up! Thumbs Up! Thumbs Up!

Jarhead wrote:I am absolutely enthralled to hear Beng is on the TAOW team! Hes the guy that can make the SEALs work if I had to bet. Thank God.! Seems to me that the next big challenge is the Aircraft Carrier? Smile

Completely agreed, man I'm I glad that Beng is helping us (he's the Naval Guru and his help so far has dramatically increased the probability of subs being included sunny sunny sunny ), the next major challenges will be the Aircraft Carrier and Amphibious Assault Ships (specially on the coding level pale ).

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Re: Naval Mode

Post  AgustaBE on Wed Jan 21, 2009 5:27 am

Snake wrote:
Tusker2Zero wrote:I can tell you that Beng's subs kick a$$ in his mods.

Beng has some crazy mad skills when it comes to modding. So with his help, I'm kinda anxious to see what becomes of the new subs in this mod.

Definitely sunny, huge thanks for asking him Tusker Thumbs Up! Thumbs Up! Thumbs Up!

Jarhead wrote:I am absolutely enthralled to hear Beng is on the TAOW team! Hes the guy that can make the SEALs work if I had to bet. Thank God.! Seems to me that the next big challenge is the Aircraft Carrier? Smile

Completely agreed, man I'm I glad that Beng is helping us (he's the Naval Guru and his help so far has dramatically increased the probability of subs being included sunny sunny sunny ), the next major challenges will be the Aircraft Carrier and Amphibious Assault Ships (specially on the coding level pale ).

don't worry snake lol!
everything will be allright believe me u guys are such good modders u will surely make taow the most impressive mod ever built for any game !!!
keep up the good work(so just continue the way ur doing now :p)
rock on Rock on!

greetz !!!!!!!!!!!!!!!!!!
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Re: Naval Mode

Post  Snake on Wed Jan 21, 2009 3:46 pm

Huge thanks for the support F-16 Thumbs Up! , we're really appreciated Cool

We hope to include as much new and fresh inclusions as possible Cool!

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Re: Naval Mode

Post  Liberator on Thu Feb 26, 2009 11:50 am

Hay wait i though you cant have carriers That have aircraft land on them because of something in the code? because in VZH there carrier was a building and could not move No confused

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Re: Naval Mode

Post  James100 on Thu Feb 26, 2009 12:40 pm

Well, At First We Coudn't,
But Beng, A Coding Guru, And Our Contributor
Has Made Us A Code That Will Allow Us To Include Movable Carriers
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Re: Naval Mode

Post  Snake on Thu Feb 26, 2009 6:16 pm

Hehehe, just like James said, our comrade Beng is working on a special code which will able the carrier to be able to move and do it's role


In case of backup we have certain plans to still include Movable Carriers Twisted Evil

Expect TAOW to include a lot of experimental ideas and concepts (the kind which you and most C&C Generals players wouldn't expect to find in Zero Hour), many of which are already working and/or passed the test phases sunny

We're including a looot of bold logics, that's for sure lol!

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Re: Naval Mode

Post  Vegantor on Sat Apr 11, 2009 10:27 am

carrier can move? awesome so is it will be the commandcenter in naval map. Very Happy
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Re: Naval Mode

Post  James100 on Sat Apr 11, 2009 10:50 am

Exactly, That's Our Idea! sunny
Land: A Command Vehicle Such As The Stryker CV Variant
Air : An AWACS Unit, Such As The E-3, E-4
Sea : Super Carriers, The Flagships
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Re: Naval Mode

Post  Vegantor on Sat Apr 11, 2009 10:53 am

there is going to be ship to generate money right like tanker or something?
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Re: Naval Mode

Post  James100 on Sat Apr 11, 2009 10:56 am

Do You Mean Fuel?
Or Funds?

If Fuel: At This Point We Want To Create A Re-Fueling And Re-Arming System, But We Aren't 100% Sure About It Because Of The Coding, But We're Currently Fixing This Problem

If Funds: Only Like The Way I Said Before
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Re: Naval Mode

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