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Tiberian Sun 3 version 1.2 (Standalone) Release
Moderators: Aydra, Ever_Valiant
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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sun Jun 10, 2012 3:21 pm    Post subject:  Tiberian Sun 3 version 1.2 (Standalone) Release
Subject description: version 1.2 is out
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Tiberian Sun 3 version 1.2

Download Here: http://www.moddb.com/mods/tiberian-sun-3

The mod is now standalone, this will allow me to modify alot more without making it user friendly for installation. This will also prevent any inexpected errors to occur due to others who don’t have a complete fresh installation. (Comes with the wsock32 lan patch for LAN play and the cnc graphics patch)

Conquest Match Type:

At the Moment TS3_Hurricane will be the only map that will use this feature but more will be developed in future updates.

Maps:




Units:


- Nod Carryall
Serves the same purpose as the Orca Carryall but is only available on Conquest maps to help with capturing out of reach objectives.

Cameos:


Voxels:


Audio:
- Added unique selection sounds to each structure for GDI and NOD.
- Reduced volume of cash flow ticks
- New charging and fire sound for Obelisk
- New stealth/cloak audio

General:
- Now all resolutions are available in the ingame options
- Ion Storm lightning no longer causes forest fires
- All offensive units (not flametank,cyborg) have new upgraded weapons once becoming fully veteran. More damage, bigger explosions, new audio, burst fire, etc.
- Bots now build Oracles
- Bots will use Sabateurs, so watch out!
- Reduced hitpoints of orca bomber
- Security tower now has a 5 space radius stealth sensor
- Mobile sensor array cost reduced to 750, Sensor radius reduced to 11 spaces
- Reduced mammoth tank AA rocket damage
- Mammoth MK.II hitpoints increased 20%, now can carry 5 infantry
- MCV now requires Service Depot
- Silo’s have been reimplemented to prevent a cash loss problem
- Obelisk is now heavy armor

If you played my mod and liked it our had problems, please rate and review on http://www.moddb.com/mods/tiberian-sun-3 . This will help me to make improvements for future updates.

_________________
MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sun Jun 10, 2012 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just as an addition, Im taking my time on the next update. I have some great improvements that will be a big addition to the mod. I've already started working on it but will keep it under wraps till near completion (it's gonna be good Cool ). I'm also starting a new job this week so my time to work on it will be reduced. Thanks again and enjoy 1.2!

_________________
MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war

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DeathlyRose
Cyborg Soldier


Joined: 24 Oct 2008

PostPosted: Sun Jun 10, 2012 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is just my opinion after playing for abit. one of the most fun units in this version is the termite mine. The reason being is i just find it funny too deploy alot of them and just see AI just run up and sucide too them XD.
Main point Being is each unit must be fun in the eyes of the one playing. just a piece of advice. Because if its not fun it doesn't matter how balanced or unbalanced you make it. One of my friends destroyed his mod by nerfing all the fun stuff out.

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