Posted: Sun Apr 08, 2012 2:27 pm Post subject:
Tiberian Sun 3 + Release + Updates
Command & Conquer - Tiberian Sun 3
I created TS3 with the hopes to perfect gameplay, and bring a new level of strategy to the Tiberian Sun Universe. The mod is mainly a gameplay modification with some new units and structures to help blance things out, it is not a total conversion. Some visual improvement were added but the overall goal was to make the original units more fun. I’ve reworked the tech tree’s from the ground up and added/replaced original units for both factions. Here is a few pics of the tech tree's displaying the new units and new Tech levels.:
GDI: is now a powerhouse, using brute force to destroy their enemies. Such units include the Mammoth tank, Plasma Legionnaire and mobile repair vehicle.
NOD: uses agility and the element of surprise to eliminate the opposition. The stealth tank, sabatour, and parasite drone are unique powerfull units that can wreck havoc in the hands of a skilled commander.
Overall the mod has a smaller unit and structure base than the orignal Tiberian Sun, but more isnt always better. Every original unit has be reworked to be unique and usefull in many situations. Overall gameplay has been sped up to match a Red Alert 2 speed, and Tiberium harvesting has been tweaked to make a more stable income. Several mod features include:
- Reworked Units
- Reworked Tech trees
- New maps
- New units
- Improved Cameo’s
- Fully Reworked Veterancy Buffs
- Faster gameplay
- and many more tweaks...
Here a few screenshots:
Campaigns will not work with my mod, this is only for Skirmish and LAN.
I want to make skill a priority over quantity of units. A MRLS for example in the hands of a skilled player will be able to eliminate several units that would normally destroy it if coordinated correctly.
Looks very interesting but I've no idea what the classes actually mean and find the names very confusing in this type of game. "Warrior" doesn't really make any sense since theyre all weapons of war. "Mercenary" is confusing too as it doesn't suggest any particular play style, only that they are mercenaries which I assume isnt the case anyway.
Perhaps something like "Assault" and "Defense" or "Specialist" would work better for RTS. QUICK_EDIT
Looks very interesting but I've no idea what the classes actually mean and find the names very confusing in this type of game. "Warrior" doesn't really make any sense since theyre all weapons of war. "Mercenary" is confusing too as it doesn't suggest any particular play style, only that they are mercenaries which I assume isnt the case anyway.
Perhaps something like "Assault" and "Defense" or "Specialist" would work better for RTS.
sounds interesting, will track and intend to try out whenever you release something. Can't say that I like your decision to leave out underground vehicles, the stuff about the mlrs (its mlrs not mrls as far as I know, multiple launch rocket system) does sound good however reminds me of the buratino in wargame ee. How will you handle arty? QUICK_EDIT
regarding your last cameo - it doesn't have a shadow, or something. Might've helped giving it a more accentuated shadow.
I assume your talking about the stealth tank, yeah ive touched that up several times already and it still looks bland, guess ill do an overhaul.
Quote:
OrangeNero: How will you handle arty?
Well i looked at the Artillery and Juggernaut, the artillery is focused damage while the Jugg is area damage. I had no initial problems with the artillery other than the explosion animation which was the size of a grenade, so i changed that to the Orca bomber warhead explosion which looks way cooler. Other than that I dont know yet.
Quote:
Looks very interesting but I've no idea what the classes actually mean and find the names very confusing in this type of game. "Warrior" doesn't really make any sense since theyre all weapons of war. "Mercenary" is confusing too as it doesn't suggest any particular play style, only that they are mercenaries which I assume isnt the case anyway. Perhaps something like "Assault" and "Defense" or "Specialist" would work better for RTS.
Well here's what I was thinking:
The reason im creating classes is to help me seperate each unit into groups to easily define its role. Say a specific unit is considered a Defensive class, I can easily find its counter class to balance it.
It also helps for new players to choose a team to counter the attack force the enemy is sending. Think of it this way, the enemy is sending a force toward your base. It consists of:
2 - Support
5 - Mercenary
3 - Warrior
6 - Scout
(dont worry im changing the names )
Looking at that, I can easily make a counter offensive team without looking at each individual units stats.
I guess this helps me out more than you, Ill see how this goes. If it doesnt seem practical, ill scrap it. /shrug _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
Well CNC4 (may that game forever be heresy) had class style game but difference in that game was weapons did 1% or 1000% warhead damage and no resource collection.
If you can balance the game play style whilst still maintaining "zone control" could be interesting
Also note that realism can affect balance on a very minor level which can be noticeable over time, example being a damage=20 burst=2 weapon vs a damage=40 weapon _________________ QUICK_EDIT
What I listed was the entire unit roster. Though there is less units than the original TS+FS, im putting alot of time into balance. I changed the MRLS and Stealthtanks to be burst damage so i had to re-evaluate a few things to counter that. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
I suggest a name change since there is already a mod here called Tiberian Sun 2.05 _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Apr 14, 2012 7:09 pm Post subject:
TibEd != skills, actually, it's quite opposing that. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Im just making this mod on my own time and overall im more of a "Novice" modder just trying to do something different. Ill keep working at it and hopefully it turns out great. Im going to make some changes based on your feedback and Ill post a rather large update in the following weeks on my progress. Thx again! _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Apr 15, 2012 9:57 am Post subject:
The intention is good, but try to learn inimodding directly.
TibEd is just a plague. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Alright guys, Im changing the name and need your feedback so i can get to working on the Main Menu. Just tell me if either of these are taken:
1. Tiberian Sun 3
2. Tiberian Sun :Aurora
3. Tiberian Sun :Redemption
4. Tiberian Sun :Tacheon
5. Tiberian Sun :Chuck Norris style
6. Tiberian Sun 87: Kane is dead, I think... _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
Alright Im changing some things such as the title, and ready to post more updates. If one of the moderators could change the name of the post to
"Tiberian Sun 3 - by Aydra" , I would like to fix everything so we have no confusions with the other Tiberian Sun 2 mod here on the PPM site
Or better yet, delete the entire post and ill remake it. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war Last edited by Aydra on Wed Apr 18, 2012 6:16 pm; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Apr 18, 2012 5:53 pm Post subject:
Or edit the first post and that would do it. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Alright, ive changed everything that you guys have suggested and have re-posted it all at the top including tech tree's. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
Unlike RA2, is TS able to draw/render the text of the Name key on the cameos.
There is no need to put the name into the picture, when the engine can optionally (you can turn cameotext on/off ingame) show it over the cameo.
@Aydra: as a name i would suggest something that also fits to the mod.
e.g.
TS - Future Warfare
TS - BaTTLe (BaTTLe= shortcut for Back To The Level) (or find a better word for Level which also starts with Le and describes the "Back To The Roots" theme of the mod) _________________ SHP Artist of Twisted Insurrection: Nod buildings
My mod is officially named Tiberian Sun 3 or TS3 for short. Im not gonna worry about the subtitle yet, im really picky on names. It's actually Tech Level 1-3 (I might add 4).
This was the first time I modded the Main menu and had made one with the TS2 Title. Here a pic:
Im not using it anymore, it was just a test ui so i can get it working, so if anyone wants it for your mod i can upload it for you. I can remove the back title and you can place yours there. I also have a menu for the TS/TS firestorm selection screen too.
It's a nice concept, and it reminds of dota, you have to scale all your way to the top to get those nice heavy assault units, if I were you, I would place some focus on Harasser units that can go hunting harversters right from the beggining, that way you can stop your oponents farming and create some pressure.
Sorry if I gave an idea that was already mentioned.
And I may have some spelling errors, please just don't notice them, I'll improve my english soon.
That's all, Cheers. _________________ Account Offline, Changed my name to Nolt. QUICK_EDIT
It's a nice concept, and it reminds of dota, you have to scale all your way to the top to get those nice heavy assault units, if I were you, I would place some focus on Harasser units that can go hunting harversters right from the beggining, that way you can stop your oponents farming and create some pressure.
Sorry if I gave an idea that was already mentioned.
And I may have some spelling errors, please just don't notice them, I'll improve my english soon.
That's all, Cheers.
Actually im playing League of legends right now
But yes thats the idea i got when i started making it, though leveling units and buying upgrades might not work with the TS engine. But I do think that DOTA and League of legends has the right idea for upcoming strategy games in terms of action.
At first I wanted to have a construction yard you can upgrade from tech 1-3 like warcraft 3, which is possible mind you. I could have 2 upgrade slots like the upgrade center but change the animation to whatever i wanted to give the impression the building is being upgraded with armor or something.
I was also thinking of having event maps where you and another player build up and race to destroy the neutral base command center. Ill see whats possible with the map editor and triggers _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
It's a nice concept, and it reminds of dota, you have to scale all your way to the top to get those nice heavy assault units, if I were you, I would place some focus on Harasser units that can go hunting harversters right from the beggining, that way you can stop your oponents farming and create some pressure.
Sorry if I gave an idea that was already mentioned.
And I may have some spelling errors, please just don't notice them, I'll improve my english soon.
That's all, Cheers.
Actually im playing League of legends right now
But yes thats the idea i got when i started making it, though leveling units and buying upgrades might not work with the TS engine. But I do think that DOTA and League of legends has the right idea for upcoming strategy games in terms of action.
At first I wanted to have a construction yard you can upgrade from tech 1-3 like warcraft 3, which is possible mind you. I could have 2 upgrade slots like the upgrade center but change the animation to whatever i wanted to give the impression the building is being upgraded with armor or something.
I was also thinking of having event maps where you and another player build up and race to destroy the neutral base command center. Ill see whats possible with the map editor and triggers
I believe that having Buildings that mark the change from lvl 1 to 2 and so on is far enough, loosing a lvl 4 conyard could be very catastrophic to this style of gameplay and could easy end in a GG.
Also, why are the Harpy and Banshee on the same lvl O.o?
Event maps are also a nice addition, I wish I could know how to map :l
I think I don't need to mention that I really liked your idea and I look foward to play it. Good Luck and have fun, if you need a tester pick me hehehe. _________________ Account Offline, Changed my name to Nolt. QUICK_EDIT
Ill have to check, but adding an ugrade to a building also adds hit points. I beleive when you upgrade a component tower with a vulcan cannon, the vulcan cannon has its own hp it adds to the towers hp. I think i saw that somewhere and if its true, a tech level 3 conyard would have alot more hp than a tech level 1.
GDI is forcused more on airpower than nod, i didnt think it would be a problem giving nod in the tech 2 bracket. MRLS do decent damage to aircraft. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
:MEGUSTA: I liked your tank, you don't see that design everyday, the promotions look good too. _________________ Account Offline, Changed my name to Nolt. QUICK_EDIT
Yeah they all look nice, I like your lighter grey scheme (ala TD versus black TS/TW). The Raptor cameo should really be altered though IMO, not a fan of using the Predator as a base but if you really want to it'd be better moving the barrel to the centre of the turret. QUICK_EDIT
Yeah they all look nice, I like your lighter grey scheme (ala TD versus black TS/TW). The Raptor cameo should really be altered though IMO, not a fan of using the Predator as a base but if you really want to it'd be better moving the barrel to the centre of the turret.
The GDI has repair vehicles and mammoth tanks? I think it's time to start wearing yellow instead of red...
(Seriusly how do I counter that O.o?) _________________ Account Offline, Changed my name to Nolt. QUICK_EDIT
I just saw that you also have intentions on tech-leveling. Seems to become fashion. I looked at your techtree and i find it a bit confusing, You go further with the number calling it TS3 but regress.
I look at what you did, TS feels more like TD now overall. You have made some cuts which I find crucial for an enjoyable TS experience.
I could be wrong, for some of your new stuff I have no idea what it does. It does seem however that your mod gets more conventional and traditional then were TS went.
For example, you can advertise and polish the look of a unit such as the Nod APC as professional as you want, its look and nice descriptions don't hide the fact that from an awesome underground apc it has became the old boring ground transport, I believe in TD it at least had an MG which yours lack. Give it stealth or much more hp and speed is my suggestion, or make it heal infantry or something. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
why do you cut really most of the features that made TS progress from TD? deformable terrain was a feature that could have done even more in the vanilla TS, hell it would be fun if used correctly, deformable terrain is something the westwood crew was proud of and TD didn't had, it was one of the key features that made it different, the ability to change the environment. then the firestorm generator, why do you cut the system? it's another thing that made it stand out, time limited energy shield walls that are unpenetratable. subterrain technology is completely cut, why? instead of tweaking it, why? instantly you've cut a LOT of potential that could be tweaked even in other ways to make both sides distinguish from another and/or could mean a different tactical approach, much like the starcraft universe has, now it is decreasing in tactical possibilities and features, you have good really good keychanges with the techlevel system, but i don't understand how you can completely throw away so much stuff that can be used in other ways. _________________ Hydraw Art on Facebook QUICK_EDIT
The parasite need less red/teamcolor and more gray, if you ask me.
Yeah I said that to myself aswell, I'll change it.
Quote:
The GDI has repair vehicles and mammoth tanks? I think it's time to start wearing yellow instead of red...
(Seriusly how do I counter that O.o?)
It looks that way, but even with Repair vehicles and mammoths, Nod is a challenge to defeat. The stealth tanks ATM can make quick work of mammoths.
Quote:
I just saw that you also have intentions on tech-leveling. Seems to become fashion. I looked at your techtree and i find it a bit confusing, You go further with the number calling it TS3 but regress.
I look at what you did, TS feels more like TD now overall. You have made some cuts which I find crucial for an enjoyable TS experience.
I could be wrong, for some of your new stuff I have no idea what it does. It does seem however that your mod gets more conventional and traditional then were TS went.
For example, you can advertise and polish the look of a unit such as the Nod APC as professional as you want, its look and nice descriptions don't hide the fact that from an awesome underground apc it has became the old boring ground transport, I believe in TD it at least had an MG which yours lack. Give it stealth or much more hp and speed is my suggestion, or make it heal infantry or something.
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why do you cut really most of the features that made TS progress from TD? deformable terrain was a feature that could have done even more in the vanilla TS, hell it would be fun if used correctly, deformable terrain is something the westwood crew was proud of and TD didn't had, it was one of the key features that made it different, the ability to change the environment. then the firestorm generator, why do you cut the system? it's another thing that made it stand out, time limited energy shield walls that are unpenetratable. subterrain technology is completely cut, why? instead of tweaking it, why? instantly you've cut a LOT of potential that could be tweaked even in other ways to make both sides distinguish from another and/or could mean a different tactical approach, much like the starcraft universe has, now it is decreasing in tactical possibilities and features, you have good really good keychanges with the techlevel system, but i don't understand how you can completely throw away so much stuff that can be used in other ways.
Alright ill answer both your questions together.
Tech levels seem to be the next logical step, and thats probably why so many mods lean toward it. There are some things I learned when I attended video game school. Even though something in the game such as "firestorm defense" is cool and is a big part of GDI, if it doesnt fit or is a bit clunky, you HAVE to remove it. It's like cutting off a limb, but it has to be done. When you look at a particular unit or structure in a game, you have to look at how it can be exploited or the potential hazards that come with it. I'll explain:
FIRESTORM: This is a awesome idea and I didnt want to remove it, BUT I found it was a giant time sink to build and maintain, it prevents against anti air threats mainly, and its cost is much larger than the money it saves. In Tiberium wars your superweapons were always on the screen, so you can access it instantly whenever you wanted. With TS this isnt so, its on your build list and you gotta scroll and find it to activate, which I found a nuiscense. Also you can accidently destroy your own units that happen to be crossing the firestorm (eg. Harvesters) which is more money than allowing your structures to be destroyed.
SUBTERRAINEAN: This isnt a bad idea either, but to counter subterrainean units you have to cover your base with pavement, which i found a chore. But the main reason i removed it is engineer rush. The sub* apc engineer rush is by far the most overpowered tactic in any C&C game ive played. And not to mention the APC and engineers can be constructed rather early on in the build list, unless you walled every structure, which is out of the question. I might add a sub* unit, but it wont be APC.
GROUND DEFORM: Something I would have left except for one reason, its permanent. Having the map change due to your actions is cool, but it prevented you from building at certain locations permently, which I didnt like. If you can repair the ground or have buildings fix it (i think generals did that but i dont remember), I would have kept it.
I believe thats what the game designers thought, since none of these were implemented into RA2 or any C&C later on.
I live with my brother and I play my mod with him over LAN, so I do test the game somewhat with another player instead of just AI. Im not saying these problems can't be remedied, im sure there are other mods that improve them, but TS3 will not. Its a risk im going to take, but it doesnt mean it will be boring. The primary focus of TS3 is to take the ordinary simple units and make each one unique, it's strength, firepower, speed, utility and so forth. That's something I cant show with screenshots so it's something you'll just have to wait'n see. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
The parasite need less red/teamcolor and more gray, if you ask me.
Yeah I said that to myself aswell, I'll change it.
Same for the Nod Raptor tank, too much player color.
Aydra wrote:
Quote:
I just saw that you also have intentions on tech-leveling. Seems to become fashion. I looked at your techtree and i find it a bit confusing, You go further with the number calling it TS3 but regress.
I look at what you did, TS feels more like TD now overall. You have made some cuts which I find crucial for an enjoyable TS experience.
I could be wrong, for some of your new stuff I have no idea what it does. It does seem however that your mod gets more conventional and traditional then were TS went.
For example, you can advertise and polish the look of a unit such as the Nod APC as professional as you want, its look and nice descriptions don't hide the fact that from an awesome underground apc it has became the old boring ground transport, I believe in TD it at least had an MG which yours lack. Give it stealth or much more hp and speed is my suggestion, or make it heal infantry or something.
--------------------------------------------------------------------
why do you cut really most of the features that made TS progress from TD? deformable terrain was a feature that could have done even more in the vanilla TS, hell it would be fun if used correctly, deformable terrain is something the westwood crew was proud of and TD didn't had, it was one of the key features that made it different, the ability to change the environment. then the firestorm generator, why do you cut the system? it's another thing that made it stand out, time limited energy shield walls that are unpenetratable. subterrain technology is completely cut, why? instead of tweaking it, why? instantly you've cut a LOT of potential that could be tweaked even in other ways to make both sides distinguish from another and/or could mean a different tactical approach, much like the starcraft universe has, now it is decreasing in tactical possibilities and features, you have good really good keychanges with the techlevel system, but i don't understand how you can completely throw away so much stuff that can be used in other ways.
Alright ill answer both your questions together.
Tech levels seem to be the next logical step, and thats probably why so many mods lean toward it. There are some things I learned when I attended video game school. Even though something in the game such as "firestorm defense" is cool and is a big part of GDI, if it doesnt fit or is a bit clunky, you HAVE to remove it. It's like cutting off a limb, but it has to be done. When you look at a particular unit or structure in a game, you have to look at how it can be exploited or the potential hazards that come with it. I'll explain:
FIRESTORM: This is a awesome idea and I didnt want to remove it, BUT I found it was a giant time sink to build and maintain, it prevents against anti air threats mainly, and its cost is much larger than the money it saves. In Tiberium wars your superweapons were always on the screen, so you can access it instantly whenever you wanted. With TS this isnt so, its on your build list and you gotta scroll and find it to activate, which I found a nuiscense. Also you can accidently destroy your own units that happen to be crossing the firestorm (eg. Harvesters) which is more money than allowing your structures to be destroyed.
SUBTERRAINEAN: This isnt a bad idea either, but to counter subterrainean units you have to cover your base with pavement, which i found a chore. But the main reason i removed it is engineer rush. The sub* apc engineer rush is by far the most overpowered tactic in any C&C game ive played. And not to mention the APC and engineers can be constructed rather early on in the build list, unless you walled every structure, which is out of the question. I might add a sub* unit, but it wont be APC.
GROUND DEFORM: Something I would have left except for one reason, its permanent. Having the map change due to your actions is cool, but it prevented you from building at certain locations permently, which I didnt like. If you can repair the ground or have buildings fix it (i think generals did that but i dont remember), I would have kept it.
I believe thats what the game designers thought, since none of these were implemented into RA2 or any C&C later on.
I live with my brother and I play my mod with him over LAN, so I do test the game somewhat with another player instead of just AI. Im not saying these problems can't be remedied, im sure there are other mods that improve them, but TS3 will not. Its a risk im going to take, but it doesnt mean it will be boring. The primary focus of TS3 is to take the ordinary simple units and make each one unique, it's strength, firepower, speed, utility and so forth. That's something I cant show with screenshots so it's something you'll just have to wait'n see.
I'm going to have to agree with Aydra. If you want a mod with these features, play that mod instead...
I think Aydra's mod is looking fairly interesting and balanced.
Aydra, you could always make the Nod APC cloak. As for the subterranean APC problem, you can always wall of your ConYard and/or allow ConYards to pack up into MCVs, like in newer C&C games. Oh, and the front of the Mobile Repair Vehicle in the cameo doesn't fit with the one on the voxel. It's also grey instead of gold, like other GDI vehicles...
EDIT: Too lazy to make a new post, but Sabatour is wrong. It's Saboteur. Last edited by Alex06 on Tue Apr 24, 2012 11:21 pm; edited 2 times in total QUICK_EDIT
First, I write the following as in what my honest thinking is, because honest feedback is the only feedback of value. Hope you wont take it too harsh. I believe into the freedom of modding so mod as you please as the following is just IMO.
Techleveling is awesome and indeed the next logical step. Thats why You, Tiber, and I do it.
Your arguments against the Firestorm generator is WHAT MADE IT GOOD, not bad. Its not a simple GREAT WALL, its a FIRE WALL, which will kill your units if you don't manage it wise. Its not a simple dumbed down element, you have to be aware of its correct use, like fire you will burn yourself with it but its still a useful element. TS plays in a harsh environment such elements as the Firestorm wall aid to this. It didn't paid off? It was a guaranteed defense, being able to block everything no matter what on the ground and the air is a huge power, it was also able to provide defense against those nasty Nod missiles.
About the buildlist: It is now in my own mod where I added a huge load of new stuff that the build list is getting too stuffed, and I would wish for a RA2 list. If I could I would import the UI from Generals ZH. Your argument about not having the SW at your disposal immediatly is a weakness of the old UI and speaks against all SW in any 2D C&C. My gameplay suffers from simply not finding what you want which is a pity but a game weakness to which they addressed in the future.
Subterranean tactics: You can counter them by surrounding all your valuable buildings with walls, btw the first thing you do in RA2 after the barracks is up. You can spot them from far with the Sensor, You can emp it forcing it to come up. And yes you can use pavement, a feature which I really liked and miss in most RTS as the building look like someone planted them made out of playmobil. Call me nuts but i enjoyed giving my base pavement roads just for the eye candy (not in MP). As Nod is about guerrilla warfare they desperatly need such weapons as underground traveling.
You do not have to guess into some believe of what the creators had in mind with C&C, they said it http://media.moddb.com/images/groups/1/4/3015/9.jpg Also theres a C&C before and since RA2, A C&C before and since EA. What the personal thoughts are about this story doesn't matter as one thing is for sure it was a crucial event that marked the future of the franchise.
I didn't want to but I will tell you about some more cuts which I despise mostly for Nod. The tick tank is now a common medium anti all ground tank that can't dig. The Cyborg Reaper is cut and with it his net launcher his Rockets unique rockets and his awesome death scene. The hunter seeker which I always hated but still respect since it belongs into the game. Mobile warfactory and EMP wtf??? Mutant hyjacker??? Ghoststalker??? If theres no vehicle hyjacking and c4 than it would be a drastic cut. Why on earth remove the Limpet drone, apart from it using a buildslot theres no reason I could think of to remove it?
You alter Nod playstyle drastically, Nod was able to have outposts: mob stealth gen and tick tanks and arty all deployed with a mob warfacory maybe. This is now barely possible anymore. It seems you break the whole guerrilla warfare of Nod. You also cut much of the content that came with Firestorm.
I am very interested into how you will manage to keep the game fun, the modifications you made are quite controversial, it could pay off. I am aslo curious how it pays out that you were in that video game school thingy. Well good luck and keep it up. QUICK_EDIT
I wasnt angry, I was just explaining my reason for what I did. Some things are hits and some things are misses, and there's only one way to find out. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
Well personally I like the simplicity of this mod. It's at least well made and thought out with clear unit roles, counters and whatnot. As this is a mod there's no reason to stick to original TS units whatsoever. QUICK_EDIT
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