Here is an update! Ill post some screenshots next time for some who want to see some ingame. ATM im just revamping some units, fixing bugs, and planning an event map. The unit roster is what your going to see ingame, im not planning on adding anymore just revamping whats there. Some regular units feel like new so that always helps
Here a few changes ive made since last time. I tried something new with the flame tank, i might adjust the shading on it.
I guess from the hand of Nod that you are modding normal TS. Maybe you can port your work into TS UMP? It would improve the look quite a lot with all those working animations and other improvements. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
what does the spotlight tower do? does the GDI sheme stay with the nod sam site?
The spotlight tower just warns you when enemies come near, its only 200 cost with a build limit of 3 since it can get annoying. It's very usefull if your not watching an area of your base 24-7. I dont know what a sheme is...
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the purple lightning is blocky
Yes it is a bit overkill, thats in a map im not done yet.
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the mammoth tanks has 2 shemes instead of 1 (turret and body)
again, not sure what a Sheme is.
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raptor tank cameo is TW GDI predator, yet the ingame raptor looks entirely different
I know. thats where my artistry ends. I cant draw/paint worth a darn so I just took a tank that looks generally similar and modified it. I would glady make all custom drawn cameo's but thats beyond my talent.
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mobile warfactory, is it fixed? it had no floor
There will be no mobile warfactory. Just check the tech trees in the original post.
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did you noticed that the Nod warfactory has no floor when it opens the door like any other warfactories?
I never looked
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does the nod warfactory bib still has the clipping issue?
I dont know what issue this is, ill take a look.
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the entire snow map lightning in your screenshot is blocky and dark areas look extremely unnatural with that.
Ill adjust the lighting on that map. I beleive its because the light brightness is much too high while the map ambience is at 0.5.
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does the dropship has has it's animation frames?
There is no dropship, the dropship bay is changed to GDI advenced tech center which serves as the tech 3 upgrade. If your referring to the animation on the dropship bay i was using the GTDROP animations but was changing it to GADROP since it was not working on the snow maps. Just caught it on the middle of the change. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
1. Use the GDI Command Center SHP from Tiberian Sun Squared (Aka Tiberian Sun 2) instead of the Dropship Bay. You should instead use the Dropship Bay to replace the building that is currently using the Kodiak.
2. The GDI Mammoth Tank's body is too small for its turret.
3. The Raptor Tank could use less player color (red in the picture).
4. Nod Light Infantry should have their own different helmets, like in the cinematic videos
5. GDI Infantry should be gold instead of grey.
6. The GDI APC should have some gold instead of being entirely player color.
7. Sabatour is not a word in English. Saboteur is, however, and it's also the word you're looking for. QUICK_EDIT
I never did do well in english class, im surprised i didnt make any more spelling errors.
Yeah I started modding without the UMP, ive done too many changes to turn back so I just added some of what UMP did to my mod manually today.
Im changing a few things around, im making my mod work primarily with fog of war turned on. I know some people dont like this (you can turn it off) but im going to conform TS3 to function with it turned on. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
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.
I agree, The Firestorm defense was always clunky imo and took far too much effort to set. If you planned to use Firestorm Defense in TS it was like you were only playing defensively. In most cases if you were a skilled NOD player, which I was long ago , I would often destroy my GDI opponent as they were trying to build up there firestorm defense. Also let's say for instance they could get FSD perimeter up and full pavement, it was OP.
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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.
I can definately agree that Sub units were a big part of NOD. I would suggest nerfing it a bit or allowing it to built further into the tech level. Possibly slowing its underground speed by 30%. If not this then NOD will surely need some sort of sub unit/units like suggested.
I can also agree that Pavement building imo was a pain in the arse. It took too much time and effort and I found it annoying. Although increasing it's build area to the max and making it cheap does help negate some of this issue that others have added to thier mods.
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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 absolutely hated this. Sometimes you would start paving the ground forget one area. Area gets deformed and subterranean units would now have a nice mole hole right in the middle of your base permanently. >.< Also it sucked not being able to have that tight build formation like before.
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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 like mods that don't stray too drastically from what TS was. I like the idea of mods made more like an Expansion from the developer then a new game entirely. Your mod so far seems to fit in this vicinity. Great work and I look forward to it's release _________________
I absolutely hated this. Sometimes you would start paving the ground forget one area. Area gets deformed and subterranean units would now have a nice mole hole right in the middle of your base permanently. >.< Also it sucked not being able to have that tight build formation like before.
sub units can't pop out from sloped tiles, they need flat ground, therefore you can still pave if there is actually a hole they can dig through.
and of course it's permanent, it's meant to be used to deny placement capabilities. _________________ Hydraw Art on Facebook QUICK_EDIT
Well all the structures and units are balanced, im done adding/changing things and im nearing completion. Here is final unit roster for both GDI and NOD.
The mod is generally done either than some minor visual improvements and tweaking. Ill test it out over LAN today and if all goes well, ill upload it for you all to try and give feedback. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war Last edited by Aydra on Sun May 06, 2012 9:52 pm; edited 2 times in total QUICK_EDIT
Aydra you make this mod fully with Tibed? Then will you release the .tib file with it? The Import changes feature can be buggy. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
I did most of my changes with Tibed but I didnt import anything, I only used Tibed to edit the art.ini and rules.ini. And yeah I ran into a couple problems here and there since Tibed can make the ini's a little messy but I aint totally relying on it. I know ini editing directly (its not complicated) but Tibed makes it alot faster even though there is risk.
All my mod files include:
expand02.mix
ecache02.mix
Rules.ini
Art.ini
3x maps
No tibed files are needed
I also have backup after backup of saves incase something went wrong, my source files for my mod saved totals to 12.8 Gigabytes. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
After testing it over LAN I had to make a change to the Nod unit roster. I found that the Attack Buggy and Attack cycle both served the same scout role, and there was no reason to have 2 scouts. I also found Nod was lacking in anti-air defense since I removed the cyborg reaper. So what I did was merge both the buggy and cycle into a "Raider Buggy".
I wanted to have all units to be usefull, but I found attack buggies or attack cycles to be useless later game when mammoths and stealth tanks were driving around. This way you got 1 scout unit, that also plays as the main Anti-air vehicle. (think of the IFV in RA2)
Right now, Nod and GDI play quite solid, there are no major problems. Each faction has a counter for each factons attacks and each unit serves a unique purpose. No two units fire the same or function the same.
Also... pretty minor but i'm thinking it'll break the Engineer thing... but maybe give each side a unique graphic for the Engineer. (I.E: Grey for Nod)
And for the Building Survivor make it a unique Technician one. I know SuperJoe made some awesome Civilian SHPs which could go great as White Coat Survivors. _________________ ~ Excelsior ~ QUICK_EDIT
Hey guys I just Uploaded my mod, plz go to the original post to get it!
If you guys would like to review my mod feel free to do so.
Bugs I am already aware of:
- Nod computer wont build the Buggy
- Medic animation gets screwed up (i have no idea why)
- I didnt add the lights on the barracks yet
Thx for the support and I Hope you enjoy it! _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war Last edited by Aydra on Wed May 09, 2012 3:04 pm; edited 1 time in total QUICK_EDIT
Mod's really fun, although now it's easier to sit in your base, spam T2-T3 units and then steamroll the opposition (as both Nod and GDI).
The menus are also kinda buggy. The loading screen is new, but the TS/FS selection menu and the TS and FS main menus still look like the original ones from TS/FS.
Also, for some reason, GDI can detect any stealth units...Even without Sensor Arrays... QUICK_EDIT
Just remove the gmenu.mix from your SUN directory.
Same goes for anyone else that cant get the menu to work, and dont worry, that file became useless after firestorm was installed.
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Also, for some reason, GDI can detect any stealth units...Even without Sensor Arrays...
Some units veteran buffs give them stealth detection, also the gdi security tower can detect stealth but only next to it. Maybe your units were veteran? _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
I gave the mod some test runs today, as both GDI and Nod. Well you are a great artist, you have improved the look of TS a lot. Your new units all look great, also the cameos and menu. I really like your artstyle. The gameplay wasn't appealing to me much at all. I did like the new mlrs and stealth tank, the new buggy and wolverine. As for the other changes I didn't like them, you cut too much of the awesome features and replaced them with old TD gameplay, even the disc thrower is now a grenadier.
You improved the AI, the attack teams are now better than before. I noticed that the AI targets only Sam sites with the Ion cannon, that is if you have Sam sites.
I sadly have to say, without some changes in gameplay I wont play it much if anymore. The changes are quite simple I could make my own custom edit but meh. Still I respect what you did, it is a nice mod, just doesn't cut it for me. QUICK_EDIT
Well thx for the feedback. I can see what my mod lacks, and ill make the necessary changes. What I released is version 1.0, and ill start working on updates and add more to what's there.
This is what im planning on adding in a future updates:
-1 new unit to GDI and Nod
-New voxels - Aphibious apc, nod sensor array, multimissle
-1 superweapon/special to GDI and Nod
-Desert map
-City map
-Event map (waves or something)
-New Intro Videos
-New audio (music and ambient sounds)
and probably hundreds of tweaks...
I took a look at making money at it seemed too fast. It was also too easy to get to tech 3 and start building massive armies off of one tiberium field. As someone mentioned earlier, it was easy to just sit in your base and steamroll the enemy from there. I timed to see how long it took me to reach tech 3 and it was far too quick, also my harvesters didnt have to venture out of my base.
Im changing it around so when the tiberium field depletes in your base and you have to venture out, thats when tech 3 will become affordable. I tend to use a base with 3 harvesters as average, although I usually have 4 minimum. So instead of making the Temple of nod and Advanced GDI tech more expensive, im nerfing tiberium income, but it will still be higher than standard TS.
A few unit ideas i had in mind:
Mobile deployable turret - Both factions - (help control tiberium fields)
Sonic Jet Bomber - Nod _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
Keep in mind, when playing against the AI, it does cheat. The AI does not give a damn about money or requirements, it can produce tech 3 units from start without the needed buildings. So it can happen that at the start you get attacked by disruptors while you are still in tec1.
So when you make it harder to reach higher levels that only applies to humans. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
The AI does not give a damn about money or requirements
It surely does care about money; it just gets a starting cash bonus based on MultiplayerAICM. Also, its units can be made more expensive/inexpensive by editing the [Easy] and [Difficult] sections (for AI levels 2 and 0).
OrangeNero wrote:
So when you make it harder to reach higher levels that only applies to humans.
You can also edit the AI.ini to make it apply to the AI too, although it does make the AI less intelligent (it may produce some ineffective teams if one does that).
The AI does not give a damn about money or requirements
It surely does care about money; it just gets a starting cash bonus based on MultiplayerAICM. Also, its units can be made more expensive/inexpensive by editing the [Easy] and [Difficult] sections (for AI levels 2 and 0).
OrangeNero wrote:
So when you make it harder to reach higher levels that only applies to humans.
You can also edit the AI.ini to make it apply to the AI too, although it does make the AI less intelligent (it may produce some ineffective teams if one does that).
About the mod, I'll test it in the coming weeks.
I should have specified more, I meant because of the high AICM it does not care about money, it does once it has spend all of its bonus. As far as I know the AI can build every infantry once a barracks is up and every vehicle once a warfactory is up despite the lack of technology centers or other requirements building. QUICK_EDIT
Hey all, after I released my mod I took your feedback on improvments and suggestions and have been working diligently to to fix and better my mod. I have a rather big update on what ive been working on including a new map, unit, and many other changes. Take a look:
Tiberian Sun 3 - Version 1.1
Here is a new 1vs1 map made tournament style, and as you can see Ive added new map previews for my maps.
After testing I decided to replace the Plasma Legionnaire. I never found a situation where is said "I could really use some Plasma Legionnaire's right about now" so I found them to be a filler unit. So I replaced him with the Ghost:
The Unique ability of the Ghost is to fire differently based on the type of taget he is attacking. The ghost is also cheap for mass production and scales when upgraded to veteran much more than the average unit.
Making sure each unit is usefull and enjoyable is important in TS3, so I am always looking to improve the units in any way. Diversity is also important, So ive done an audio and visual improvement to the way most units fire. I also found that Nod was a bit favored so I focused more on GDI in the update, but Nod still got some improvements Here is a long detailed list of changes ive made (or that I can remember):
Jumpjet Trooper:
- Now fire's explosive rounds making them effective to all armor types
- Turn, climb, and movement speed all increased
- Increased health
- New audio and visual when fireing
Mammoth Tank:
- Adjusted damage to match a RA2 style Apocalypse tank
- Increased Health
- Increased Damage
- Slower, but overall more powerful
- New audio when being selected
Hover MRLS:
- Now fires high speed rockets in bursts of 8 with a chance to miss the target. The rockets now do increased area damage and is mainly affective for groups of units. Rockets now function much like cannons, (still fires upon aircraft without missing)
- New audio when being selected
- Increased damage
Titan:
- Now fires projectile
- New Audio when fireing and being selected
Wolverine:
- Greatly increased effectiveness against infantry
Orca:
- Inreased damage
Componant Tower:
- Is now Light armor since the flametank had trouble destroying it
- Increased Health
Raider Buggy:
- AA weapon changed to explosive rounds, fires in bursts of 2.
- New AA weapon fire audio and visual
Harpy:
- Now fires Explosive rounds
- New audio and visual when fireing
- Is now usefull!
Stealth tank:
- Now fires high speed non-arcing rockets in bursts of 6, reducing chance to miss target.
- Can no longer fire over walls
- New Audio when selected
Flame Tank:
- Inreased effectiveness to structures
- Increased damage
- New audio when selected
Temple of Nod:
- Armor and Health adjusted to match GDI Advanced Technology Center
New audio added when being selected and/or fireing: (Brand new sounds, not TS sounds)
Mammoth tank
Mammoth MKII
Hover MRLS
Harvester
Jumpjet Infantry
Ghost
Harpy
Stealth tank
Amphibious APC
Raider Buggy
Nod APC
MCV
Mobile Sensor Array
Flame Tank
These features that will be implemented in the next version and possibly more:
- Another Map (Canyon desert style)
- Finished audio for structures and units when being selected
- Improved voxel for Amphibious APC
- Possibly 2 new units, GDI Sonic Jet, and NOD Termite Drone. (not sure yet)
Thanks all, have a good day! _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
I just uploaded version 1.1 up on Moddb but it is currently awaiting to be authorized, once that is done you can download it! I am also removing the download from the first topic and you will have to go to moddb to get it. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue May 22, 2012 1:33 am Post subject:
It's looking nice so far. Are you interested in getting your mod hosted in PPM? If your answer is positive, PM me with the forum and subforum names and a description for each. QUICK_EDIT
I agree you should get hosted and like Aro said that map does look good great work I've been watching this mod and it does look very promising. QUICK_EDIT
Thanks for the feedback and yes, id like to get hosted on PPM. I still have alot to add to the mod so there will be alot more updates. _________________ MODDB Profile: http://www.moddb.com/mods/the-second-tiberium-war
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