Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Jul 30, 2025 10:27 pm
All times are UTC + 0
Command & Conquer 3: Tiberian Twilight
Moderators: Global Moderators
Post new topic   Reply to topic Page 2 of 2 [71 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: Previous 1, 2
Author Message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Feb 28, 2007 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

(Delphi is means Renegade 2 with "this" in the following quote)
Delphi-PG wrote:

Ishmael did a design for this in the RA universe back in 2003 before EA moved Westwood to Los Angeles. We even had a working proto type. It was awesome! Now if we only had a Chronosphere.

Ishmael-PG wrote:
Renegade 2 was going to kick so much ass... sigh. Sad

We even had the giant ants back in the bonus level.

Ishmael-PG wrote:
We didn't get to model building for any of the Renegade 2 levels or models aside from a few that all of you have had access to (Prisim tank, etc.) for quite a while. The only partial level built was the Marin Headlands one we used in the internal demo.

Ishmael-PG wrote:
Renegade 2 was always set in the Red Alert universe.

So I know Renegade 2 was going to be in the RA universe and at the time EA/Westwood Pacific insisted on the Red Alert and C&C universes to be separate (seeming this was after the release of Red Alert 2, with which all the arguments about weather the RA and C&C universes were separate or not began).
Seeming the Prism tank was mentioned, I'm guessing Renegade was going to take place in between RA1 and RA2...
We all know now that's impossible, seeming RA2 just can't happen after RA1 (I guess EA tried to separate the universes because they knew nothing about the C&C story and figured they could make twice as much money with 2 different universes).
It was also stated by Ishmael that the original intention (after the idea of the C&C trilogy -TD, TS, TT- was scrapped) was to make the C&C time line like this:
Red Alert > Tiberian Dawn > Tiberian Sun > Tiberian Incursion
and when Westwood Pacific released Red Alert 2, their intention was to let RA2 occur in a different universe, which was created when someone messed around with a time machine again (just like Einstein did when he removed Hitler from time) in Tiberian Incursion. This is in my opinion indeed the only way for Red Alert 2's existence within the C&C canon to make sense, but unfortunatley I doubt this is also what EA was/is thinking.

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Mar 04, 2007 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Once again, please put all of the 'whats official RA2' argument in another topic plz.

Now for my mod, an idea ive come up with (well Viper gave it to me) is to use a 'threat level' system, where by you have to upgrade your threat level at the Conyard. Each level gives you new units, also i have a basic GDI unit list up, here it is (plz note i havent chosen weather to keep or remove the Survayor and Rig)



Low - Light APC and Infantry (Rifle, AT & Engineers).

Guarded - Predator, Pitbull (Mg can be upgraded with AT missiles), Mobile Turret, Amphibious APC (Not in image yet, im lazy #Tongue lol) and Orca Transport.

Elevated - Zone troopers, Titan, Wolverine, Mammoth Tank, Light Dropship & Orca Gunship.

High - Disruptor, Hover MLRS, Mobile Barracks, Juggernauht Mk2, Orca Fighter, Medium Dropship and Firehawk.

Severe - Commando, Upgraded Titan (Name still to be decided), Mammoth Mk2 Walker and Heavy Dropship.

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sun Mar 04, 2007 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good idea (sounds kinda like KKND techlevels),
but I think you have too many units.
Basically you have TS+ TW units, I think it would be better if you made evolution of TS ones and keep some TW ones, but wouldn't have more than typical unit type count +4 or so.
I'd like if each level added something new, not light APC, amph APC or
predator,titan,mamooth tank,titan2...
That would be better if you modded Supreme Commander and used it's style, or tried to make a Supreme Commander style TW mod (not a bad idea IMO, SC is much better than TW, but hard to mod)

_________________
Time will tell...
Sooner or later...
Time will tell...

Back to top
View user's profile Send private message
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Mar 04, 2007 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm here to mod C&C3, into a better version, not into SC. Keep that game out of it. (It looks good but im not changing my mod Razz )

As for the units, the reason i have used TW units early on is that in the campaign GDI starts at Low threat level, they also are restricted with their budget. So they are stuck with basic cheap units (TW stuff), once the war starts and escalates then they start producing their more powerful units (TS).

I've tryed to keep this as logical as possible, having the more powerful TS units at the end, so that GDI has to get the funding to produce them in the game.

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Mon Mar 05, 2007 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm just saying that if you'll have so many units (and so similar), you'll either get a more-less boring gameplay... simply put: Don't keep every one unit from both games (at least evolve them), and add something new.
(Take SC note as the only game that is good with many similar units)

_________________
Time will tell...
Sooner or later...
Time will tell...

Back to top
View user's profile Send private message
Raptor8
Grenadier


Joined: 11 Nov 2005
Location: Buffalo NY, a yellow zone w00t!

PostPosted: Tue Mar 06, 2007 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy_Master wrote:
Hi! i plan to Modding C&c3 Too, i plan to bring Some unit i hope i'll applier in C&c3 but EA dont do it as.
- Titan Mech
- Disruptor Tank
- MLRS
- Tick Tank
- Orca Bomber
And Cabal

personaly i like the most of EA unit list on C&c3 but i still want they to bring back my favor too.

if you interesting you can disscus with me about it may be we can merge an idea and mod it.

i can modeling and texturing but my texturing skill not so much good i'll glad if some one can help me with normal mapping i'm sure the game using it.


(OMMG those renders are awesome!

_________________

-Wraith88 on EA forums

Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sun Mar 11, 2007 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

some tiberian creatures would be cool, like tiberium fiend,etc cuz in the demo there are none and i guess in the game neither
btw where do you get cabal art concept? i've been searching the for it, and no links that actually work, not even 1 picture:S

Back to top
View user's profile Send private message
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Mar 27, 2007 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've got 1 or 2.
Ive been playing the GDI Campaign (hehe I got the full game, KE Cool ) and GDI seem to be a very spaced based side (as we already knew, but moreso then in TS), so perhaps we should use that somehow Smile

EDIT: Actually, thinking about this space based idea, perhaps instead of GDI building everything, perhaps have it so they are droped in from space by the large dropship. Either by building the tank then it comes down on a dropship bay or by using the reenforcement system already ingame (like how airbourne troops can be called in), Either way the MMK2 will come in via reinforcement way (via Heavy Dropship)

As for that threat level stuff, as you go up a level you will either be able to upgrade the unit the the new leveled unit or build the new units, i havent decided yet (personally i prefer to have both myself Twisted Evil )

Either way, I need modelers/texturers for the mod to work Laughing

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Tue Mar 27, 2007 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

GDI needs (yes: NEEDS) W40K, DoW-style droppods.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Wed Mar 28, 2007 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

They already have it, except only for zone troopers, however i do agree that the droppod ability from TS should be re-added for standard inf too Very Happy

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Wed Mar 28, 2007 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

the droppods, in case you havent noticed yet, use rockets to slow it down, instead of just letting it smash into the ground. (for tanks only, of course)

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Wed Mar 28, 2007 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shouldnt be too hard to fix, do you think the 1 in TW looks better, or grab TS's DP? or make our own but using the TS's one to work from (evolve it)

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Wed Mar 28, 2007 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

make yer own. years have passed since TS, havent they?

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Mar 29, 2007 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

from memory its only been 10 years, in military terms that isn't alot. Depending how long the drop pods were around when TS started they could still be used in TW era.

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Mar 29, 2007 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, they sure as hell arent large enough to drop a tank in, so at least for vehicles you need new ones.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Mar 29, 2007 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats what the large dropship from Tiberian Sun is for Razz

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Apr 03, 2007 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

GDI



Infantry:
General updates:
Bunker effect for all armed infantry (Medic/engineers dont get it)


Rifle
Bazooka
Engineer team - More then 1 man in a squad
Medic
Granadeir - longer range
Sniper
Zone Trooper - Invulnerable to tiberium
Commando - No build limit, may be Invulnerable to tiberium.




Vehicles:

General updates:


Pitbull - Start as MG & can be upgraded to rocket launcher
Predator - Missile launcher now upgradable (weak against aircraft), Railgun upgrade not avaliable
IFV - Current APC
Harvester
MCV - Refer to Kodiac
MDP - Replaces the Rig's origional position as mobile defence, selective armaments.
Mobile Barracks - Re-deployable barracks.
Rig - Replaces the survayor, its now a mobile outpost (not a defenceless truck)
Mammoth MKIII Tank - 20% cheaper 10% faster
Juggernaught MKII- Turn off chicken and dog animations, make new animations. Doesnt need to deploy to fire normally but to fire for the snipers it deploys.
Wolverine - Slow, watch tower weaponry, strong armor against MG/rifles. Deployable in heavy droppod
Titan - Starts with AP 120mm cannon, upgradable to railgun. Slower then Predator, stronger, longer view distance.
Amphibious APC - Stronger then the IFV, is amphibious, troops cannot fire from it, it carries 4 squads.
Hover MLRS - Fast hover unit, weak, fires area effect rockets (no/limited AA)
Disruptor - 'Sonic' tank
Mammoth MKII Walker - Comes in via heavy dropship (special ability from offmap). Slow, heavily armoured, armed with Railguns, AA missiles & chin MG.


Aircraft:
General updates:


Orca Gunship - 30mm cannon, weak AT missiles and can change to a FFAR pods for infantry.
Orca Fighter - Heavy AT missiles (1 missile 1 normal tank), longer range.
Firehawk - Heavy bombs (good against buildings) and can change to AA (more powerful then currently)
Orca Transport
Carryall - Auto carries Harvester (if possible)
Dropship
Heavy Dropship - Only air unit that can carry the MMK2
Kodiac class Command Center- Airbourne MCV



Buildings:
Deployed Kodiac
Crane
Power plant - Turbine upgrade done at tech center
Refinery
Barracks (mobile) (medics come out to heal nearby troops when in building form)
Tech Center
Dropship Bay (Normal repair drones), builds dropships and vechicles
Airbase
Orbital Uplink (Both Space uplinks in 1)

Vulcan (Possibly as component tower upgrade)
AA (Possibly as component tower upgrade)
105mm Auto Cannon (Possibly as component tower upgrade)
Disruptor

Note: This list is a WIP list and is subject to change.

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Wed Apr 04, 2007 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

sounds awesome, i was making a mod called tiberian twilight evolution a hell of a long time ago for generals, i still havent removed its banner yet, well because i hadnt come here for ages since i stopped workin on the mod and havent bothered removing it. anyway i had a hell of a lot of ideas, ill link you to the site, bare in mind some of these ideas were made before i even knew C&C3 existed, funny that it has some similarities like the nod war fact.

http://www.ppmsite.com/forum/viewtopic.php?t=3016

anyways good luck with the mod

_________________
Tiberian Eclipse for TW
-------------------

Back to top
View user's profile Send private message Send e-mail
Past
Civilian


Joined: 11 Apr 2007

PostPosted: Wed Apr 11, 2007 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The ideas look awesome.

Some concern to the balance like unlimited commandos and Mammoth tanks cheaper and faster that would need some adjustment. Commandos own infantry and Mammoth tanks own when massed already.

Plus compatibility with the original campaign objectives. Hopefully everything works out.

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Apr 18, 2007 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol I look fwd to your "coding" gfx making attempts ...

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Fri Apr 20, 2007 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:

->RA2->C&C4(?)


Eh?
What?
Do I see a C&C4 there? Razz

_________________
...

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 2 of 2 [71 Posts] Goto page: Previous 1, 2
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2922s ][ Queries: 11 (0.0145s) ][ Debug on ]