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PLZ TELL ME HOW TO MAKE TIBERIUM SPREAD!!!!!!!!
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deathincarn
Civilian


Joined: 07 Nov 2009

PostPosted: Sat Nov 07, 2009 8:45 pm    Post subject:  PLZ TELL ME HOW TO MAKE TIBERIUM SPREAD!!!!!!!! Reply with quote  Mark this post and the followings unread

hey guys in new here.

im trying to make tiberium in TS:FS spread out into adjacent areas and so that if say a cyborg died somewhere and the resulting tiberium on the ground from his death has the potential to create a whole new tiberium field. As the tiberium in my TS:FS doesnt spread at all and doesnt seem to grow. only grows jus around blossom trees.

in my opinion tiberium should be made to eventually be able to cover the entire map if left alone and not harvested for awhile.

iv been doing my best in the rules.ini to get this right but no success. could someone tell how to make the tiberium as it was in tiberium dawn i.e. the spreading and growing of it.

or has someone already done a mod or something that does this, or what are the values for spread rate, growth rate, spread percentage etc that need to be in the rules.ini file to realise this?

im running version 2.03

plz reply, im going crazy with this

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Mammoth MkII
Vehicle Driver


Joined: 13 Sep 2009

PostPosted: Sat Nov 07, 2009 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello, new guy here, but not that new

The answer you are looking for is actually pretty simple, but somewhat ironic.

To make tiberium spread, go to the rules.ini. Find the words tiberium variety. Go under it and search for the term "spread".

Quote:
; ******* Tiberium Varieties *******
; There are various kinds of tiberium. This lists their number and
; particulars.

[Tiberiums]
0=Riparius
1=Cruentus
2=Vinifera
3=Aboreus

; Name = display name
; Image = image to use (1=small, 2=large, 3=vine)
; Value = credit value per 'bail'
; Growth = growth rate
; Spread = spread rate
; Power = explosive power per 'bail' (def=0)
; Color = display color of the Tiberium
; Shard = crystal to fly off when chain reacting (def=none)

; This is green tiberium. It grows and spreads quickly and is not explosive
[Riparius]
Name=Tiberium Riparius
Image=1
Power=4
Value=25
Growth=2200
GrowthPercentage=.09
Spread=2200<------------------------------The value should be smaller than 10000 to spread
SpreadPercentage=.09
Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a

; This is the big tiberium crystal. It does not grow or spread, is impassable and is explosive
; Not currently in use in TS (AI)
[Cruentus]
Name=Tiberium Cruentus
Image=2
Value=70
Growth=10000
GrowthPercentage=0
Spread=10000
SpreadPercentage=0
Power=10
Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

; This is blue tiberium. It grows and spreads slowly and is explosive.
[Vinifera]
Name=Tiberium Vinifera
Image=3
Value=40
Growth=10000
GrowthPercentage=.05
Spread=10000<-----------------------Takes forever to spread
SpreadPercentage=.05
Power=100 ; 10
Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

; This is blue tiberium. It grows and spreads slowly and is explosive. This entry should be
; the same as (vinifera) except for Name and Image
[Aboreus]
Name=Tiberium Aboreus
Image=4
Value=30
Growth=10000
GrowthPercentage=.05
Spread=10000
SpreadPercentage=.05
Power=10
Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4


Change the value in Spread= and make it smaller, not bigger, to make it spread faster. 10000 is probably the value that makes it so that tiberium does not spread, although I haven't really confirmed that yet. And also same thing applies for the growth rate.

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Ickus
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PostPosted: Sun Nov 08, 2009 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

To make tiberium spread, is pretty easy.

Need

1 toast, or some thing to place tiberium on.
Bagels,muffins, etc. work fine too.

1 fresh tiberium bulb, it has to be natural, none of this EA synthetic brand. :p

1, Grinder, Yuri's is good. Devil's tounge is 2nd.


Nod cyborgs are also an acceptable source of tiberium, although it is already process and loss of harmful nutrients maybe occur but supplemental process chemicals may add flavoring to the fatal side effects experienced during consumption.

you will need to blend the tiberium thoroughly in an industrial blender. Yuri's grinders are excellent brand.
as well as Devil's tounge for a chunker appearance.

For a bulb you can toss in the whole bulb, a cyborg you'd need to drain it in full. Not recommending grinding in the excess metals and proteins. We just want to make tiberium spread...not tiberian soylent.

The consistency should be like jam. with cyborg based spread it will be more liquidy, but if blended on a lower setting may get the nice gel like consistency if let set, but yield will be lower.

Here you can mix in extra things, maybe a dash of gems for extra crunch or a small vinifera bulb to give it an extra kick.

Left the blend to set overnight, not too long else it may harden and recrystallize. Only good for making tiberian peanut brittle but not spread!

Once set, now you can grab your favorite butter knife and apply to toast, cake or whatever fancy tickles the tongue.

-Enjoy.

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!DarkRose
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Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Sun Nov 08, 2009 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:
To make tiberium spread, is pretty easy.

Need

1 toast, or some thing to place tiberium on.
Bagels,muffins, etc. work fine too.

1 fresh tiberium bulb, it has to be natural, none of this EA synthetic brand. :p

1, Grinder, Yuri's is good. Devil's tounge is 2nd.


Nod cyborgs are also an acceptable source of tiberium, although it is already process and loss of harmful nutrients maybe occur but supplemental process chemicals may add flavoring to the fatal side effects experienced during consumption.

you will need to blend the tiberium thoroughly in an industrial blender. Yuri's grinders are excellent brand.
as well as Devil's tounge for a chunker appearance.

For a bulb you can toss in the whole bulb, a cyborg you'd need to drain it in full. Not recommending grinding in the excess metals and proteins. We just want to make tiberium spread...not tiberian soylent.

The consistency should be like jam. with cyborg based spread it will be more liquidy, but if blended on a lower setting may get the nice gel like consistency if let set, but yield will be lower.

Here you can mix in extra things, maybe a dash of gems for extra crunch or a small vinifera bulb to give it an extra kick.

Left the blend to set overnight, not too long else it may harden and recrystallize. Only good for making tiberian peanut brittle but not spread!

Once set, now you can grab your favorite butter knife and apply to toast, cake or whatever fancy tickles the tongue.

-Enjoy.


LOL
That was awesome #Tongue

*Runs off to make yummy tiberium spread! :3*

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ConMan
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Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Sun Nov 08, 2009 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL can't possibly forget the gems!

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Ordosherrscher
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Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sun Nov 08, 2009 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Mammoth MkII wrote:
Hello, new guy here, but not that new

The answer you are looking for is actually pretty simple, but somewhat ironic.

To make tiberium spread, go to the rules.ini. Find the words tiberium variety. Go under it and search for the term "spread".

Quote:
; ******* Tiberium Varieties *******
; There are various kinds of tiberium. This lists their number and
; particulars.

[Tiberiums]
0=Riparius
1=Cruentus
2=Vinifera
3=Aboreus

; Name = display name
; Image = image to use (1=small, 2=large, 3=vine)
; Value = credit value per 'bail'
; Growth = growth rate
; Spread = spread rate
; Power = explosive power per 'bail' (def=0)
; Color = display color of the Tiberium
; Shard = crystal to fly off when chain reacting (def=none)

; This is green tiberium. It grows and spreads quickly and is not explosive
[Riparius]
Name=Tiberium Riparius
Image=1
Power=4
Value=25
Growth=2200
GrowthPercentage=.09
Spread=2200<------------------------------The value should be smaller than 10000 to spread
SpreadPercentage=.09
Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a

; This is the big tiberium crystal. It does not grow or spread, is impassable and is explosive
; Not currently in use in TS (AI)
[Cruentus]
Name=Tiberium Cruentus
Image=2
Value=70
Growth=10000
GrowthPercentage=0
Spread=10000
SpreadPercentage=0
Power=10
Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

; This is blue tiberium. It grows and spreads slowly and is explosive.
[Vinifera]
Name=Tiberium Vinifera
Image=3
Value=40
Growth=10000
GrowthPercentage=.05
Spread=10000<-----------------------Takes forever to spread
SpreadPercentage=.05
Power=100 ; 10
Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

; This is blue tiberium. It grows and spreads slowly and is explosive. This entry should be
; the same as (vinifera) except for Name and Image
[Aboreus]
Name=Tiberium Aboreus
Image=4
Value=30
Growth=10000
GrowthPercentage=.05
Spread=10000
SpreadPercentage=.05
Power=10
Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4


Change the value in Spread= and make it smaller, not bigger, to make it spread faster. 10000 is probably the value that makes it so that tiberium does not spread, although I haven't really confirmed that yet. And also same thing applies for the growth rate.


Thats wrong, blue Tib spreads too...
And you need growht, too, since it only spreads wen its full grown.
The tiberium got some kind of limit though, I made once some kind of mod to ee how fast it can spread, but after the half map was covered, it stopped to spread (not to grow, though)

Hmmmm, what does SpreadPercentage=.05 anyway? Never tested it

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deathincarn
Civilian


Joined: 07 Nov 2009

PostPosted: Sun Nov 08, 2009 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

well im not new to modding jus new to this site

Ok iv been stuffing around and heres my results.

growth = 2200, spread = 2200(default values)
tiberium doesnt seem to spread at all but does seem to grow(ie get denser)

growth = 2200, spread = 1
tiberium doesnt spread by its self, only when havester havests a small patch does that patch spread and only by about 7x7 blocks around the havester. very wierd!

growth = 500, spread = 500
tiberium spreads by itself, havester doesnt make it spread. but it only seems to spread on its original patch area and not spread out into other areas. yay at least some progress Smile

Am i the only person thats trying to make tiberium spread as it did in tiberium dawn, surely someone else has done what im trying to do, if so what values did u use?

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sun Nov 08, 2009 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Growth=10
GrowthPercentage=1
Spread=10
SpreadPercentage=1

Thats quite fun, but really fast. I think you search somethin g like 250 - 500

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deathincarn
Civilian


Joined: 07 Nov 2009

PostPosted: Sun Nov 08, 2009 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok i tried this

Growth=300
GrowthPercentage=1
Spread=300
SpreadPercentage=1

tiberium spreads and grows way i want it too but then jus stops a bit later like 5-10min later and wont spread anymore. why?

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sun Nov 08, 2009 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

try GrowthPercentage=100, but yeah, that was the bug I told ya before

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deathincarn
Civilian


Joined: 07 Nov 2009

PostPosted: Sun Nov 08, 2009 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok did as u said, growth% = 100 spread% = 100

i didnt notice any change Sad sigh

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Mammoth MkII
Vehicle Driver


Joined: 13 Sep 2009

PostPosted: Sun Nov 08, 2009 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
Thats wrong, blue Tib spreads too...
And you need growth, too, since it only spreads wen its full grown.
I observed in fastest mode of the game. The blue tiberium almost never spreads, if it did at all. Anyways, thanks for pointing out that growth rate is also needed.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Nov 08, 2009 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

to bring some light in this discussion
1. how the keys work

Growth=
Time that has to pass before a patch of tiberium grows to the next stage. (depends on GrowthPercentage)

GrowthPercentage=
The percentage chance at which a single patch will grow, once its "Growth"-Timer has been reached. e.g. with GrowthPercentage=100 all patches of tiberium will grow at the same time to the next stage. (which is quite unrealistic)

Spread=
Time that has to pass before a new patch of tiberium spawns around an existing fully grown patch of tiberium. (that's why you can't have a fast spreading but slow growing tiberium, which is what you would need for a TD way of tiberium growth)

SpreadPercentage=
The percentage chance at which a fully grown patch of tiberium will spawn a new patch next to it, once its "Spread"-Timer has been reached. e.g. with SpreadPercentage=100 all fully grown patches of tiberium will spawn at the same time a new patch next to them.

2. the list of already known bugs of tiberium and related logics.
next to the mentioned bug, that only fully grown patches of tiberium can create new patches, exist several other bugs with tiberium and related to tiberium
-new spawned patches around tibtrees and tiberium appear always in full size
-stage 1 patches (the smallest size or first frame of the tibpatch) doesn't grow (e.g. when spawned via units or animations)
-tiberium stops to spread after a while (only a reload of the savegame can restart growth and spread). The game simply forgets or gets a corrupt timer, or it forgets the patch specific information like its current growth stage.
Due to the slow growth/spread of blue tiberium, the game often "forgets" the necessary information before it can spread/grow for the first time.
-chainreaction damage of exploding tiberium seems to be hardcoded (power key has no effect)
-fourth tiberium doesn't works (uses only first frame of each patch; fixed via exe hack)
-tiberium spread depends on the growth stage. you can't have a fast spreading but slow growing tiberium, because only full grown patches can spawn new patches
-debris on tiberium doesn't work. neither voxel (rules.ini debris e.g. PIECE) nor shp (art.ini debris e.g. CRYSTAL1) debris work on them
-TiberiumTransmogrify= doesn't seem to work or have any effect

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Nov 09, 2009 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

TiberiumTransmogrify= does nothing internally, IIRC, its not even loaded...

What would Tiberium transform into anyways? A Car? #Tongue

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Mon Nov 09, 2009 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I always thought its for mutating, before I noticed,that its broken...

The Key under [CombatDamage] is broken, too?

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon Nov 09, 2009 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

haha, maybe tib.transmogify would be like soylentgreen trick, for those that played Retaliation on the PS. #Tongue

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Crimsonum
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Joined: 14 Jul 2005
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PostPosted: Mon Nov 09, 2009 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Civilians for gold, yeah! Only, this time it would be different xD

Oh, btw, I've noticed that the flag "Power=" actually tells how much damage the Tiberium type does to an infantry unit passing over it. It doesn't seem to deal it 100% though (I. e. even if Power=150, it won't immediately kill an engineer whose strength=100 and armor=none).

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deathincarn
Civilian


Joined: 07 Nov 2009

PostPosted: Mon Nov 09, 2009 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

thx for da info Lin Kuei Ominae.

but this bug where da game forgets to spread tiberium is a real problem. is there no way to fix this bug? coz doesnt matter what u do in rules.ini this bug gona kill it.

surely there must be a way of fixing da bug, maybe by forcing da game to continue to spread after its forgotten to by a trigger or something? was there never a patch that fixed this?

as far i know tiberium transmogify is the percent chance that should a infantry unit die from tiberium exposure will it become a viceroid?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Nov 09, 2009 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry to be off the topic, but have you got any idea how irritating it is to read your constant "da's"? Please, stop doing it for your own good.

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Ordosherrscher
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Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Mon Nov 09, 2009 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Civilians for gold, yeah! Only, this time it would be different xD

Oh, btw, I've noticed that the flag "Power=" actually tells how much damage the Tiberium type does to an infantry unit passing over it. It doesn't seem to deal it 100% though (I. e. even if Power=150, it won't immediately kill an engineer whose strength=100 and armor=none).


That should be as well known as the fact, that power increases the damage of exploding harvs/reffs

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Last edited by Ordosherrscher on Mon Nov 09, 2009 6:51 pm; edited 1 time in total

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Dudeinabox
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Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Mon Nov 09, 2009 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Sorry to be off the topic, but have you got any idea how irritating it is to read your constant "da's"? Please, stop doing it for your own good.


Seconded. Generally Text speak winds people up as does caps (see the title), you're not in any rush so proof read before you post Wink

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deathincarn
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Joined: 07 Nov 2009

PostPosted: Mon Nov 09, 2009 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

"Sorry to be off the topic, but have you got any idea how irritating it is to read your constant "da's"? Please, stop doing it for your own good."

"Please, stop doing it for your own good" are you threatening me? threatening me, winds me up! so dont do it. iv done nothing wrong here but ask for peoples advice n help.

but yea, ill stop, didnt know it was such a big issue.

so anyway to fix this bug other than asking EA for the source code and fixing the bug then recompile it?

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Mon Nov 09, 2009 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ill look into DA error, i cant guarantee a fix for DA error, but ill see what i can... DA.

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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Mon Nov 09, 2009 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
are you threatening me? threatening me, winds me up! so dont do it. iv done nothing wrong here but ask for peoples advice n help.


No, I'm just saying how better you are off without "da's"

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daTS
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PostPosted: Mon Nov 09, 2009 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

so u telin me dat i cnt use txt tlk? btch.

LOL @ hyper.

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zinkin
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Location: CABAL CITY :D

PostPosted: Tue Dec 15, 2009 3:37 am    Post subject:  I have a question.... Reply with quote  Mark this post and the followings unread

I have a stupid questions about tiberiums.... wats with the green tiberium and the blue tiberium? is blue tiberium more expensive? I mean like green tiberium are cheap while the blue tiberium are expesive? wats the different? i dont understand.... Sad Smile Very Happy

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Orac
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PostPosted: Tue Dec 15, 2009 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Blue Tiberium is worth more, is explosive, and damages and infantry vehicles. Green Tiberium is worth less than Blue Tiberium, is less explosive, and doesn't damage vehicles, AFAIK.

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zinkin
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PostPosted: Tue Dec 15, 2009 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Orac! Very Happy Very Happy Very Happy

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Ordosherrscher
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Joined: 20 Nov 2007
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PostPosted: Tue Dec 15, 2009 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Blue Tiberium [...] damages [...] vehicles.

Sorry, but you are mistaken. Blue Tiberium deals more damage against Infantries (which aren't immune to tib), but it doesnt damage Vehicles at all (without exploding of course)
The Mutation Tag is, btw, Power. greater means more damage, but this also increase the damage of a harv bomb. . .

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Orac
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PostPosted: Tue Dec 15, 2009 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm sure that my blue tib was bad for vehicles...

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Tony
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PostPosted: Tue Dec 15, 2009 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have never seen or heard of Blue Tib damaging anything other than infantry, unless it explodes.

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Ordosherrscher
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PostPosted: Wed Dec 16, 2009 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
I'm sure that my blue tib was bad for vehicles...


Not really, no. It can't even damage vehicles, that isn't possible AFAIK
The only overlay which kill vehicles are veins. . .

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Aro
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PostPosted: Wed Dec 16, 2009 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberiumtypes are only harmful to Infantry (Blue>Green However), neither are harmful to vehicle armor while passing through, the only time blue Tiberium will harm any vehicle would be when it starts it's explosion chain-reaction, and even so that does barely any damage.

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Lin Kuei Ominae
Seth


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PostPosted: Wed Dec 16, 2009 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
the only time blue Tiberium will harm any vehicle would be when it starts it's explosion chain-reaction, and even so that does barely any damage.

not anymore in TI Wink Twisted Evil

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Dec 16, 2009 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Excellent!
MSN today? =P

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Styledatol
Flamethrower


Joined: 23 Jul 2006
Location: Toronto, Canada

PostPosted: Wed Dec 16, 2009 5:09 pm    Post subject: Re: I have a question.... Reply with quote  Mark this post and the followings unread

zinkin wrote:
I have a stupid questions about tiberiums.... wats with the green tiberium and the blue tiberium? is blue tiberium more expensive? I mean like green tiberium are cheap while the blue tiberium are expesive? wats the different? i dont understand.... Sad Smile Very Happy

Am I the only one who read the Firestorm game manual? =/

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Wed Dec 16, 2009 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dont even got the manual, but I would guess, that the blue Tib changed its colour dou more minerals. IIRC darker means more valuable - next colour would be purple....? Really, I never read it^^

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Think of me as Nordos, 'cause Banshee wouldn't rename me

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Dec 16, 2009 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It goes Green, Blue, Red & Purple IIRC

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Sat Dec 19, 2009 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
Dont even got the manual, but I would guess, that the blue Tib changed its colour dou more minerals. IIRC darker means more valuable - next colour would be purple....? Really, I never read it^^

Correct. I believe on Tiberiumsun it was once said that "Blue Tiberium tends to grow in soil containing heavy metals", while the Green Tiberium "extracts mainly minerals from the soil".

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Dec 19, 2009 4:03 am    Post subject: Reply with quote  Mark this post and the followings unread

But the Tiberium is the plant, the crystals are just a byproduct, as far as I know.... Although the TW changes that.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Dec 19, 2009 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

So? The crsytal mutates -> its a part of the 'plant'
Yes, the mainthing growns subterrain, but if you take the crystals, in TS it won't grow anymore^^ Though its a bit unlogically, its how the game works

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Dec 19, 2009 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
So? The crsytal mutates -> its a part of the 'plant'
Yes, the mainthing growns subterrain, but if you take the crystals, in TS it won't grow anymore^^ Though its a bit unlogically, its how the game works

You starve the plant of the minerals it required to replicate, thus it died. Unlss it has a tree, in which case it can survive from the central organism. I rather like the ecosystem which was developed for Tiberium, it gives the TS universe a bit more of a lived-in texture.

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