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my little mod[TS]
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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Fri Mar 25, 2005 9:46 pm    Post subject:  my little mod[TS] Reply with quote  Mark this post and the followings unread

i'm specifically changing the gamestyle to large battles high damage and crzy rushes....done by you and the ai
you can see for yourself what i mean with large battles
pay attention to the radar .....you'll see what kind of forces ai sends at you
these are all just normal attacks by the ai
this is just 4 player.....figure how bad an 8 player battle would be



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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sat Mar 26, 2005 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Those arn't very big armies.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Mar 26, 2005 7:09 am    Post subject: Reply with quote  Mark this post and the followings unread

there's big....and huge wich slows the game down....
you can't expect battles like rome : total war in tiberian sun
this is already VERY close to slowing the game down

did you look at the radar of all the screenshots?

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sat Mar 26, 2005 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did now. Is that yellow stuff in the right hand corner a base, or an army?

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IN-GAME NAME: MAKINTOKE

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Mar 26, 2005 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

that's base + army.....i geuss arounda  100 units or more reside there
it's just that most of the screenshots are of portions of the normal armies
or of litle skirmishes

EDIT: a normal mission( NOD : eviction notice )

finally they make respectable amoutns of jetpack soldiers..



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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Mar 27, 2005 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now that's big for that mission

I remember that mission. Way too easy. But I don't remember the A.I. making Jumpjet Infantry.

btw, will the mod have new units? (on the sidebar in your screenshot, I see a camo that says black hand)

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IN-GAME NAME: MAKINTOKE

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Mar 27, 2005 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah take a look at the voxel section i made some modified voxels.
and the infantry is just using already existing shps...that are rarely used.
it's now actual fast and deadly battles not as slow as in original ts

light infantry can now kill another light infantry in about 3 shots
black hand and elite cadre are strong infantry with light AP ability and strong rifles...they cost 2x as much as light infantry
all is far cheaper...and tiberium grows at a high pace

light infantry costs 45credits while the new special units cost from 100-150
titan costs 500
wolverine and buggy cost 300 ...and you can figure the rest out:P

buggys and wolverines slaughter infantry

anti-vehicle slaughters vehicles.......get 6 disk throwers versus one buggy and the buggy loses( when it's standing still ) if you yourself set waypoints for the buggy to attack disk throwers will lose
but get 6 disk throwers vs 2 black hand and they're history

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Mon Mar 28, 2005 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

sounds like this mod uis gonna be VERY impressive but the people cameos look like they're flying, and maybe you could intergrate gangsta's TX.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Mon Mar 28, 2005 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm yes i could and i'll fix the cameos of the infantry later.

and yeah it's fun to play

but there are some of my own vehicles...wich would cause it to look strange.
all 3d-renders as cameos for the normal units and then shpeditor cameos of new units..it wouldn't look good

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Mar 28, 2005 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whats the Mod gonna B called?

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Tue Mar 29, 2005 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have no idea and i have no story Laughing

EDIT : blue decided to attack....



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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Apr 03, 2005 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah a little update....i added voxel debris to ALL land-based vehicles
rushing alone won't help unless you put in a huge amount of units.....only when the enemy is ai will rushes actually help....they don't make enough defences



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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Sun Apr 03, 2005 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

i love those GDI mechs!!

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Mon Apr 04, 2005 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

what do you think about the airstrikes?..and large combat groups

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Wed Apr 13, 2005 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

ohhhhhhhh a BIG gif of your everyday dropod attack.....
and i'm going to add a new side *EVIL DRUMS* THE SCRIN.....
my version of how the scrin work :
a central command post......wich makes EVERYTHING and has a radar + turret
a starport/helipad:P
no infantry
no war factory
no barracks
all buildings can undeploy and deploy
they do not need power plants
they do not have multiple base defence buildings just the normal buildings that can be upgraded with turrets and a single building with 2 turrets with 4 buildlimit this one can't be undeployed...BUT it can deploy
all buildings are constructed as units
units are made by dropping them from space
only vehicles can be made( through the freeunit tag once the building finishes it's anim it disappears )
real buildings do not have a dropping from space anim just a buildup anim
they cannot be directly constructed they must be deployed through an unit



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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Wed Apr 13, 2005 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

well thats stupid, that scrin theory totally removes the point of having a base! and if that "commandcentre deploys from an MCV then you wouldnt even be buying it! and have you put the time for the droppods RIGHT up? otherwise that mod will be soooooooo unbalanced.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Wed Apr 13, 2005 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

......do you see how fast the units from the droppod die?
and you can only have one command centre building the units takes a realtively long time
and the scrin won't only have a command centre also some other buildings for recquirements.
you lose the defensive turrets on your buildings when they are undeployed( into vehicles ) the vehicles don't have any means to defend themselves
combat vehicles are made the same way as base vehicles : dropped from the sky

their units are powerful but can not be produced by the masses

this means the scrin merely are a mobile race they just pack up their base and move to their next location

theis makes the scrin a powerful race BUT they have lots of disadvantages
their silo buildlimit is 1 this building is powerful
the silo does not get a free harvester
you need a seperate building as dock for the harvester wich is also bought seperately
scrin are not fast at harvesting
they can not make a large amount of base defences
they can not make units at a high rate
the units when being made from the landed placeholder can be destroyed during the buildup anim
units and buildings cost a lot

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Jul 03, 2005 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

alright a little screenshot pack of a gdi assault on my little base.....i have 3 obelisks and some other turrets waiting from em
i had to surrender the game because unfortunately i couldn't find the last enemy unit
i had a killcount of about 1500



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Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Jul 03, 2005 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

well i thought that the max number of infantry in pods was 12 how do u go abouve that?

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Jul 03, 2005 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

DropPodInfantryMinimum=100  ;was 3
DropPodInfantryMaximum=100  ;was 5
be sure to set the droppodweapon tag to none ...as a 100 vulcans opening up on a base would be devestating

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Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Jul 10, 2005 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

project name : tiberian dusk

the meteor storm super weapon:
it is pointable but it isn't accurate it uses the multimissile special not the HS logic

nod uses a map-wide empulse and the meteor storm
gdi uses drop pods and an ion attack that is more aimed towards damaging a large area moderatly not just damaging one point

all units have been balanced ...i have ackron making random voxels for me when he feels like it
i will add the scrin race by myself it will all be shp work( almost no voxels used )
the scrin have 3 factories
the construction/vehicle factory
the infantry factory
the aircraft production facility

vehicle construction is done this way : you produce a building
the buildup will be the unit falling from above in a  pod
the building builds up and disappears leavin a unit in it's place using the freeunit tag( all vehicles are quite large and powerful )the units will all be shped by me

the buildings just get dropped from above
the infantry gets created from a semi-organical tberium building
all infantry is organic/partly-organic and they are all beasts

aircraft are built the normal way

all buildings have slots for adding turrets

they have no dedicated defence structures

their superweapons will be : a strike from their assests in orbit
and
launching a couple of tiberium meteorites that form a lethal type of tiberium
this tiberium spreads by being damaged and shooting out debris that then plants blue tiberium

the scrin units are aimed towards mass destruction and ambushes( thy ALL cloak when standing still )
the infantry is mostly melee and some have burrowing or cloaking while moving capabilities

this will make the scrin race able to make dangerous ambushes and surprise attacks



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Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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