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TWA 1.5
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Apr 22, 2008 12:03 pm    Post subject:  TWA 1.5
Subject description: Since a SDK for KW seems to be far away....
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Now that I got some more time on my hands and a KW SDK is nowhere to see, it started working on TWA 1.5 again.

However, a lot of things & ideas are somehow outdated or doesent seem to fit in, so I would like to here some comments & ideas for 1.5 #Tongue

Things that are currently included (only some of the changes, cant remeber everything :/ )

SpecialAbbilitys & Upgrades:
-Molotov Cocktails for Nod Militants. Cost 500$ everytime you use them, but they are quite good versus other infantry.
-Flame Wall for Flametanks - perfect to counter huge infantry groups
-EMP Grenades: Upgrade for GDI Grenadiers, can be used to disable vehicles
-EMP Discharge: Scrin Desintegrator units can disable vehicles around them for some seconds
-Rocket Launcher for Predator Tanks, giving them an advantage vs vehicles
-Railguns for Rigs & Guardian Cannons
-Tiberium Infusion affects Black Hand soldiers

New units:
-Tiberium Fiends. They start on some huge maps, defending some tib fields. Currently, I am trying to steal some particelsystems from KW for them #Tongue

Gameplay changes:
-Buildtimes for buildings doubled, making a good BO more important & making cranes more usefull
-BUilding Repair Rate lowered by 50%

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Wed Apr 23, 2008 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not much response here #Tongue

Here some new ingame pics from 1.5 Smile

New Black Hand skins:


New blue flames for elite units:


Tib Fiends mit new particle systems:


Nod Molotov Cocktails:


Predator Tanks with missile upgrade and RailGun Rigs:

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Apr 23, 2008 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

most people tend to be pic whores I'm afraid.

looks good but most modders on ppm are like TS/RA2

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Wed Apr 23, 2008 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

everything looks very good, I would try to mod CnC3, but I have yet to reach that level. I'm learning to mod Generals (lol, 5 years after it came out) to get into the realm of 3d. Eventually I plan to move on, but a lack of assests is my biggest fear of CnC3.

I like the build time increase, but I suggest you don't extend it to the defense structures, so that it will be somewhat easier to defend a base from a rush than it is to actually stage the rush.

Could you make a buildable EMP Cannon like in TS? I feel that with all the emp stuff in the game now, this one structure was left out.

I always take more mutants for the hovel.

UnHoly Alliance?

No supers option

The avatar can get free upgrades when playing a nod opponent, how about when playing a Scrin? Suppose the Avi can choose between upgrading with their own unit, or trying to cath an opponents?
Avatars can "grab":
enemy seekers (in addition to the bikes) to get scanners
corrupters (in addition to the flame tank) to get tib spray
devourer (in addition to the beam cannon)for tib laser
...Tripod (in addition to the stealth tank) for defensive laser

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Chronosheep
Soldier


Joined: 02 Sep 2007
Location: My avatar pretty much gives it away...

PostPosted: Wed Apr 23, 2008 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

The pics look nice. I really like the weapon particle/fx effects you added for the tiberium fiend Smile .

The gameplay changes and special abilities sound interesting. They will add some much needed strategy and micro to the game. These are the kind of changes I was planning on adding to my own mod, but the past month (and probably months to come) without a KW mod SDK has been quite devastating for my interest in modding and the C&C 3 game(s) as a whole Sad...

Just out of curiousity...
- Are the models for the railgun battle bases and guardian cannons taken from KW, or did you add them otherwise (.xml code, extracting and modifying the old model etc.)?
- Do the predator tank fire/hide the missiles, or are they always visible (like those on the pitbull)?

Anyway, good to see that you haven't given up modding yet Wink . I just hope I can find the motivation to get back to it myself.

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Kurorahk
Soldier


Joined: 20 May 2005
Location: Defiance Industries HQ, Antarctica

PostPosted: Wed Apr 23, 2008 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm... I like what I am hearing, the slowing of the pace of the game will make it much more fun, on top of what you have already done. All in all I say it looks like your going in the right direction with the new upgrades and abilities.

Well, good luck Stygs

-Kurorahk-

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Wed Apr 23, 2008 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey Stygs, I'm for everything you're going for! Keep it up!

Have you considered adding any of those assets I sent you? Not all, but maybe one or two. Just curious.

Cheers,

Rebelmoon

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Quadhelix
Vehicle Drone


Joined: 31 Aug 2007

PostPosted: Thu Apr 24, 2008 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You had mentioned earlier that you were having trouble with the Ox for GDI. I don't know if you were having the same trouble with Nod's Carryall, but there is a way to "fix" the problem with GDI's Ox: according to this post by Apoc, it is possible to extract models from Kane's Wrath and use them in Tiberium Wars. Thus, it would be possible to put the Hammerhead into your mod for infantry transport and have an Ox transport that can carry only vehicles.

This would also allow you to replace you "Sentinel" with the Slingshot.


On a side note, the Militants' Molotov Cocktails look too big. I'm not sure if anyone would notice in game, but I just thought you might want to know.

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Kurtisb
Vehicle Driver


Joined: 26 Aug 2007

PostPosted: Fri Apr 25, 2008 3:43 am    Post subject: Re: TWA 1.5 Reply with quote  Mark this post and the followings unread

Stygs wrote:
KW SDK is nowhere to see


Non editable XMLs (but viewable) are not too far off. Trust me, I got it straight from APOC's email.

Smile

P.S. I have nothing to do with EA/SDK. Just got that info from an email I sent APOC about the Combat Engineer HPs.


Regards,

Commander Kurtis

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Apr 25, 2008 6:41 pm    Post subject: Re: TWA 1.5 Reply with quote  Mark this post and the followings unread

Kurtisb wrote:
Non editable XMLs (but viewable) are not too far off. Trust me, I got it straight from APOC's email.


Wow, totaly useless xml files, great.... Rolling Eyes
Whats the use of releasing KW xml files if all interesting/new things wont work with TW?
The only things from KW that would be usefull are particel systems and its allready possible to get them from KW right now.
Infact, my Tib Fiends are using some KW particles.... Wink

Quote:
- Are the models for the railgun battle bases and guardian cannons taken from KW, or did you add them otherwise (.xml code, extracting and modifying the old model etc.)?
- Do the predator tank fire/hide the missiles, or are they always visible (like those on the pitbull)?


The Railguns are taken from the Predator Tank (KW Rigs have no Railgun model :S ) and attached to the Guardian/Rig model through "AttachToBoneInAnotherModule".

And This should answer your second question Very Happy

Quote:
Have you considered adding any of those assets I sent you? Not all, but maybe one or two. Just curious.


I dont want rip EAs units from KW, but some things are very usefull. Razz
For example, I finally resized the Firehawk and added the Hardpoint Upgrade models from KW (they are now used for the Strato Booster Upgrade).
Just wondering: could you send me the Devourer Tank model?

@ DaFool
I cant add new menu options or new avatar upgradas (TWA Avatars work quite different from normal Avatars). Sad
And dont spend to much time with Generals - Generals ini files have a similiar structure like TW xml files, but thats it. As soon as you understand the way module tags & behaviors work you can start modding TW Wink


btw, any ideas for upgrades? I intended an speed upgrade for PACs, but thats kinda useless, so I need an other Scrin Upgrade and some new Upgrades for GDI #Tongue

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Kurtisb
Vehicle Driver


Joined: 26 Aug 2007

PostPosted: Fri Apr 25, 2008 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

For GDI: a damage upgrade for Riflemen and/or other gun-damage units.

Or even a "Training" upgrade that would boost T1 infantry's overall combat strengths. I've already implemented that in some of my mods. (For self-use mods, btw.)

P.S. I feel your pain about modding, in fact, I'm kinda acheing inside about not being able to mod KW.


Regards,

Commander Kurtis

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sat Apr 26, 2008 3:47 am    Post subject: Re: TWA 1.5 Reply with quote  Mark this post and the followings unread

Stygs wrote:
Just wondering: could you send me the Devourer Tank model?


No problem. Smile Check your inbox.

Cheers,

Rebelmoon

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Apr 26, 2008 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here a short test to see if how fraps works on my PC:

Tiberium Fiends ingame


A longer video might be released later today, still need to improve the map a bit Smile

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Last edited by Stygs on Sat May 03, 2008 8:48 am; edited 1 time in total

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Apr 26, 2008 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

how about a tiberium bomb for the scrin that turn all enmy infantry in the blast radius into visceroids?

Make visceroids and feinds buildable at the mutant hovel? (you could have them in a squad with one mutant trainer and one beast...one a leash?)

For the Scrin: portable conversion beams used by disinegrators and shock troopers.

EMP blast should kill buzzers

Can you have drones buildable like in Generals? Having a repair drone for each unit would be sweet.

Personal Ion cannon upgrade for commando and zone trooper.

Make hover units actually hover over water.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon May 12, 2008 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread



While it wont work the same way it did in KW, Nod will get an new APC - the Reckoner. Its slower & better armored than its GDI counterpart & can be upgraded with Dozer Blades.
Its also able to heal infanterie troops around (and inside) it.

Credits go to Rebelmoon for giving me the basic model files Smile

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun May 25, 2008 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

*bump*



Credits go to Golan for Model & Texture Smile

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun May 25, 2008 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! Awesome Nod soldier model and textures Smile.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon May 26, 2008 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah! VERY nice inf.

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bulletbarrage
Civilian


Joined: 09 Apr 2008

PostPosted: Mon May 26, 2008 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

oooh shiny infantry! I hope you get this out soon!

BTW, does anyone know a tutorial on how to get infantry models in (or any new models in?) and not just replace stuff...?

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Jun 14, 2008 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

*bump*

once again something new:

The new Nod Buggy

The TW buggy was allways a very strange design - an exposed driver, a cheap looking weapon (and a low number of polygones for the whole model) made it allways stand out from the rest of Nod troops - and its useless weapon didnt help....

So I decided it was time for pimp my buggy!

The new design features some protection for the driver, new weapon design (weapon model changes when upgraded with Laser Capacitors ) and a lot of detail changes, making it look a lot better:




The last picture also features some light infantry and anti tank soldiers. Smile

Credits go to:
Golan for making the new weapon models (& the new infantry)
Rebelmoon for giving me the old model
EA for the basic model

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KopyKat
Civilian


Joined: 12 Jun 2008

PostPosted: Sat Jun 14, 2008 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I REALLY like the blue flames for fully promoted flame units!

This should have been implemented by EA for the actual game for sure!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 15, 2008 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

They have: it's called Purifying Flame #Tongue Oh wait, wrong game Laughing
Anyways, good job Stygs. Are you going to KW as soon as there is a Mod SDK?

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Valdez
Guest




PostPosted: Tue Aug 19, 2008 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey Stygs you didn't mention TWA 1.5 is out:

http://www.thundermods.net/index.php?page=news

When'll the English version be out since this one still has German text for the new tooltips?

Anyways hope to see more KW stuff ported over. Hopefully with their KW voices too (I swear the Specter is hilarious with the Juggernaut voice).

I was thinking specifically:

- Hammerhead, Shatterer, Cultist, Zone Raider, are among the more prominent KW units and would be sweet to have in this mod. Hammerhead could also replace the buildable V-35.

- Might be cool to have Militant Riflemen convert into Enlightened when they promote, kinda like how heroic Corruptor has different look. Maybe have them convert when they hit veteran since few Militants make it to heroic.

- Have Gun Walker convert into Shard Walker when veteran, and have it shoot blue shards when elite.

- Have Juggernaut convert into Behemoth when elite.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Wed Aug 20, 2008 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

very nice, any little hints for what units your going to remake next ..... maybe a TS banshee? XD

*i think a scorp with both a cannon and laser would kick alot of ass*

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Valdez
Guest




PostPosted: Wed Aug 20, 2008 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

spy46 wrote:
very nice, any little hints for what units your going to remake next ..... maybe a TS banshee? XD


I think he would focus on the new units from the Hovel first. There are 2 new units but they use placeholder models and skins of Nod infantry.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Aug 20, 2008 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn my lack of german knowledge. I thought it was just screenshots, because I didn't pay much attention to the word 'download'. I'll post a news about it as soon as possible.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Wed Aug 20, 2008 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valdez wrote:
hey Stygs you didn't mention TWA 1.5 is out:

http://www.thundermods.net/index.php?page=news

When'll the English version be out since this one still has German text for the new tooltips?


Yeah, Golan is currently translating 1.5 into english and since most people here dont speak german, I decided to wait till I have an english version #Tongue
(that reminds me that I should update the ModDB entry someday.... >_<

Adding infantry models from KW is impossible - vehicles and aircrafts can be extracted, but need a lot of work. Infantry however is totaly unusable, they appear as simple groups of polygons Sad

APOC/Mastermind gave me 2 of the 4 TW infantry models I asked for, but they dindt reply to my questions about KW models (and basicly ignored every other question I asked #Tongue )
If I can get the Cyborgs, Nod will get a Cyborg Commando and some additionel Cyborg infantry.
GDI might get some new units later, but I am not sure what extactly, depend of the models I get Sad

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 20, 2008 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have inspired me to mod TW again. KW is much to bug-filled...

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Kurorahk
Soldier


Joined: 20 May 2005
Location: Defiance Industries HQ, Antarctica

PostPosted: Wed Aug 20, 2008 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great work yet again Stygs, thankfully I understand a good amount of German. Anyways good luck, so far you continue to impress me with your work, it is incredible.

-Kurorahk-

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Blaze, Demon of The Round Table, Mobuis One call me what you want I am one with the sky.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Aug 21, 2008 2:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Mastermind and APOC are different people #Tongue.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Aug 21, 2008 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I know, but when I asked Mastermind about some TW models, he forwarded my question to APOC (who gave me some of the models), then both of them started to ignore my mails #Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Aug 21, 2008 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, and which models did you get from APOC?

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Thu Aug 21, 2008 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

heh heh, i think that there going to be a little more interested in whats going on in the threads now, and hopefuly a little more interactive.

or not.

BUT do tell DOOOO TELL! what ya get from them?

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Aug 23, 2008 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Valdez
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PostPosted: Sun Aug 24, 2008 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Stygs if it'll help I'll send Apoc a direct e-mail requesting for the KW models, and hopefully their voices as well. I simply cannot use the TWA Specter with a straight face... the way it keeps saying "I'm the Juggernaut!"

btw it's nice how you gave the Specter shell the large explosion effect. In KW that effect shows only when the shell makes contact with a target, otherwise its a tiny puff of smoke. Really a nice touch that few might notice.

and for the mutants... well hopefully one day you can get unique infantry models for them... somehow.


Anyway if you do miraculously get those models, here's hoping you'll consider my earlier suggestions. I think it's an interesting way to have some KW units show up as promoted forms of TW units. Makes unit promotions much more interesting.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Aug 24, 2008 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Valdez wrote:
Stygs if it'll help I'll send Apoc a direct e-mail requesting for the KW models, and hopefully their voices as well.


Laughing

It should be worth a try, but I doubt Apoc would do it Sad
It would also be helpfull to have someof the TW models like Scorpian Tank, Stealth Tank (I allways wanted to make the model bigger if I can get my hands on it), Scrin Mastermind (basicly the only normal TW infantry I dont have the model from) and the Neutral Mutants (as a base for the other Mutant units).

Valdez wrote:
btw it's nice how you gave the Specter shell the large explosion effect. In KW that effect shows only when the shell makes contact with a target, otherwise its a tiny puff of smoke. Really a nice touch that few might notice.


Yeah, I allways found it annoying when Firehawks and Vertigos shoot at the ground and their bomb simply disappears, so I fixed it for nearly every unit Razz

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 24, 2008 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, there is some kind of tool so you can extract them when the game is running. It has something to do with getting stuff from your RAM or so...

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Sun Aug 24, 2008 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

question.

what do you use to open the download for this mod?

i dont think ive ever used a RAR file type

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Aug 24, 2008 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

try WinRAR?

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Sun Aug 24, 2008 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Aug 28, 2008 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since 1.5 seems to be liked by most people, I was now thinking how I should continue:

A ) Release an 1.51 with fixed translation and the folowing changes:
-Buggys & ACPs cant attack air anymore
-stelath detection move from pitbull & bike to buggy & apc
-fixed a bug that crahed the game if you change the grafik settings while runnig TWA
-fixed a formation previe bug with Scrin buzzer
-destroyed scrin bzuildigns spawn 2 buzzer
-improved buzzer hive
-reduced delays between EVA massages
-flame weapons have a different effect on garnisioned buildings - instead of killing a small amouunt of he garnissioned soldiers instandly with every shot, they now damage a whole group (that makes them better vs garnisoned early game infantry, while heavy inf might have more time to react now)
-changed debris for some units

or
B) simply start working on 1.6 with a changed eco system and more KW units

Theres also a good chance I might add Cyborgs for Nod if EA releases the KW models...
The normal cyborgs would be armed with maschine gun (laser upgrade) and EMP, the Enlightend would be converted to Cyborg Commandos (thus replacing the normal Commando). They would have a plasma gun & flamethrower

Any opinions about that?
(the Nod Commando would then become a mutant unit, buildable from the hovel)

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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Thu Aug 28, 2008 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Start v1.6. Wink

It'd be nice to see the Hammerhead in TWs.

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PostPosted: Fri Aug 29, 2008 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Stygs wrote:
Since 1.5 seems to be liked by most people, I was now thinking how I should continue:

A ) Release an 1.51 with fixed translation and the folowing changes:
-Buggys & ACPs cant attack air anymore
-stelath detection move from pitbull & bike to buggy & apc
-fixed a bug that crahed the game if you change the grafik settings while runnig TWA
-fixed a formation previe bug with Scrin buzzer
-destroyed scrin bzuildigns spawn 2 buzzer
-improved buzzer hive
-reduced delays between EVA massages
-flame weapons have a different effect on garnisioned buildings - instead of killing a small amouunt of he garnissioned soldiers instandly with every shot, they now damage a whole group (that makes them better vs garnisoned early game infantry, while heavy inf might have more time to react now)
-changed debris for some units

or
B) simply start working on 1.6 with a changed eco system and more KW units

Theres also a good chance I might add Cyborgs for Nod if EA releases the KW models...
The normal cyborgs would be armed with maschine gun (laser upgrade) and EMP, the Enlightend would be converted to Cyborg Commandos (thus replacing the normal Commando). They would have a plasma gun & flamethrower

Any opinions about that?
(the Nod Commando would then become a mutant unit, buildable from the hovel)


IMO it's be better to hotfix 1.5 to 1.51 first and leave 1.6 as a long-term thing since those KW models'll probably not be released anytime soon.

Regarding cyborgs:

Awakened cyborgs might make the normal Rifle Militia obsolete due to high similarity in roles. Maybe implement my earlier suggestion of Militants converting into Awakened when promoted to a certain rank?

Cyborg Commando sounds awesome. If you could give it the green plasma weapon from TS it'd be even better.

Maybe a smaller version of the Scrin plasma ball recoloured green (like the green plasma of the KW Eradicator) would work. Dunno how the flamethrower would work though, it might require some tweaking of the infantry model's EMP hand into a flamethrower hand. Although IMO retainign the EMP would be more versatile since the plasma'll probably wtfpwn structures as effectively as a flamethrower anyway.


On a separate note, I'm not sure if the Nod cash hacking power should cost money to use. The cost to use the power might defeat the purpose of stealing money from the enemy.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 29, 2008 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

If you use cyborgs, please, make them like they where in TS, so not crushable by light vehicles, insta-kill by snipers or die in Tiberium (especcialy the last one ffs #Tongue)

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Sat Aug 30, 2008 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

hey stygs and any one that would like to know this, you CAN have more than 1 squad in a unit, and still able to get them all out, i did it with my GDI harvester .... just not sure what it is that allowed me to.

unless the bug is only connected to the APC, but im looking into it now for what i did to make it that way.

might want to use it for your TWA mod later. Very Happy

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PostPosted: Mon Sep 08, 2008 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice job with the new skirmish colours. I have a few more to suggest:


Ecru (r=194, g=178, b=128)

Ecru is a colour that suits GDI really well since it blends into their structures and units.




I'd also recommend changing the purple skirmish colour to this shade of purple: r=50, g=43, b=115

IMO the current purple looks like pink when you play Nod or Scrin. A shade of purple that looks more like purple in-game would be more fitting

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Valdez
Guest




PostPosted: Thu Sep 18, 2008 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

feedback from official boards:


Nod Conyard bug when turning into MCV. Was anything done to its animations by chance?



Black jagged edges appear along the team colour for Nod stuff. this is especially obvious when camera is zoomed out (the issue is less visible when zoomed in)



Also, a suggestion to recolour GDI interface (I thought gold suits them better than blue). Artist impression:
[/img]

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Nov 06, 2008 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

*bump*

One of the additions for the next version (aka 1.53) will be a new aircraft, the Nod Wraith Fighter.

Quote:
While the Banshee, being a prototype and basically the first of its kind, was heavily reliant on alien technology, its successor is based 100% on Nod´s state of the art technology, which didn´t assimilate the alien technology but rather was itself reinvented based on the new insights gained from the Tacitus. Due to its anti-gravity capabilities and its four heavy, conventional engines, the Wraith is one of the fastest aircraft at its time while still being extremely maneuverable. A pair of plasma cannons give it exceptional attack capabilities against most targets and the standardized mainframe can be outfitted with various additional weapons. It is even speculated that some of these aircrafts have been outfitted with stealth generators.


Gameplay wise it will be a tier-3 fighter aricraft, very fast and mobile, but with 2 drawbacks: It hat a limited ammo storage and a minimum attack range, making it prettty powerfull against slow targets, yet it can easily shot down by Stormriders and other untis that can stay behind or inside the minimum range.


Wraith Render:



Wraith ingame:



Attacking Wraith:




Once again, this awsome model (and its description text) was made by Golan.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Nov 06, 2008 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn, Golan has some talent.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Nov 06, 2008 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

As said on Fallout Studios: good job!

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