Posted: Sat Nov 15, 2008 9:51 am Post subject:
Tiberian Sun Burning
Subject description: A TS mod. Graphics - Gameplay - Naval Combat
Current Features:
Fully implemented Naval combat.
Significantly faster gameplay.
Unit graphics overhaul.
Modified and extended temperate theatre tileset.
New maps. (About eight so far)
New sidebars
Mean AI
New units
Wide array of bug fixes and gameplay improvements.
Features to be Implemented
Modified and extended snow theatre tileset.
More maps.
New buildings.
More Forgotten/Civilian vehicle art
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Mod progress is hinging mainly on how fast I can get some 3d modelling skills. Last edited by Paranoia on Wed Oct 14, 2009 10:14 am; edited 6 times in total QUICK_EDIT
I Don't mean to sound like Mr. Demotivation but this has been done many times before, maybe you should try turning this into something else rather than just a TS Graphical enhancing mod? QUICK_EDIT
Heh, i thought someone was bound to say that. This is essentially a Mod that i've made for myself that i thought i might as well release to the public. And i do think my mod is unique in its modification to gameplay dynamics. QUICK_EDIT
Hey, do what you want to do. I'm just saying people may not be all that interested in a mod of which has a concept that's been done many times before. Though I must say, some of the voxels look quite well done. By the way, those black spots on the radar (Not the shroud), would that happen to be the crack terrain I see? If so you need to Auto-Color it in a TMP Editor. QUICK_EDIT
Yes, thats the cracked terrain. I thought i had to edit the colour of it somewhere. Cheers Aro, ill get right on to that.
I understand it could be hard to get interested in a mod with an old concept. I do realise many mods have been based around this concept in the past, what i'm trying to do is do it better and take it further. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sun Nov 16, 2008 6:02 am Post subject:
You know what? I just started playing TS recently, and I'm fired up; I figure most people here have been playing mods for TS kinda like this for a while, and I understand why they may see this as nothing special.
But I do not feel the same; besides, the voxels are nice, and you got rid of that blue on the Light Infantry, thank you! Definitely make the Cyborg less chunky and darker, or just darker.
I'm just gonna post off some suggestions: try to get the AI to NOT spam one unit. It can be effective, but it's gay. Smarter base setup (superweapons & important structures placed in the middle or back) would be cool, not sure if it's doable.
Oh, and if possible, make the maximum tech be at 9, and make Tech level 10 add superweapons only. Or make a check box, if possible.
Added civillian interest would be neat: like useful tech buildings, or just make it so that claiming a city, MOST of the time, will yield extra firepower or map control or somethin'.
As for crate goodies; you know what, I prefer the whole crate system to be like this: less of them, but more valuable, and with no negative effects (explosions, napalm). SW strikes are good for stalemates, some odd one not belonging to Nod or GDI. As for units; fearsome mutants would be cool, or scrin units.
Finally, tweaking the campaigns would be a nice touch... Obviously, thats not too important.
Good luck, and don't get too paranoid! I ztyping hate being delusional; probably everyone does. _________________ Destroy to create. All for the hunt to dominate!
Definitely make the Cyborg less chunky and darker, or just darker.
That is something i've been trying to do for a while and in my release, the cyborg will at least be far darker.
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I'm just gonna post off some suggestions: try to get the AI to NOT spam one unit. It can be effective, but it's gay.
The AI at the moment is incredibly challenging and mixes units effectively. Spamming any type of unit does not work in this mod. At all.
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Oh, and if possible, make the maximum tech be at 9, and make Tech level 10 add superweapons only
This is a few minutes of work. In fact i just did it now.
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Added civillian interest would be neat: like useful tech buildings, or just make it so that claiming a city, MOST of the time, will yield extra firepower or map control or somethin'.
Civilian buildings with benefits intended for original TS (hospital=yes, armory=yes etc...) are available in maps that i have made. As well as some extras.
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As for crate goodies; you know what, I prefer the whole crate system to be like this: less of them, but more valuable, and with no negative effects (explosions, napalm). SW strikes are good for stalemates, some odd one not belonging to Nod or GDI. As for units; fearsome mutants would be cool, or scrin units.
I find that 'baddie' crates makes the crate system more interesting. There will indeed be mutant units from crates.. i'm not too sure about scrin, however.
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Finally, tweaking the campaigns would be a nice touch... Obviously, thats not too important.
I'm thinking.. of implimenting this mod completely into the campaigns. So yes, if there seems to be similar interest to what you have expressed i will certainly do this.
Retro and all the others are nice, but they can't live up to the quality of TO, TI and RA2 mods. Standards change, and this mod might just have the standards for a good recent TS revamp mod. QUICK_EDIT
I certainly am. Mainly rebalancing as because of my gameplay changes some missions could become either incredibly hard or incredibly easy, or incredibly stupid. QUICK_EDIT
That seems a bit unnecessary. Why not just have both the juggernaut and then artillery ship, or just have the ship be a missile artillery in both games?
Anyways, this mod looks pretty decent, but it might be more interesting if you added more new content and possibly a storyline. Mind, the current changes are quite nice, and they look great, but I personally don't think they are enough to make a whole mod.
For now, it is a great foundation for a mod that could really go places later. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
I do actually remember it saying somewhere that they were from battleships, but I can't recall from where. _________________ Please, read the signature rules of the forum. QUICK_EDIT
TFD's manuals say nothing, but I am certain that somewhere an official source stated that the turrets were indeed taken off from battleships and put on a titan chassis or some random walker. Just can't remember it~
The Orca "Fighter" looks nice, though the "Bomber" looks a bit...thin... _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sun Nov 23, 2008 1:01 am Post subject:
Rico wrote:
Thats just stupid Battleship's guns could never be put on a tank or mech, do you realise how big a 16' gun is?
Quite big, but it could easily be done. You and your mind; OPEN IT UP!
Yep, that would be a cool little thing for the TS lore. But this mod is for FS only, right? _________________ Destroy to create. All for the hunt to dominate!
A screenshot. Myself playing against AI. This enemy taskforce initially took out my War Factory and then proceeded to eliminate my base thanks to the Light Infantry reinforcements taking care of my discthrowers. Those light infantry that you see on the bridge were supplimented by more tanks.
Instead of spamming one type of unit, AI taskforces will constitute of primarily a counter to what it is to kill and then supplimentary units for a balanced army.
err....the speed of playing TS wasn't a downgrade
it was a major goal in having less more simple-minded rush tactics ongoing and it was one of the goals WW accomplished succsessfully.
ah, what about a hacker for nod...i have one...like i do have a gdi sniper...and other improvements
as the crowd says, it's done a million times before. _________________ Hydraw Art on Facebook QUICK_EDIT
you're going to have a self killing big to do list for next next years on this crap, because something will never satisfy you. _________________ Hydraw Art on Facebook QUICK_EDIT
GDI Navy is complete. And when I say navy I mean a whole of two different ships. I made a heap more, but for gameplay's sake they probably won't make it to the game.
Naval combat works like this:
Cruiser (the big low profile one) --> Destroyer (the taller, smaller one)
Destroyer --> Hover MRLS
Hover MRLS --> Cruiser
Fairly simple really.
Cruisers can be used for coastal bombardments and anti-air. Although they technically are effective against destroyers. Destroyers are far more cost-effective.
Ignore the droppad-looking building. Its just a placeholder.
EDIT: You may notice areaSZ's titan. Well... Its not mine. so credit to her.
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Last edited by Paranoia on Mon May 04, 2009 2:45 pm; edited 1 time in total QUICK_EDIT
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