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Tiberium Tale: Evolution (TS)
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Tue Feb 23, 2010 12:56 pm    Post subject:  Tiberium Tale: Evolution (TS) Reply with quote  Mark this post and the followings unread

Warning: the mod uses a lot of PUBLIC stuff. It's placed in Interbellum period (between the 2nd and the 3rd TW).

Mod objectives, to:
* keep the TS style at all costs (models, buildings, cameos)
* add new units & buildings
* add 2 new campaigns (GDI versus the Forgotten, the Brotherhood against Nod rebels)

Things that WON'T be featured in this mod for 100%!
* ships & shipyards (but buildings on water can be possible)
* new subfactions (there will be only GDI & Nod, and these include the subfactions w/o splitting them)

Possible but not on the to-do list:
* new additional (not replacing anything) terrains
* a new main menu interface
* new sidebars
* small graphical upgrades of e.g. veteran icons, etc.

Screenshots below (modified public assets).


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A modified version of LKO barracks, so as to suit a battle lab style.


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A self-made buildup included. The building is made by Stingerr.


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A new skin w/o awful light grey dots. = / The original author: IceDragon200


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Other shots below (the Forgotten subfaction included within GDI).


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Moddb webpage: (you can find there more screenshots)
http://www.moddb.com/mods/tiberium-tale/

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Wed Feb 24, 2010 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update those units mate they are lame. otherwise as long as you credit people looks fine by me.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Wed Feb 24, 2010 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

You make host too much mods Feilyne :/

in my honest opinion, you should just stick with one.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Thu Feb 25, 2010 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

i think its all about fame addiction.. Laughing even im obsessed by it myself.

more pictures please of the mod

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Feillyne
Grenadier


Joined: 01 Jul 2008

PostPosted: Thu Feb 25, 2010 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac wrote:
more pictures please of the mod


Below Nod Stingray, GDI Dolphin, and Nod Piranha (respectively).

Stingray can immobilise an enemy twice using EMP.

Dolphin is a Harpy counterpart, but it's faster than his fellow Orca, has lower ammo, and possess around 75% of Harpy hps.

The same goes for a Nod Piranha - it's an equivalent of GDI Orca.
Faster (than Harpy, not Orca!), lower ammo, less hps.

Their price is also cut by (about) a half. (A bit more expensive, AFAIK, Orca costs 1000 credits, so Piranha's cost oscillates around 650.)



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Dubzac wrote:
Update those units mate they are lame. otherwise as long as you credit people looks fine by me.


Hmm, maybe they're lame, but each single unit has its purpose in this mod. Wink


inzane krazy wrote:
You make host too much mods Feilyne :/

in my honest opinion, you should just stick with one.


Well, I'd like to, but one mod becomes boring after some time, so I switch to the other one (or switch to learning C++ or GIMP or web languages). Wink


Dubzac wrote:
i think its all about fame addiction.. Laughing even im obsessed by it myself.


Yup, it has to with that, at least somewhat.

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