Posted: Fri Jun 12, 2020 3:26 pm Post subject:
Mod updates
Subject description: Weekly (usually) updates on what is happening
Update - 2020.06.12
GDI Gunboats
One of the first naval units released to GDI under the new Task-force Triton - a task-force which had previously been stood down due to Nod's primarily land-based activities - the GDI Gunboat provides basic naval protection for larger vessels and shore installations, as well as scouting of the oft-cluttered waterways of a post-tiberium world. Armed with dual cannons comparable to that of the Titan battlemechs, the Gunboats are well capable of holding their own against most ground units which enter their range.
- UPDATED: new version 2020.07.17
CABAL Advanced Refinery
Extensive tiberium harvesting records from years of Nod operations, combined with equally extensive automation upgrades, has allowed the CABAL commanders to deploy the next step in the tiberium refining race: the Advanced Refinery. 25% smaller than the universal Tiberium Refineries used by GDI and Nod (3x3 foundation vs 4x3), and capable of holding 50% more tiberium, these Advanced Refineries give the CABAL commanders a step up in the harvesting race.
CABAL Tiberium Reactor
Harnessing the strange, ion-storm-inducing properties of tiberium has allowed CABAL to produce a novel yet dangerous form of power generation: Tiberium Reactors. Combining the power generation of the older Nod Power Plant and the storage abilities of the Tiberium Silo, these new Tiberium reactors can both generate power and store excess harvested tiberium deep in their reactor cores. Their only drawback is their volatility once their reactor shields are breached - the blast from a Tiberium Reactor going critical will often be visible many miles away...
Remap MCVs Tired of MCVs that are all coloured to look like GDI vehicles? Simple solution: have the hull of the MCV as the largest remap area, instead of just the track guards on the side. Minor visual fix, not really side-specific.
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_________________ Adapt or die Last edited by Askhati on Fri Jul 17, 2020 2:57 pm; edited 1 time in total QUICK_EDIT
Tiberium Tower
Believed to be a by-product of Kane's studies into the veinhole monsters, and the technology that led to the development of the Chemical Missile, these Tiberium Towers have started showing up in various CABAL sub-commander bases. GDI analysts are unsure as to how exactly they function, although it has been suggested that the solution could be as simple as intentionally seeding the surrounding areas with tiberium crystals in order to facilitate the spread of the crystals, and thus the subsequent harvesting of heavy minerals which are drawn to the surface by the tiberium.
As with much Nod technology, there is a strong feeling in GDI ranks that a line has been crossed here - although there is also a begrudging admittal from the Science Corps that the technology, if employed correctly, could greatly enhance the controlled harvest and mining of minerals even inside GDI facilities, especially in facilities where all "wild" tiberium fields have already been harvested and cleaned up.
The debate is still ongoing.
Other/ Miscellaneous Continuing with minor tweaks and art fixes on the rest of the factions, especially the build-up anims for the Forgotten structures.
Posted: Sun Jul 12, 2020 9:05 am Post subject:
Update - 2020.07.12
Slow progress the past few weeks, other responsibilities have taken priority in a number of regards. Hoping for a bit more free time to work on this the next 2-3 weeks. I did manage some good progress on the Nod fleet though.
Nod Fleet - Pacific Command
With the fight against CABAL going global, and especially spreading further in the Pacific and Australasian territories, the following Nod naval forces have been freed up to join the war.
1) Stingray Drone - Unarmed but fast, these sensor-armed submersible drones are used by Nod commanders to scout out waterways before sending their larger naval units to follow. While their sensors are short in range while in mobile form, the Stingrays can be ordered to shut down their engines and channel all power into their sensors, turning them into static sensor arrays that can float, hidden and unseen, to monitor any passing GDI or CABAL units that might cross their path.
2) Corsair Gunboat - Used primarily for harassment and rapid force projection, the Corsair adds a nimble element to the Nod surface fleet. Their speed and firepower - dual Tick Tank cannons in a bow-mounted configuration - come at the expense of a fragile hull and higher price tag than a comparative Tick, and commanders are advised to use them exclusively for hit-and-run tactics. Their inability to defend themselves against air attacks make them especially vulnerable to GDI Orcas and CABAL's Hunter Killer aerial units.
3) Thundershark Sub - Available once the Shark Pen naval command structure is deployed, these deadly submarines add a short-ranged, high-yield punch compared to their Corsair companions. Armed with dual proton cannons previously only seen on the Cyborg Commando, the Thundershark can make quick work of any ship or shoreline structure that it sets its sights on. As with any submarine, its greatest asset is its stealth, and commanders should take care to strike quickly before pulling back into the depths of the ocean again.
4) Assault Corvette - Making up the backbone of the Nod surface fleet, the Assault Corvette is nothing more than a brutally efficient merger of mid-class corvette hull covered in missile packs and targeting arrays. Pushing their missile technology to the limits of what a single platform can handle, this Nod vessel will unleash a cloud of surface-to-surface missiles at any land or sea target, and features dual SAM launchers for any aerial victim that would venture into its arc of fire. The least specialised of the Nod fleet, the Assault Corvette is nevertheless an all-round puncher that can hold its weight in most fights.
5) Stormshark Boomer - Utilizing the same chassis as the Thundershark, but configured for long-range support fire, the Stormshark has become Nod's premiere naval artillery asset. Equipped with a trio of spine-mounted ICBM tubes, the Stormshark can decimate structures and infantry with its high explosive missiles. It struggles against vehicles and other ships, however, and is even slower than the Thundershark, so commanders are advised to pick their targets well when directing these lurkers in battle.
6) Further naval assets not shown:
- Nod Hover Barge
- Tempest Minelayer
- Tempest Naval Mine
Hoping to make equally good progress on the rest of the GDI fleet as well, if the next few weeks cooperates. Then it's on to the Mutant fleet, and finally the CABAL one.
Cheers mate. Always been a favourite area of mine to work on, and I'm just happy that I'm finally getting closer to releasing some of it. _________________ Adapt or die QUICK_EDIT
Also a preview of a current work-in-progress : the GDI Hyperion-class cruiser, inspired by the real-life USS Zumwalt in terms of hull shape. Carrying a railgun, the Hyperion will be the mainstay of GDI's naval forces.
Current issues with the railgun include firing up a cliff at targets on top of the cliff - and the railgun round then striking the cliff instead, to no effect. Might end up changing the railgun out to something else if a decent workaround cannot be found.
Posted: Fri Aug 07, 2020 8:38 am Post subject:
Update - 2020.08.07
GDI Fleet
Some of the GDI fleet assets that will be available. Most of these are still a WIP in terms of both art and game stats, so expect some changes to the final Alpha release.
Really, really awesome
1 and 5 are great use for civilian city scripts.
1 kinda looks like a fisherboat almost, lol. Could turn it into a fish catcher with net anim, using money triggers to make it actual credits.
Really love these, so fitting for TS! QUICK_EDIT
Posted: Tue Aug 11, 2020 8:03 am Post subject:
Update - 2020.08.11
CABAL Air force
Still some tweaking happening here, but from right to left:
Hunter-Striker - roughly equivalent to the Orca Fighter, the HS carries napalm missiles for creating firestorms on the ground. Strong versus infantry, structures.
Hunter-Killer - slower but more heavily armoured, the HK carries dual lasers with unlimited ammo. Best used in swarms to harass enemy vehicles and buildings.
Skyhook - Carryall equivalent (need to declutter the model at some point though, the original design did not translate that well into the game).
Hunter-Killer Aerostat - slow, high-altitude observation drone that can be sent to explored covered areas of the map. Very fragile, can be downed by two SAM hits.
Note: the Seeker, Killer and Aerostat designs are all straight from the Terminator franchise, translated into voxel form.
Posted: Thu Aug 13, 2020 7:49 am Post subject:
Update - 2020.08.13
CABAL fleet
One of the areas I haven't really touched much, but the first CABAL naval unit is mostly done: the Hydro-Hunter. Based on those twin-hulled racing boats (the ones that end up on youtube with their spectacular high-speed crashes), it will be the fastest naval unit across all four of the navies, but probably also the most fragile. Get in fast, look around, then bail back to safety before the enemy wakes up to your presence.
Posted: Thu Aug 13, 2020 4:55 pm Post subject:
Re: Update - 2020.08.13
TAK02 wrote:
Askhati wrote:
the ones that end up on youtube with their spectacular high-speed crashes
YouTube still exists in 2030s? I'm impressed.
Its a propaganda channel for the extremists to spew socialist and societal nonsense, so obviously Nod would be using it _________________ Adapt or die QUICK_EDIT
Posted: Sat Aug 15, 2020 6:57 pm Post subject:
Update - 2020.08.15
Some quick fleet updates:
Forgotten Patrol Boat
Refitted from various civilian and now-defunct Coast Guard vessels, these simple patrol boats allow the Forgotten to explore waterways and offer basic protection to their naval installations. Neither fast nor well-armed, their only strength is their heavy hull plating that allows them to soak up a bit of punishment.
CABAL Drone Corvette
Built around a robotic long-haul marine hull, the Drone Corvette is CABAL's primary fleet vessel. Armed with a advanced missile pack capable of hitting both ground and air targets, the Drone Corvette is not as sturdy or as heavily armed as its GDI or Nod equivalent, but comes in with a lesser price tag and a higher speed as tradeoff.
Forgotten Barrage Cruiser
Mothballed at the end of the First Tiberium War, these old cruisers were considered obsolete once railguns and high-precision missiles started taking over as the primary naval armaments of the 21st century. Pressed into service now at the hands of Forgotten crews, these Barrage Cruisers can unleash a volley of high-explosive shells at any ground target, albeit with only limited accuracy. They are also armed with potent flak guns that allow them to fire at aerial targets, doing area damage to anything in the same air-space.
Posted: Fri Aug 21, 2020 5:29 pm Post subject:
Update - 2020.08.21
Two updates for the CABAL legions:
Moto-Hunter
Building onto the success of the Nod Attack Cycle, CABAL has devised a similar drone for its own forces: the Moto-Hunter. Consisting of a cyborg body permanently built onto an Attack Cycle frame, the Moto-Hunter relies on speed to avoid damage, much like its Nod counterpart. Where the Moto-Hunter differs, is in its primary armament: instead of dual AP rockets, it carries two small cannons firing incendiary ammunition capable of creating a firestorm on the ground. This makes them lethal against infantry and buildings alike - as long as nothing shoots back at them, of course...
Aero Turret
Exchanging range for rate of fire, the Aero Turret is CABAL's answer to the air defense question. Consisting of a cluster of 20mm cannons and a sophisticated anti-air tracking unit, the Aero Turret will give a 99% guaranteed hit rate, every shot, for anything that enters its defensive arc. Their only drawback is their range: they only have approximately 80% of the range of comparable GDI and Nod SAM launchers. CABAL sub-commanders are advised to stagger them in overlapping arcs to double up on the amount of firepower they can concentrate on a single unit; GDI commanders, on the other hand, are advised to use the high speed of their Orca assets to get past these turrets as quickly as possible in a "strike past the target" tactic.
Posted: Mon Aug 31, 2020 4:04 pm Post subject:
Update - 2020.08.31
Small update on the CABAL air force:
CABAL Skynet Transport
Acting as a middle ground between GDI's Orca Transport and the sub-orbital Dropship, the Skynet Transport acts as the primary aerial troop carrier for the CABAL legions. Capable of carrying 10x infantry units, it allows the CABAL sub-commanders to rapidly cross intervening terrain and deploy troops directly to hotspots on the battlefield. Their slow speed and fragile construction is somewhat offset by their high cruising altitude, making it more difficult for AA fire to reach them; however, they can take only a handful of hits before they go down.
Design note: I will probably end up making a second Carryall version of this same fuselage to use as the Skyhook (CABAL's Carryall). The current Skyhook design - as seen a couple of posts above - is pretty small compared to this one now!
Posted: Wed Sep 16, 2020 11:04 am Post subject:
Update - 2020.09.16
Some updates on FW again, after a 3-week break to work on other projects:
- added the Helix Jet and Falcon Bomber for the Forgotten faction as their primary air units, roughly analogous to the Orca Fighter and Orca Bomber respectively; see the Forgotten sub-boards for more info on each.
- also added CABAL's water transport unit, the Drone Exo-Barge - expect pics soon. _________________ Adapt or die QUICK_EDIT
Posted: Sun Sep 27, 2020 10:06 am Post subject:
Update - 2020.09.27
Some updates coming through on the air force side:
Forgotten air forces
- added the Forgotten Airstrip under the "Forgotten Structures" section
- added the Lancer Bomber under the "Forgotten Aircraft" section
- updated the Falcon Gunship under the "Forgotten Aircraft" section
CABAL air forces
While making the first version of the new 2x3 Forgotten Airstrip, I ended up with something that looked and felt more like a CABAL structure in terms of colours and design. Hence, by accident, the Hunter Killer Airbase was born. The HK Airbase is where all the aerial Hunter designs of the CABAL arsenal will launch from, from the smallest Aerostat scout to the largest Skynet Transports and Skyhook Lifters.
Posted: Mon Oct 19, 2020 1:27 pm Post subject:
Update - 2020.10.19
Apologies for the lack of updates here the past two weeks - I have been assisting the Tiberium Resurrection mod with voxel work, since a large number of my Forgotten unit designs overlap with some of their mod plans, and it made more sense to work together than duplicating efforts in parallel!
New units from the past two weeks include:
- [Nod] Stealth Harvester (name explains what it does)
- [Nod] Armoured Rover (WIP concept unit, something to fill the gap between the Attack Buggy and the Tick)
- [Nod] Cutlass Destroyer (mid-range naval missile destroyer)
- [Nod] "Wrath of Kane" (naval hero unit with plasma cannon, cluster missiles)
- [Forgotten] Flak Tank (Gepad/ ZSU-23-4 concept)
- [Forgotten] Gun Jeep (inspired by the WW2 T17 armoured car)
- [Forgotten] LRM Truck (mobile artillery with less range than Nod, GDI)
- [Forgotten] Thunderhog (ground attack aircraft with strafing attack)
- [Civilian] Tiberium Dredger (naval harvester unit concept, courtesy of an idea from @Holland)
I'll get around to proper write-ups during the week, but for now, please enjoy some of the WIP screenshots of the various new designs.
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Forgotten Gun Jeep / Armoured Car, along with some of the older design iterations it went through.
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Nod Armoured Rover - this one is still a WIP.
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...and the GDI Atlas, for all your late-game harvesting needs.
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Nod Stealth Harvester - thinking of naming it the Spider.
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Nod Cutlass Destroyer - something mid-tier between their entry-level Corsair Gunboat, and the larger Storm Corvette.
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Tiberium Dredger - for all your water harvesting needs.
I'll be taking a brief admin break in December to sort out some other matters relating to this mod, and then it will be back to work. Hopefully lots more to shown soon after that. _________________ Adapt or die QUICK_EDIT
Okay, that "brief admin break" turned out to be the process of converting Forgotten Wars into "Fading Dusk", which is the new, MP-intensive version of the mod. Some main changes:
- updated to using the TS Client (Rampa version)
- CABAL faction parked for now
- naval rosters parked for now
- Forgotten fully fleshed out
- new 4th faction added: City-State Militia
For more info (and more regular updates) please find and follow us on the Mod Haven server on Discord. _________________ Adapt or die QUICK_EDIT
I'll spend some time in the coming weeks updating the various faction forums first, then maybe after that we can look at 1) hiding the CABAL one (for now...) and 2) adding another for the City-State Militia, the new 4th faction. _________________ Adapt or die QUICK_EDIT
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