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new ts mod, the Monsta Mod
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 30, 2005 8:41 am    Post subject:  new ts mod, the Monsta Mod Reply with quote  Mark this post and the followings unread

hi guys, this is my first mod i've created for tiberian sun. here's some info:
-new units for both gdi and nod
-superweapons have more power
-to compensate the superweapons, all buildings have more armour, especially the buildings that are always target (obelisk, stealth gen, etc)
-aboreus tiberium has diferent colour (red)
-green and blue tiberium grows and spreads faster
-prices of some units and buildings have been adjusted

thats it for now, i'll post some screenies soon.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 30, 2005 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

So you meen that it's only a rules.ini and art.ini mod?

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DoMiNaNt_HuNtEr
General


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

PostPosted: Thu Jun 30, 2005 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

What kind of new units? And why is it called the Monsta Mod? Is there monstas in it?

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Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Jul 01, 2005 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

.

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ayylmao on Discord

Last edited by XxpeddyxX on Fri Apr 23, 2021 8:20 am; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 01, 2005 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

no no, you are all wrong. i'm working with some friends and we call us Monsta Games. and i thought, i'll call the mod Monsta mod! there are no superunits in the game, there are only a few new units for both armies and there are some upgrades for units (less expensive, more armour, etc)
i'll post some screenshots later this day

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Jul 01, 2005 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

heh, mini-mod
1. missions?
2. units? how much?
3. Buildings, more?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 01, 2005 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

1: not yet

2: 5 new units for nod, 3 for gdi

3: both armies have 2 new buildings

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 01, 2005 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

some nod screenies:



new elite cyborg in action, have anti-tank gun and anti-infantry gun.JPG
 Description:
my most favorite unit, the elite cyborg. it replaces the normal cyborg
 Filesize:  176.41 KB
 Viewed:  5001 Time(s)

new elite cyborg in action, have anti-tank gun and anti-infantry gun.JPG



chem spray infantry vs. civilian city.JPG
 Description:
very nasty because it uses deadly gas cloudes from the chem missle.
 Filesize:  150.37 KB
 Viewed:  5001 Time(s)

chem spray infantry vs. civilian city.JPG



nod spy, nod's infiltration unit.JPG
 Description:
it is copied from the chameleon spy, but can't infiltrate. instead, it has an emp launcher
 Filesize:  158.28 KB
 Viewed:  5001 Time(s)

nod spy, nod's infiltration unit.JPG



nod floater, the second new tiberium unit for nod.JPG
 Description:
also very nasty, but can only attack if it is placed next to the enemy.
 Filesize:  159.45 KB
 Viewed:  5001 Time(s)

nod floater, the second new tiberium unit for nod.JPG



the nod visceroid, with normal visceroid attack and web launcher.JPG
 Description:
very nasty for your enemy, but still has stupid movement ai
 Filesize:  152.49 KB
 Viewed:  5001 Time(s)

the nod visceroid, with normal visceroid attack and web launcher.JPG



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 01, 2005 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

some more screenies:



elite cyborg are also good anti-air units.JPG
 Description:
 Filesize:  156.81 KB
 Viewed:  4996 Time(s)

elite cyborg are also good anti-air units.JPG



war hospital (1) and war armoury (2).JPG
 Description:
the 2 new buildings, both for nod and gdi
 Filesize:  152.79 KB
 Viewed:  4998 Time(s)

war hospital (1) and war armoury (2).JPG



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jul 02, 2005 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

update: missle silo replaced with nod pyramid, chem missle has more gas cloudes

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Sat Jul 02, 2005 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

What does the Nod Pyrimid do.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jul 02, 2005 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

the same as the missle silo, but i replaced it because it looks cooler and just like the movies (nodfinal, etc)

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Anderwin
General


Joined: 16 May 2005

PostPosted: Sat Jul 02, 2005 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

So the Nod Pyrimid  have new ani?

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theidiot
Cyborg Soldier


Joined: 29 Apr 2005

PostPosted: Sun Jul 03, 2005 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread

first make a new unit model for elite cyborg because people are going to get mixed up between the cyborg and elite cyborg.

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IM A COMPLETE MORON

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Jul 03, 2005 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

i think hes just making a ini mod, maybe hes just getting used to modding...

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun Jul 03, 2005 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, ini mods are old stuff, not wanted by the comunity any more, but it's a good way to learn the basics of modding. So Dutchygamer, I recomend you continue, just to learn more about the inis.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jul 03, 2005 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

@ theidiot: maybe you can't read very good, because i said that the elite cyborg REPLACES the cyborg, that screenshot is a old one

@ tshyper: yes, i'm just starting with modding, so i don't understand all those things how to adjust those voxels and shp's. can somebody tell me how i can change those things, because i have some nice voxels and cameos, but i can't put them in the game

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jul 06, 2005 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

update: i have find the way to put cameos in the game. all new buildings have a cameo now. only 1 weird thing, the cameos for units don't work. can anyone explain why?
other update: tiberium tree for aboreus

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