Posted: Mon Feb 14, 2011 1:00 pm Post subject:
Welcome to Tiberian Sun: Tech Level War
Subject description: my new mod
Let me introduce you to Tiberian Sun: Tech Level War. It's a mod with a new gameplay tweak, in which you have to build very expensive buildings - the tech centers - in order to level up and have superior buildings and structures and eventually win the battle.
More than a big mod, this is something like a game mode, with almost all of the original Tiberian Sun/Firestorm units and structures, some units taken from the next game in the series - C&C3: Tiberium Wars -, a couple of new units and structures and even more. There're also some new tech buildings to capture and get some very useful goodies.
The pace of the gameplay has also been changed, now it's faster, I mean, some units have increased speed and some do more damage.
The AI of the mod has been completely redone, attempting to be harder; more frequent attacks with more amount of units and adapted to the new tech level system.
Screenshots and more info coming soon!!! QUICK_EDIT
ah so it's the lack of screenshots what pull people's attention.. maye I should try it. But I would like to see how you implement AOE II like tech-leveling to TS... _________________ Kane' Divination mod on PPM... ...or at Tiberiumweb.com QUICK_EDIT
A picture is worth a thousand words. So post a thousand pictures and you're never going to run out of things to say. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
ah so it's the lack of screenshots what pull people's attention.. maye I should try it. But I would like to see how you implement AOE II like tech-leveling to TS...
I meant that I posted like over 10 screens of my upcomin' mod but it dont get any respond in the past few weeks... but all the mod concepts with no screens get like 2-5 replyes on the first day... _________________ Kane' Divination mod on PPM... ...or at Tiberiumweb.com QUICK_EDIT
Blackhand Commando, I have never played Age of Empires II... anyway I'm very happy to see some interest from you!
And for everyone, I haven't posted screenshots yet because the mod is almost entirely focused in the gameplay, I mean BIG changes to the gameplay... but I promise, I'll get some good screenshots within the next few hours _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
Posted: Tue Feb 15, 2011 3:37 pm Post subject:
Screenies!!!!!
Hope you like them!
TLW1.PNG
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Soldiers attacking at the first moments of a game. The new building is the light factory, it allows you to buy light vehicles.
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TLW2.PNG
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Some Wolverines attacking. The scout will not be in the mod, it's just for testing purposes.
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TLW3.PNG
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Some disk throwers attacking. Notice my new small harvester, it's a bit faster but carries just half of the amount of tiberium. The same for the Old Refinery and the Old silos. They are the only way to earn money at the first tech level.
Out of interest, I'm going to assume as each tier levels up the refinery for example will go from "old" (why would you build something that is old ) to new and so on, my concern would be wouldn't this kind of clog up the side bar with a bunch of then useless Tier 1 - Tier 2 stuff, (thats when you've reached Tier 3 I mean). _________________ QUICK_EDIT
At the moment there are no useless units or structures because they're in a lower tech level.
Taking the example of the refinery, the old one is a bit cheaper, it has less armor and it stores less tiberium, but it comes with the Small Harvester, a non-buildable unit from the sidebar; comparing to the standard harvester, it has less armor and harvests less amounts of tiberium but it's faster, and just docks to the Old Refinery. Because of its speed it can be useful for example, harvesting tiberium from farther tiberium fields in less time and not getting destroyed so easily.
The standard refinery that belongs to level 2 is better than the old one, but it just comes up with a standard harvester (that is buildable in this case). BUT if you buy too many standard refineries, the AI notices it and sends more troops to either destroy them or your harvesters.
There are more units from tier 1 that can be useful in higher tiers, for example the GDI Wolverine, because the AI keeps on buying soldiers till the end and no other GDI vehicle is so effective against infantry like this mech. QUICK_EDIT
How about you make it so that you have to level up by building a deployable tech structure and the tech structure it deploys into also functions as a construction yard?
You can then give IsTrain=yes to this mobile tech structure, so that it blows up the war factory (which you'll have to give BuildLimit=1) when it gets built and once it has deployed you level up by building an upgrade which can only be placed on your old construction yard. Give this upgrade an animation which has a Damage= value in art.ini so that it blows up your old construction yard when it's placed on it, but at the same time will give you access to all new buildings.
This way when you level up and you'll basically have your old tech replaced with new tech every time you do so.
Of course the downside of this is that you can always only build 1 of every factory type, although this could possibly be compensated by beefing up their strength a little. _________________ QUICK_EDIT
I don't think its healthy for you to make cameos out of TS rising and C&C reborn screenies...
And also, I tought it isn't possible to make an upgrade as a prerequisite of stg. Despite this is suggest you to give the Tech Centers BuildLimit=1 or
-1 (thats fhux ya if u lose it) _________________ Kane' Divination mod on PPM... ...or at Tiberiumweb.com QUICK_EDIT
It's possible to give upgrade as a prerequisite, I have done that a while ago, but there was something that didn't work like with buildings...
can't remember what it was though. _________________ Check out some TF Kane's Wrath action:
Tournament 3rd place. Vs. bikeRushOwnz in tournament. Ladder wars vs. bikeRushOwnz. QUICK_EDIT
can u tell me where did u get the rocket infantry and engineer's cameo? I'm sure I seen these somewhere else before, and my mod needs new cameos too _________________ Kane' Divination mod on PPM... ...or at Tiberiumweb.com QUICK_EDIT
I downloaded them from PPM and converted them to SHP, they were 24-bit BMPs. They were made by Gangster, as well as the buggy icon.
BTW, if you like the other icons too, I uploaded them to PPM, I'd be very glad if you use some of them.
Posted: Sun Mar 06, 2011 5:28 pm Post subject:
The Units From Tech Level 1
I want to show all of the units that are in my mod, starting by the Nod ones. Hope you like it!
And BTW, this mod is very close to be released.
Light Factory.PNG
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This is not a unit, but I thought it was important to mention here. The Light Factory builds just light vehicles: the Nod Buggy and the Attack Cycle (since the 2nd tech level).
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Nod Light Infantry.png
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The same unit we all know, but now his weapon does a lot more damage.
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Buggy.png
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Powerful against infantry, I mean REALLY powerful. Prerequisite: Light Factory
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Small Harvester.png
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It comes with the Old Refinery and docks only at it. It harvests less tiberium than the regular one and it's more fragile but it's faster. It cannot be built.
So like TS in SupCom format? I could get into that, although a supcom mod would be awesome _________________ Please, read the signature rules of the forum. QUICK_EDIT
I've never played Supreme Commander, so I don't know what you're talking about LOL any similarities with other strategy games that are not C&C are pure coincidence. LOL!!!! Some guy compared my mod with Age of Empires!!!!!!! _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
Posted: Sun Mar 06, 2011 8:31 pm Post subject:
The Units From Tech Level 3
Cost to reach this tech level: 10000
Hope you like it!!!!!!
Some corrections, because there's a bug that deletes some of the phrases ends:
Artillery
My favorite TS unit, more powerful than ever! Now kills soldiers, like the older versions of TS.
Stealth Tank
Now it's faster and its missiles do some more damage, so now is a really useful unit.
Cyborg Commando, Scorpion Tank and Artillery.PNG
Description:
Cyborg Commando As good as always.
Scorpion Tank This is the Scorpion from C&C3. I decided to put in my mod because it's fast and fragile and I think that fits well into Nod style.
Artillery My favorite TS unit, more powerful than ever! Now kills so
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Devil's Tongue and Cyborg Reaper.PNG
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With Nod Tech Center as Prerequisite They have no change at all.
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Advanced Harvester and Stealth Tank.PNG
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With Nod Tech Center as Prerequisite Advanced Harvester This is a special harvester that stores more tiberium and runs faster. Very useful. Voxel made by Hassan_2030.
Stealth Tank Now it's faster and its missiles do some more damage, so now is a really u
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Avatar Warmech and Husk.PNG
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The powerful Nod mech from C&C3. Very expensive and you can just have 3 of them. If you find a husk on the ground, capture it with an engineer and it will be yours. Prerequisite: Temple of Nod
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Upgraded Venom and Banshee.PNG
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Aircraft: Upgraded Venom This venom fires a powerful laser that it's good against almost everything.
Banshee The same UFO that we all know and love in TS. Prerequisite: Nod Tech Center
The venom and avatar look pretty bad, recolour them perhaps? Have you coded this mod so that ONLY light vehicles come from the light factory and ONLY heavy vehicles come from the heavy factory? _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Mar 07, 2011 9:03 am Post subject:
huh, husks? How does that work in TS? Are they just undeployable buildings on the map, or do avatars actually leave them too? _________________ QUICK_EDIT
Morpher, they are from a TW units pack made by TksSdo but resized. I agree with you, I probably need a SHP artist and a voxeler. When you'd saw the scorpion tank I think you'll feel the same.
And about the vehicles coming out of different factories I haven't implemented it yet but I have done that before and it's pretty easy.
Nyerguds, I will put avatar husks in many maps. They are in fact buildings that you undeploy into an avatar. When an avatar is destroyed it doesn't leave a husk. My idea is to have maps full of surprises - not just avatar husks - that can change the gameplay and can make the difference between winning and losing a battle. _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
I would love to give it a try It sounds like it has some interesting concepts such as the light harvesters and the light war factory. It looks like it could be rather entertaining to play. QUICK_EDIT
Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Sat Sep 17, 2011 11:45 pm Post subject:
Downloading!
Okay I'm having a problem, when I try to run the mod my screen is black. I can hear all the sounds but the screen is blank. _________________ Beta Tester for Mental Omega 3.0
Yes, the mod includes ddraw.dll, I put it into the mod because I've had some waveclass errors, and it was working well to me... but if causes problems to you, I'll take it out from the package Please try the mod without my ddraw.dll and tell me if it works now. _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
These are the units/structures for GDI at the first tech level. I'm thinking in uploading the image to moddb but I'd like to see first what do you guys think?
TLW GDI Tech Level 1.png
Description:
Is it cute? Is it horrible? How can I make it look better?
Doesn't seem fair at all. I know they're supposed to be the defensive class but they have no offensive capability at all. It would either be a complete stalemate or the offensive class would win simply through increased mobility and constant harassment.
Should give the defensive class the Wolverine as that is more defensive than the Pitbull (plus it's only anti-infantry while the Pitbull could take out a Wolverine if not defended by Disc Throwers (which are in turn vulnerable to Wolverines)). QUICK_EDIT
Looking good, I like the design. The buildings could be positioned better, and I don't know about the tower I thought Offensive got it too?
I think the defensive class should have something to attack in the later techlevel as its supposed to stay defensive. Giving it the wolverine will not make players attack with it when there's pitbulls. You may want to give them a free unit that comes with a defensive building, for a harassment like a c4 dude or engineer. So that defensive class can launch one good hit at the enemy and stays defensive. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Joined: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Wed Jan 18, 2012 1:22 am Post subject:
i dont think so, the tech is good, its only the first tech level right? defensive player must play defensive in first, crawling to higher tech level to get good enough unit to attack. _________________
Yeah, you're right, that's just the 1st tech level, when you reach 2nd tech level (by buying a 10000 structure) the classes are gone for that level's units and structures.
So, you get the component tower, the vulcan upgrade, the wolverine and the pitbull.
But you don't get all the infantry units... should I change that? What do you guys think? _________________ Inactive Projects >> Tiberian Sun: Tech Level War http://www.ppmsite.com/forum/index.php?f=843
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war QUICK_EDIT
Nod Tech Level 1 Units and Structures
Hope you like it, the icons, the background, the colors, the nod logo, etc.
I'd like to hear opinions about it, so if you have one, please share it with me.
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