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 Forum index » Featured Projects » Twisted Insurrection » Factions » Nod
Nod Structures
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Mar 24, 2015 4:15 pm    Post subject:   Nod Structures Reply with quote

[ Nod Infantry ] - [ Nod Vehicles ] - [ Nod Aircraft ] - [ Nod Structure ] - [ Nod Dawn Units ]




Construction Yard



The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an M.C.V., which can be deployed into a Construction Yard. In other missions, the Construction Yard has already been placed.

  • Cost: N/A
  • Requires: N/A
  • Purpose: Construction
  • Armour: Very Heavy
  • Power Drain: 0
  • Tech Level: N/A




Tiberium Reactor



Nod Tiberium Reactors are the basic source of power for the Brotherhood of Nod in order to keep their bases and outposts up and running at all times. The Tiberium Reactors also double as a Tiberium Silo for additional Tiberium storage.

  • Cost: 400
  • Requires: Construction Yard
  • Purpose: Power Output, Storage
  • Armour: Average
  • Power Output: +100
  • Storage: +60
  • Tech Level: 1




Core Reactor



Nod Core Reactors produce a massive amount of power to be supplied to a base. It does not have the ability to store extra Tiberium like standard Tiberium Reactors, however, due to its greater size and efficiency, Core Reactors generate more than twice as much power as a regular Tiberium Reactor making them valuable strucures. Caution is advised as Core Reactors are known to explode violently once destroyed.

  • Cost: 800
  • Requires: Construction Yard, Tiberium Reactor, Radar
  • Purpose: Power Output, Storage
  • Armour: Average
  • Power Output: +250
  • Tech Level: 7




Hand of Nod



The Hand of Nod is the basic training area for all of the Brotherhoods Infantry. When In control of the hand of Nod, particular infantry can be trained on command.

  • Cost: 500
  • Requires: Construction Yard, Tiberium Reactor
  • Purpose: Infantry Production
  • Armour: Average
  • Power Drain: -15
  • Tech Level: 1




Nod Tiberium Refinery



The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost.

  • Cost: 1900
  • Requires: Construction Yard, Tiberium Reactor
  • Purpose: Resource Collection
  • Armour: Heavy
  • Storage: +90
  • Power Drain: -30
  • Tech Level: 1




Fist of Nod



The Fist of Nod also goes by a common name 'The War Factory'. The Fist of Nod is what supplies the brotherhood with all armoured vehicles on the battle field. The Fist of Nod acts like an underground bunker, underneath the structure is a large tunnel network of which the units travel under, once a unit has been requested to be on the battle field, the Fist of Nod rises up to ground level safely getting the vehicles onto the battle field.

  • Cost: 2000
  • Requires: Construction Yard, Tiberium Reactor, Tiberium Refinery
  • Purpose: Vehicle Production
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 2




Radar



The Nod Radar is like a second pair of eyes for Nod Commanders allowing them to view scouted parts of the battlefield, enemy and friendly units on a small computer screen. The Nod Radar also has the ability to detect enemy subterranean units and stealth units, once the Nod radar has detected an enemy, a light will flash on one of it's many antennae in the direction of which the enemy unit is approaching.

  • Cost: 1000
  • Requires: Construction Yard, Tiberium Reactor, Tiberium Refinery
  • Superweapon: Scan Drone
  • Purpose: Support, Radar
  • Armour: Average
  • Power Drain: -40
  • Tech Level: 3




Repair Bay



Used to repair vehicles and aircraft. A vehicle or aircraft can land on this structure and if enough credits are available, the unit will be fully repaired. Units can be queued onto the pad by bandbox selecting all the units and targeting the service bay.

  • Cost: 800
  • Requires: Construction Yard, Tiberium Reactor, Fist of Nod
  • Armour: Average
  • Purpose: Support
  • Power Drain: -30
  • Tech Level: 6




Helipad



These structures are the primary re-arming point for all of Nod's attack aircraft.

  • Cost: 1000
  • Requires: Construction Yard, Radar
  • Purpose: Aircraft Production
  • Armour: Average
  • Power Drain: -10
  • Tech Level: 5




Hall of Faith



The Hall of Faith is an advanced Hand of Nod which is where the construction of advanced cyborg technology takes place.

  • Cost: 1750
  • Requires: Construction Yard, Radar, War Factory
  • Purpose: Cyborg Production
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 6




Technology Centre



These structures provide additional technology to Brotherhood Commanders granting them access to more advanced units, infantry and structures.

  • Cost: 2500
  • Requires: Construction Yard, Radar, War Factory
  • Purpose: Research
  • Armour: Heavy
  • Power Drain: -100
  • Tech Level: 7




Banshee Production Facility



These large heliports are where all supplies necessary to construct the Brotherhood of Nod's Banshee Bombers are held. Without at least one facility located in a Nod base, construction of the huge bombers is impossible.

  • Cost: 1500
  • Requires: Construction Yard, Helipad, Technology Centre
  • Purpose: Research
  • Armour: Heavy
  • Power Drain: -75
  • Tech Level: 9




Seismic Projector



The Brotherhood are notorious for their subterranean technology and sneak attacks, and the Seismic Projector is the latest in said technology. Seismic projectors are capable of focusing a powerful earthquake at a very specific location, capable of trapping infantry, vehicles and bringing even the tallest structures crashing to the ground.

  • Cost: 1750
  • Requires: Construction Yard, Technology Centre
  • Superweapon: Earthquake
  • Purpose: Superweapon Control, Defence
  • Armour: Heavy
  • Power Drain: -100
  • Tech Level: 8




Temple of Nod



The Temple of Nod is an architectonic wonder, a monolithic structure that enemies fear. It functions as a high-class technology research centre, providing plans and equipment needed for highly powered and technologically advanced units and structures. The Temple itself is heavily armoured, capable of withstanding an immense amount of damage. The structure also has a secondary function; it houses a superweapon known as the Apocalypse Missile. Like the name suggests, it can level entire battlefields with one strike.

  • Cost: 2000
  • Requires: Construction Yard, Technology Centre
  • Superweapon: Apocalypse Missile
  • Purpose: Superweapon Control
  • Armour: Very Heavy
  • Power Drain: -200
  • Tech Level: 10




Chain-Link Fence



This basic base defence structure is effective in stopping infantry, however they are easily crushed by large vehicles.

  • Cost: 50
  • Requires: Construction Yard, Hand of Nod
  • Purpose: Defence
  • Armour: Light
  • Power Drain: 0
  • Tech Level: 2




Fortress Walls



This basic base defence structure is effective in stopping both infantry and vehicles. Only certain units can fire over Nod walls.

  • Cost: 100
  • Requires: Construction Yard, Hand of Nod
  • Purpose: Defence
  • Armour: Heavy
  • Power Drain: 0
  • Tech Level: 4




Pavement



Pavement is designed to protect your base from burrowing units as well as prevent heavy weapons fire and explosions from making craters in your base. In addition, units on Pavement will move faster compared to normal terrain. Unlike placing other structures, Pavement can still be placed down when any parts of its placement bib are red. Only the squares that are white at the time will be paved. Pavement can not be placed on slopes or over existing roads

  • Cost: 75
  • Requires: Construction Yard, Hand of Nod
  • Purpose: Defence
  • Armour: Concrete
  • Power Drain: 0
  • Tech Level: 4




Fortress Gates



This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.

  • Cost: 250
  • Requires: Construction Yard, Hand of Nod
  • Purpose: Defence
  • Armour: Average
  • Power Drain: 0
  • Tech Level: 4




Laser Turret



The Laser is Nod's main base defence, primarily used for anti-infantry purposes. Like its larger cousin, the Obelisk of Light, the laser fires a focused laser beam at enemy units.

  • Cost: 500
  • Requires: Construction Yard, Hand of Nod
  • Primary Weapon: Anti-Infantry Laser
  • Purpose: Defence, Anti-Infantry
  • Armour: Average
  • Power Drain: -20
  • Tech Level: 2




S.A.M. Bunker



These powerful anti-aircraft defence structures fire out multiple heat-seeking projectiles at once making short work of most enemy aircraft. Whilst very effective, these Bunkers are a heavy drain on the Brotherhood of Nod's power source and take up more space than any other basic defence structure.

  • Cost: 1250
  • Requires: Construction Yard, Radar
  • Primary Weapon: Heat-Seeking Missiles
  • Purpose: Defence, Anti-Aircraft
  • Armour: Average
  • Power Drain: -50
  • Tech Level: 5




Obelisk of Light



The Obelisk of Light has been used by Nod for decades. The Obelisk is designed to eliminate any form of ground opposition with great ease using an extremely powerful laser beam. Due-to the large quantities of power required to keep a single Obelisk of Light on-line, it is not equipped with anti-air weaponry.

  • Cost: 1500
  • Requires: Construction Yard, Technology Centre
  • Primary Weapon: Anti-Armour Laser
  • Purpose: Defence, Anti-Armour
  • Armour: Heavy
  • Power Drain: -100
  • Tech Level: 8




Web Spider



Designed for the purpose of lightning fast base protection, Web Spiders are capable of deploying energy beams extremely dangerous to all forms of infantry and vehicles making them completely impassible. Alongside their mobility attributes, Web Spiders are able to travel underground in order to reach their appointed destinations at a much faster pace. In order for a Web Spider to function correctly, there must be a minimum of two deployed parallel to each other at all times.

  • Cost: 750
  • Requires: Construction Yard, Technology Centre
  • Primary Weapon: Laser Turret
  • Primary Ability: Laser Fence
  • Purpose: Defence, Sneak Attack
  • Armour: Average
  • Power Drain: 0
  • Tech Level: 7




Stealth Generator



The Stealth Generator can cloak all units and structures in a large area. The base will remain cloaked until the stealth generator is turned off, the base becomes underpowered or the stealth generator is destroyed. Base defences and units under the effect will uncloak only when firing or leaving the area of effect. It should be noted that units exiting from a War Factory or Hand of Nod and Harvesters exiting a refinery will be visible briefly before the stealth generator adjusts and cloaks them.

  • Cost: 1500
  • Requires: Construction Yard, Technology Centre
  • Purpose: Defence
  • Armour: Average
  • Power Drain: -350
  • Tech Level: 9



[ Nod Infantry ] - [ Nod Vehicles ] - [ Nod Aircraft ] - [ Nod Structure ] - [ Nod Dawn Units ]
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Last edited by Aro on Wed Nov 30, 2016 5:59 pm; edited 11 times in total

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DoMiNaNt_HuNtEr
General


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

PostPosted: Wed Mar 25, 2015 2:33 am    Post subject: Reply with quote

I gotta say the web spiders are like the coolest thing ever. To travel with the mobile base, its ztyping PERFECT! Now the only thing would be to get the fence section able to open/close for friendlies like a gate in YR, so that factories/refs can get protected from engies, but our guys can still access them.

Is this possible? Is anything possible?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 08, 2015 1:58 pm    Post subject: Reply with quote

All the animated ingame previews are gone?
This as overview with links to the original separate topics would've been better imo. Also to allow discussions for a certain object only.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jun 08, 2015 4:53 pm    Post subject: Reply with quote

I don't think every building or unit needs its own topic. I hate to say it but I don't see an abundance of discussion anyway.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Mon Jun 08, 2015 5:44 pm    Post subject: Reply with quote

What's the point of this anyway, if there's a nice website with all the information included in it?
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Mon Jun 08, 2015 7:06 pm    Post subject: Reply with quote

A forum topic is where things can be discussed, there is no discussion board on the website. #Tongue
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Fri Apr 01, 2016 6:46 pm    Post subject: Reply with quote

New Nod Gates imagery is complete thanks to staff member HG_SCIPCION! For a detailed map preview and open state, have a look at this image: http://www.moddb.com/mods/twisted-insurrection/images/nod-gates#imagebox



Fortress Gates


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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Oct 25, 2016 7:28 pm    Post subject: Reply with quote

Tiberium Reactor and Laser Turret updated with new images of their new graphics by Lin Kuei Ominae. Check them out! We've also given the Web Spider a facelift too. Smile
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Oct 25, 2016 8:59 pm    Post subject: Reply with quote

Just as I was posting that, LKO shared another new Nod Structure amongst the staff group, check out his new Nod Stealth Generator. Smile



The structure stats will be updated to compensate for the smaller foundation)
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Damfoos
Cyborg Soldier


Joined: 27 Mar 2016

PostPosted: Tue Oct 25, 2016 10:10 pm    Post subject: Reply with quote

Glad to see that LKO have finally found enough motivation to continue with Nod buildings, I hope the set will be completed one day and it will not take another several years long break to happen.

Nice approach to Laser Turret design btw, looks very stylish. And the rotating core of the Stealth Generator is a nice and interesting touch.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu Oct 27, 2016 3:16 pm    Post subject: Reply with quote

LKO completed the new Nod Tiberium Refinery image yesterday too. Smile


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 27, 2016 3:26 pm    Post subject: Reply with quote

damn, just thought there are bad bright pixel on the tower (e.g. due to a changed palette on your side), until i noticed that's the smoke of the damage smoke anim. Face palm!
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Anderwin
General


Joined: 16 May 2005

PostPosted: Thu Oct 27, 2016 11:41 pm    Post subject: Reply with quote

haha L!

Anyway good work on the refinery!
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PussyPus
Energy Commando


Joined: 14 Jul 2015
Location: The Arab Country, Time Travel?

PostPosted: Fri Oct 28, 2016 3:47 pm    Post subject: Reply with quote

The repair bay model is an old one, Except for the other, And will we be able play as globotech in the future?
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Oct 29, 2016 1:59 pm    Post subject: Reply with quote

This must be the apocalypse, LKO is actually doing stuff and not bragging. I am genuinely impressed.

It's good job, but I never expected these getting done at all.
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Oct 30, 2016 9:34 am    Post subject: Reply with quote

The red parts seem to be a lot darker compared to previous structures, but otherwise it looks great Smile
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 30, 2016 10:03 am    Post subject: Reply with quote

The PP and Ref have in addition to small glowing remap stripes also non-glowing normal remap on the structure, while all other structues have glowing remap stripes only, but these bigger and more prominent.
The idea was to make these low-tech buildings a little less remap flashy.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sun Oct 30, 2016 6:47 pm    Post subject: Reply with quote

New structure added to the Nod arsenal by LKO:



Core Reactor



Here's a glimpse at what the in-game animations look like:



This structure went under a few changes while it was being produced in the staff forum, which is why the stuff in the cooling towers is now a red glow instead of green goo, though the green has been kept for other uses.
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Keeper
Vehicle Drone


Joined: 06 Jun 2016

PostPosted: Mon Oct 31, 2016 1:51 pm    Post subject: Reply with quote

I get the feeling that destroying one of those things is going to create quite the explosion.

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ErastusMercy
Energy Commando


Joined: 13 Nov 2007
Location: Birmingham, United Kingdom

PostPosted: Mon Oct 31, 2016 5:54 pm    Post subject: Reply with quote

Keeper wrote:
I get the feeling that destroying one of those things is going to create quite the explosion.





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Demo
Vehicle Driver


Joined: 04 Apr 2016
Location: Netherlands - Groningen

PostPosted: Tue Nov 29, 2016 2:28 pm    Post subject: The Nod Laser Turret Reply with quote

First of all, I'd like to praise the designer of the Nod buildings. It's a feat few people could've finished successfully. A lot of buildings give the typical "Nod" feeling when taking a glance at it.

However, I want to talk about the new Nod Laser turret, which doesn't appeal to me at all. Don't get me wrong, designing a new look takes effort and we all appreciate the work. But the turret doesn't resemble anything Nod stands for.

Take a look at the turrets Nod used in the original C&C games:  



http://vignette3.wikia.nocookie.net/cnc/images/5/53/CNCTW_Laser_Turret_Cameo.png/revision/latest?cb=20131129012731

http://vignette2.wikia.nocookie.net/cnc/images/e/ea/Viper_Turret.jpg/revision/latest/scale-to-width-down/250?cb=20130118022322

Most of these smaller turrets look extremely different to the Nod turret in this mod; they would employ barrels and look way more conventional. I might be wrong on this, and perhaps legitimate reasons are used for the design of the turret. If so, could you explain to me what are the key reasons the turret looks so differently and "(un)Nod-ish" according to your opinion?

It just bothers me how the turret is looking more Ordos than Nod  Very Happy

http://dune2k.com/Images/Duniverse/Games/Emperor/Structures/Ordos/O-PopupTurret-Big.jpg
(If you get an error page the first time, just press retry, and you'll be correctly directed.)


Nevertheless, again, I'd like to stress that this is meant as constructive criticism, most of the redesigns are extremely nicely pulled off! Kudos.

(It seems most of the pictures didn't show as I have would liked, however the links are probably still functional and would direct you to the pictures I meant.)
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 29, 2016 2:47 pm    Post subject: Reply with quote

basically my thoughts were like this
-not the 100th reincarnation of the same design again
-something organic, almost creepy
-no long, thin barrel and very fine details which cause many pixel holes when rendering and ugly visual bugs when firing up/down cliffs where the barrel can't tilt, yet the laser is going with a sharp bend up/down at the barrel end
-a bigger design, allowing me to add the typical glowing stripes animation
-i like the turrican boss monster, which this was based on
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ArchlordII
Vehicle Drone


Joined: 04 May 2015
Location: Earth

PostPosted: Tue Nov 29, 2016 11:42 pm    Post subject: Reply with quote

I, for one, really like the new laser turret. It looks kinda like a flying saucer/banshee.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Nov 29, 2016 11:44 pm    Post subject: Reply with quote

It just occurred to me that images here are outdated, I will fix that shortly.
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ArchlordII
Vehicle Drone


Joined: 04 May 2015
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PostPosted: Tue Nov 29, 2016 11:45 pm    Post subject: Reply with quote

Which images?
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Nov 29, 2016 11:46 pm    Post subject: Reply with quote

Banshee Pad and Repair Bay.
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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Wed Nov 30, 2016 8:05 am    Post subject: Reply with quote

Does that mean all Nod buildings, with the exception of the Construction Yard, are completed?

Edit: No. The Seismic Projector uses a placeholder still as well.
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PussyPus
Energy Commando


Joined: 14 Jul 2015
Location: The Arab Country, Time Travel?

PostPosted: Wed Nov 30, 2016 2:30 pm    Post subject: Reply with quote

When all these missing images be gone? After updating their artwork? (seismic projector and conyard for Nod, repair bay and orca helipad for GDI)

I hope the new update contains the following:

-New playable 4th faction
-Globotech gets available on skirmish with 14 other new missions
-New artworks for the following: GDI repair bay (make its design as a GDI eagle inside circle), Nod seismic projector, GDI orca helipad, GDI uplink tower. GDI firestorm generator, firestorm wall sections, And all official globotech buildings (fusion reactor, barracks, tiberium monitoring center, warehouse, radar array, unity tower, research tower, scientific facility/research lab,cityprotection wall, sentry gun, batteries, artillery, conoutpost, armory, and a new superweapon for them)

And i think Mod DB site was down for some minutes.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Nov 30, 2016 8:46 pm    Post subject: Reply with quote

There we go, images updated. Only two more Nod structures left. Very Happy
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Energy Commando


Joined: 14 Jul 2015
Location: The Arab Country, Time Travel?

PostPosted: Wed Nov 30, 2016 10:57 pm    Post subject: Reply with quote

Seems Globotech has a harvester too, I think it's going to be used when globotech be available on skirmish with 14 other missions.
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Vulture
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Joined: 08 Jan 2011

PostPosted: Sun Dec 11, 2016 4:57 pm    Post subject: Reply with quote

Hm... I have a question (not directly related to Nod buildings, but considering LKOs Refinery was the last uploaded building, I ask it here).

What are the dimensions (X meters × X meters) of a tile?

In other words: How big are the buildings, actually?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 11, 2016 6:20 pm    Post subject: Reply with quote

this is pretty hard to tell.
Especially since some buildings had to be done a tad smaller/bigger and not using a consistent scale, to make everything fit into the rather small space.

But for my buildings a tile is about 15 meter x 15 meter.

-The Core Reactor is about 26m high (the peak of the thin center tower). The diameter of the open tower top (from one of the 3 reactor towers) about 11m, the diameter on ground about 30m (the 3 towers intersecting on ground)

-The refinery docking area having the roof at about 11m height.
The turntable on the ground having a diameter of about 18m.
One of the small silos having a diameter of 5.6m (which is the height from ground to top, since they lay down 90° rotated), the length about 9m

Attached an image showing a human dummy (in front of the south entrance), which i used as reference on many buildings. A biped which represents a human of about 1.8m height.

This scaling would be consistent for most buildings, but the temple for example would be probably 150% the size in reality, as the center door on the SE side would probably have a height of about 8 meter in reality and not only 5.5m.



Though don't even try to scale units according to these numbers. Wink


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Vulture
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PostPosted: Sun Dec 11, 2016 9:42 pm    Post subject: Reply with quote

Nice, thanks!

The faction buildings seem pretty consistent compared to each other. The biggest throwoff for me what made an accurate guess so hard were the civilian structures, but now I think of it, quite a few of them are still from Tiberian Sun, aren't they?

Last edited by Vulture on Sun Dec 11, 2016 9:45 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 11, 2016 9:44 pm    Post subject: Reply with quote

In that regard i tried to stay close to the civil buildings scale.
In TS, 8 pixel in height equal roughly 2 to 2.5 meter (because usually one floor on a civil building is about 8 pixel high) and i tried to stay close to that with my buildings too.
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Vulture
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PostPosted: Sun Dec 11, 2016 9:53 pm    Post subject: Reply with quote

I see, thanks Smile
I have been checking things in the map editor - with the buildings obviously cluttered together for a better sense of scale - and it is indeed less out of whack as it sometimes looks like, with the exception of the Village set.

Special mention for the Farm House.

Edit: I think the Village set is also less bad as it seems, it's just due to the way the buildings are positioned on the tiles that the buildings feel a bit out of scale.

Farm House still makes no sense, though. Seriously, how big is that thing...
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