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Tiberian Wars Advanced
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Oct 11, 2007 7:14 pm    Post subject:  Tiberian Wars Advanced
Subject description: my second mod for TW
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So, after a long time of try and error (sometimes more error than try Very Happy ), I finally managed to get my mod to be the way I wanted it to be.

Its more or less an improved version of my other mod, but I decided to give it a different name. Razz

Quote:

TW Advanced 1.0
Bugfixes and error corrections:
-Militant Squads now correctly gain suppression bonus
-Nod Crane: Health increased by 50%, normalizing its health with that of the GDI Crane and Scrin Foundry
-Added a delay for the Warp Sphere - wow it takes some secons, befor finished vehilces leave the building
-Reconstruction Drones dont count as buildings anymore
-Fixed a dislay error which prevented some weapons from showing grafic effects when attacking GDI soldiers
-Corrupter, Seeker, Devastator Warships and Planetary Assault Carrier now take more damage from flanking and attacks from behind
-removed directional armor from GDI MCVs and Surveyors (normalizing them with their Nod/Scrin counterparts)
-fixed a small grafic glich for GDI harvester when unloading

Overall Changes:
-removed EA video
-changed credits.ini
-changed some ingame texts
-infantry gets a different suppression bonus: instead -75 speed & +25 armor, its now -50 Speed & +50 Armor
-Added some dummy objects for the worldbuilder. When placed on maps, the will emit patricle systems. You can find them under "Civilian\System"
--ParticleSys_SmallFire01, ParticleSys_MediumFire01, ParticleSys_MediumSmoke01, ParticleSys_MediumSmoke02 & ParticleSys_Tiberium01
-Changed stealth detector range for Pittbulls, Nod Bikes and Seeker from 400 to 250
-Changed stealth detector range for infantry (exept Commandos, sniper and Masterminds) from 100 to 50
-Changed stealth detector range for sniper from 400 to 250
-changed some AI setting for using specialpowers
-additionel particlesystems for Firehawk and Orcas
-Changed the way units clean garrisoned building:
--the effectiveness variies from unit to unit - flame tank for example are way more effectiv then grenadiers
--Buzzer after cleaning buildings
--Firehawks can now clean buildings with their bombs
-Tiberium gives less money (50%), but it contains more cristalls (from 50 to 60) - you get less money, but the field will last a bit longer
-all MCVs vost 5000%
-walls are buildable
-radar is move from construction yard to the Command Post, Operations Center and Nerve Center
-GDI Ox transposrts and Nod Carryalls have doubbled their health
-Armageddon bomber health is now 4000 instead of 600
-cranes can build tier1 defense buildings again

GDI:
-anti-aircraft batterys deal more damage (from 25 to 30)
-modified the Orca
--now armed with a Gatling gun for taking out infantry
--changed the behaviour to make it look more like a heavy attack & support craft
-Grenadier Squad: Range increased by 20%.
-Mammoth Tank: Turret turn rate reduced by 33% and edited locomotor
-Orca bombing runs deal more damage
-improved Guardian cannon and aligned it the Rig weapon
-lowered Sonic Emitter damage and raised reloading time
-lowered Zone Trooper range (200 von 250)
-Replaced the Spotter from the Sniper Team with a second Sniper and improved attack range
-random skins for zone troopers

Nod:
-Stealth Tanks now shoot 6 missiles instead of 10, but the total amount of damage stays the same
-Fanatics: Cost/Build time reduced by 13% to 700/7.
-Beam Cannon: Improved range for Reflector Beam. Its now the same as for the normal attack.
-Laser Turret: Raised Damage from 140 to 300.
-Temple Of Nod: Computer Counter Measures is now a Player Power and costs 1000$.
-Avatar: Main weapon's attack power increased by 10%.
-Flame Tanks: Lowered attack bonus versus building from 150% to 125%.
-Black Hands: Cant be crushed from normal tanks (Mammoths can still crush them)
-Secret Shrine: Can now heal infantry.
-Disroption Towers: Can now cloak themself.

Scrin:
-Disintegrators: When crushed by enemy vehicles, attack power of explosive revenge attack doubled.
-Devourer: Cost and buildtome lowerd to 1200/12.
-Seeker, upgraded Shock Trooper and Devastator Warships do 10% less damage versus vehicles and aircrafts.
-The Swarm: Now spawns 6 instead of 7 Buzzer.


DOWNLOAD

And finally some pictures:






And Last, but not Least:

A huge thanks for all who helped me and supported me when working in this modification, especially Golan, Kasian, Lord Of The Sith and all the guys from Thundermods.net, Project Perfect Mod and CNC3.net.

Also especially thanks to ccgx and http://www.lods-development.de/ for hosting the mod.


PS: Sorry for my crappy english Sad

Last edited by Stygs on Wed Oct 17, 2007 10:52 pm; edited 2 times in total

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Kurorahk
Soldier


Joined: 20 May 2005
Location: Defiance Industries HQ, Antarctica

PostPosted: Fri Oct 12, 2007 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice Job, will try when brother gets home. Keep up the good work.

-Kurorahk-

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Oct 12, 2007 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome, i like simple mods too... big ones need something orignal to pull it off, simple, well just improves what was already there Very Happy

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Oct 14, 2007 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Oct 18, 2007 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

*bump*

I am currently working on a GDI medic (upgrade), which will be part of every squad and heal all other suqad members. Any idea what else he should be able to do? Some people sugguested some kind of drug which imporved the squad for a short time, but I dont think that fits with GDI :/

And I am not sure if Sniper Teams should get medics...

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Oct 19, 2007 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I actually had some fun with this mod. Balance was certainly an improvement.

Good job! Smile

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Oct 29, 2007 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, somehow I exspected some more feedback...

nevertheless, I am searching for someone how can model/skin me a GDI unit, as my personel skills kinda suck for this... :/

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Oct 29, 2007 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have to say I expected people to react to this more as well.

I also thought I'd replied to this topic.. but alas.

I liked it. Although I felt it was partially imbalanced towards Nod. Although your additions were almost all muchly appreciated!

The one thing that really did annoy me, was the speed nerf of the Orca. Okay, it has more weaponry, but it completely takes away its roll as a rapid response unit, one of the few of its kind for GDI.

And I love your idea on the medic. I like it a lot. I kind of think it'd be better than the extra armour add-on for infantry.

Also, will you adapt the mod for 1.09? Or not? 1.09 I think has improved the game a lot as is, and although you do several of the things done in the patch, it'd be nice if it was modified for 1.09.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Oct 29, 2007 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

the medic is currently on hold :/

I wanted it to be an upgrade smiliar to the confessor, it should heal and respawn, but it just wont work.
It can not respawn other people and healing is worthles, as infatry dies pretty fast. It may be the most useless unit/upgrade in the entire mod #Tongue
I may make him an seperat unit like in TS, but I just dont like this idea, as it will be a lot of hassle to control him ingame.

Your right about the orca, that was really a bad idea :/
I intended him to be a heavy and slow gunship, not a fast fihter (fast units are Nods job, GDI should be slow and heavy), but I think I overdid it as its slow speed make it hard to escape.
Will be changed in 1.2 Smile

@ 1.09
About 90% of 1.09 changes will be included if EA ever releases those updatet xml files Wink
But for now, there are some more important things I want to add than this small balance changes ^^

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Oct 30, 2007 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Well glad your still working on it.
I had the idea of potentially giving Orca's engine boosters as an upgrade (bought via the Airfield) which when activated, increase speed for a short period of time. Perhaps this a slight speed improvement (but still slower than current Orca standards) would help bring its life back?

Also, I've noticed some larger shader pixels on the Orca in your mod than usual ingame. Or is that just me not noticing it in the original C&C3?

I know an issue people have apparently had with C&C3 was the Rig, and its apparent unusefulness. An idea I had to improve this, was to give it the railgun upgrade like the predator + mammoth tank. I don't know if you'd agree, but from what I've seen, you seem to share the same thought pattern as I Wink.

And how far do your plans go for this mod? Only a few more tweaks, or trying to develop the sides to be really different to each other? Things like modifying build speed, armour, price etc for "shared" units like MCV's and expanders, to help make them more seperately defined? Things like making each side depend more on a certain thing than the others?

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Oct 30, 2007 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

The only changes on the Orca locomotor in TWA are a slower accelerations and a slower turnrate, the basic speed is the same as in TW 1.0 Wink
An upgrade may an interesting idea, but Oras allready have a unit specific upgrad (sensor pods) and I prefer upgrades which affect more than one unit.
(hmmm... StratoFighter Orcas anyone? Twisted Evil )

I considered a railgun for Rigs once, but I dont like that idea for 2 reasons:
1. Rigs should have the same weapon as a normal guardian cannon - and if you make the Rig upgradeable, you should do the same for the guardian - which may be a bit unfair compared to Scrin/Nod...
2. They have no different model and it may be unfair if your enemy cant see if your Rig has railguns or not.

I just improved guardian (and Rig) cannons in TWA 1.0 to make them more usefull. Maybe I should lower their deploy time or give them more health.
But Rigs should be a support unit, not something that can kill whole armies...

"And how far do your plans go for this mod? Only a few more tweaks, or trying to develop the sides to be really different to each other?"

When I startet modding TW, I initial intended to change half of the game to be more TS like.
But I scraped that idea as it was to much work for me - thus TWAs goal is to make the game more fun, but the basic TW gameplay will stay the same way as it is now.

Nevertheless, TWA 1.2 may contain something from TS many people wanted to have for TW....
It just needs some more tiberium cristalls on its back befor I can show it Wink

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Oct 30, 2007 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stygs wrote:
The only changes on the Orca locomotor in TWA are a slower accelerations and a slower turnrate, the basic speed is the same as in TW 1.0 Wink
An upgrade may an interesting idea, but Oras allready have a unit specific upgrad (sensor pods) and I prefer upgrades which affect more than one unit.
(hmmm... StratoFighter Orcas anyone? Twisted Evil )


Thats fair enough, was just an idea to help keep your current settings, while also trying to help bring back the Orca Fighter as it once was.

Stygs wrote:
I considered a railgun for Rigs once, but I dont like that idea for 2 reasons:
1. Rigs should have the same weapon as a normal guardian cannon - and if you make the Rig upgradeable, you should do the same for the guardian - which may be a bit unfair compared to Scrin/Nod...
2. They have no different model and it may be unfair if your enemy cant see if your Rig has railguns or not.

I was unsure if you could give it the extra railgun images like thoses added to the Predator or Mammoth. But I can see where you're coming from with the other points. In my mod, I had the intention of having for Nod, a mobile stealth generator, and for Scrin, giving the Lighting Spike an Ion Storm also. To help balance it out.

Stygs wrote:
Nevertheless, TWA 1.2 may contain something from TS many people wanted to have for TW....
It just needs some more tiberium cristalls on its back befor I can show it Wink

Look forward to it Wink.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Nov 05, 2007 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Moved to the finished Mods section.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Nov 12, 2007 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Bump*

Just wanted to say that the topic can be closed, as there propably will be no next version for TWA :/
Basicly, everything I wanted to add for 1.2 failed, so I guess I stop modding TW for a time....

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Nov 13, 2007 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

That's too bad. I'll leave it opened for the next 24 hours for any final comments from any forum members. Then, I'll close it if nobody has nothing to add to this discussion.

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Kurorahk
Soldier


Joined: 20 May 2005
Location: Defiance Industries HQ, Antarctica

PostPosted: Tue Nov 13, 2007 4:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Sad to here that Stygs, you made a good mod especially the new version of the Orca. Hopefully you will continue modding even if this mod dies, you are vary skilled. Good luck on your next modding endeavor.

-Kurorahk-

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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Tue Nov 13, 2007 4:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Stygs wrote:

Basicly, everything I wanted to add for 1.2 failed


Aww, *cuts self*

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Nov 13, 2007 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Failed? how so? o__O

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Nov 13, 2007 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

How?

Ok, heres a small (and incomplete) list of ideas and things a had planned for 1.2 :

Scrin:

Corrupter:
I wanted corruptors to shoot blue tiberium if they got promoted to the highes expirience level. While the coding for the weaponstream was (more or less) easy, the coloring is the bigger problem: I have no clue how exactly the color work. Some paticlesystems turn out blue like it wanted them to be, but some with the same texture and the same color values turned out yellow. Or orange. Or invisible...
The goes for the stream ittself: theres a texture in the middle of the stream which appears green ingame, although the texture isnt green...
http://i204.photobucket.com/albums/bb291/StrangeGuyWithAGun/corrupter.jpg
http://i204.photobucket.com/albums/bb291/StrangeGuyWithAGun/sshot0129-1.jpg

Devourer:
Some people say that the Devourer cant gather Tiberium from refinerys. In fact, they can, but there are some special requierements, so I dicided to update the Devourer description and include the requirements. Believe it or not, but I couldnt find the requierements in the xml files.
I have no clue how this abbility works :S


GDI:

Carryall:
I intended to make an buildable carryall which works the same like the callable carryall:
If you load in a vehilce, you should be able to see it under the carryall, if you load in a squad, you will see an container.
Worked basicly fine, but had 2 bugs: There is no way to change the ObjectStatusOfContainer depending on the contained units. So if the vehicles should be visible, the infantry had to be visible to (which looked stupid as there would be arms sticking of of the container). Or I could make the infantry invisible, which resulted in invisible Vehicles. Having invisble infantry and visible vehicles didnt worked, so I removed the carryall :/

Aurora:
The Aurora was intended as an easteregg. It would have been an CnC Generals styled Aurora Bomber with GDI colors and was supposted to replace the Orca Strike.
I found someone who was willing to make this model and skin it, but he wanted to make some small changes to make it fit with TW.
The result had as much resemblance with an Generals Aurora as a Generals Overlord has with a TS MK2...
The guy agreed to make a new model, but I have never heard from him since then...

Sentinel:
Was planed as a mobile AA vehicle, similiar the reallife Gepard or Tunguska. Scraped as I couldnt find anyone to make a model.


Nod:
GroupBonus for Infantry: If you have about 5 squads in a small area, all of them would gain a small bonus - just like the China tanks in Generals or the orcs in BFME.
Simply dindt work - I added the LargeGroupBonusUpdate.xsd into the AssetTypeGameObject.xsd, but it had no effect....


Or the Tiberium Fiend.
It used the model and sounds from a BFME warg to make a Tiberian Friend. Worked gret (exept the weapon, that that should be fixable). The problem was only the tiberium: a tiberian fiend without tiberium is no tiberian fiend, so I asked a firend of mine if he could add it.
Now he made a good loking new model for it, but he also cant get the tibeian to look good - which means that now I have 2 possible models for the fiend, but none of them looks really like a fiend....
http://s204.photobucket.com/albums/bb291/StrangeGuyWithAGun/?action=view&current=sshot0105.jpg

Of course, thats only a small part of the things I had planned, some worked very good (ike my Firehawk weapon swap or the changed avatar upgrades, and some things just turned out bad.
MOdding simply makes no fun if the most promising featres wont work or require way to much time :/

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Nov 13, 2007 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stygs wrote:

Carryall:
I intended to make an buildable carryall which works the same like the callable carryall:
If you load in a vehilce, you should be able to see it under the carryall, if you load in a squad, you will see an container.
Worked basicly fine, but had 2 bugs: There is no way to change the ObjectStatusOfContainer depending on the contained units. So if the vehicles should be visible, the infantry had to be visible to (which looked stupid as there would be arms sticking of of the container). Or I could make the infantry invisible, which resulted in invisible Vehicles. Having invisble infantry and visible vehicles didnt worked, so I removed the carryall :/

Why not have 2?
A Carryall and a 'Transport' like in TS? Thats what I want to do in my mod, but I need to learn how to edit TW Laughing

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Nov 13, 2007 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

for 2 simply reasons:

The dropdships (or nod carryalls) in TW can both, so if i made them buildable, they should be able to do the same.
And during the testing I found them way more usefull if they can transport both, only one type of units makes them to limited.
Having 2 totaly different transport units would also require 2 different models...

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Tue Nov 13, 2007 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

The best way would be to get a modeler make you a large Dropship so the units can be invisible (since the tanks would be inside the dropship)

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Nov 13, 2007 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know, if I had a modeler, then most of my problems were easy to solve #Tongue
But most modeler I know are allready busy with their own mods :/

And I allready said, I wanted to make a fully working GDI carryall buildable - not a huge dropship or anything other, just the normal carryall...

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Nov 17, 2007 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Strange, still not closed #Tongue

just to inform you, that I may continue it, since I decided to scrap most of the ideas and to concentrate on the basics: To make the gameplay more fun.

Heres something I am curretnly working on: The tiberian fiend:
http://i204.photobucket.com/albums/bb291/StrangeGuyWithAGun/sshot0105.jpg

Its linked and works, but still hase some weapon problems.
And I know its missing the tiberium, but believe me: you woulnd like to see my tiberium for it #Tongue

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Nov 17, 2007 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The 24 hours trick always work Laughing

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Nov 19, 2007 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

the reason for the continuation wanst the closing, but the fact that if finnylly got some placeholder models Wink

Honestly, considering the responses here, it probaply wouldnt even make a different if the topic is closed or not Laughing

Btw, any suggestion how an orca bomber shoulded be armed?

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Mon Nov 19, 2007 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

ummm, with bombs? Laughing
Perhaps 2 mods, a precision bomb and a carpet bomb mode?

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Nov 22, 2007 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, after a lot of work, its finaly there: TWA 1.2

DownloaD

Heres (a short) changelist. Only contains the important changes, most balancing/grafik changes are not mentioned.

Quote:
Bugfixes and Error Corrections:
-Fixed varios bugs and mistakes, reaching from giving the Kane Editon Avatar the Kane Edition Flametank skin to giving the Predator Tank gun recoil
-Corrected some description texts
-APCs can now use their "Drop off" abbility to selected location inside the fog of war
-MBFs, Mini-MBFs & Rigs now have a "deploy at target position" abillity. Simply select a location and they will drive there and deploy

Overall Changes:
-Now "upgrade" masseges anymore if you change the Firehawk weapons
-Infantry cant detect cloaked aircrafts
-changed the way "random" settings work in Muliplayer: Side, Color and Starting Locations are now shown von all players, even if they selected random
-added a TWA Logo in the main menu
-changed eco system:
-harvester and reffeneries use the 1.09 values
-TWA tiberium still caontains 20% more cristalls than the defaul Tibeirum, making it last longer
-Fog Of War grows faster
-Infantry killed by tibeirum now transforms into visceroids
-cranes need a warfactory
-changed the stealtheffects a bit to make them more visible

Scrin:
-Seeker cant detect stealth anymore
-Gunwalker can now detect stealt units and do 20% more damage
-Harvester: lowered Health from 7500 to 5000
-Devastator Warships use the 1.09 values, but fire 5 instead of 7 missiles

GDI:
-Pittbulls health imporoved to values from Patch 1.06 and lowerd his speed
-Harvester: lowered Health from 7500 to 5000
-railguns do only 50% damage an infantry
-sniper can be upgraded with composit armor
-sniper cant targets vehicles and buildings anymore
-"call transport " cost lowerd from 500$ to 200$
-changed missile soldier:
-now 4 instead of 2 soldiers
-changed health
-lowered range and changed damage values
-they can select between normal and laserguided missiles. These do more damage against vehicles and planes, but less against buildungs and infantry

NOD:
-Stealthtank can now call transports
-Stealthtank now need an operation center to be build
-"call transport" cost lowerd from 500$ to 200$
-Avatars cant "steal" parts of other units, instead they can now simply upgraded seperatly
-changed militant rocket troops:
-now 4 instead of 2 soldiers
-changed health
-lowered range and changed damage values
-They can now lay EMP Mines to stop enemy units



Varios pictures can be found here

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HeadShock
Civilian


Joined: 26 May 2006

PostPosted: Fri Nov 23, 2007 9:26 am    Post subject: a problem Reply with quote  Mark this post and the followings unread

i have a problem in version 1.2:
GDI rocket troops is unusable - non of both rocket-fire-modes are available - just grayed and non clickable, this rocket weapons requires something. but what? i dont see anymore, just requires yellow box(shortcuts not work too). All other changes in mod works fine, great work.
I'm used C&C 1.09 non-english version.
PS: sorry for my english - not my native language

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Nov 26, 2007 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, the MissileSoldiers workes fine for me - nevertheless, they will be changed as their weaponswitch was a last minute change.
I guess they will simply get an attack bonus and some light effects when they use thei abillity.

Sone other news:

Commandos in 1.3 will bey slighly different from now:
GDIs Comamndo will featre a railgun - still instant kill versus infantry and addintionel damage vs vehicles.
Nods Commando can now place C4 on enemy vehicles (unluckily, they only get their normal attack cursor)

But I am thinking about those 2 changes:
1. Anti-Superweapon strcutures: I am thinking about adding 1 building for every side which would prevent usage of Ioncannon, Nuke and Rift around the building, other specialpowers would not be affected. Any idears about that?

2. Late game economy. I was thinking of giving every side some kind of bonus as long as a lategame sturcture (space command, signal transmittel, tiberiumtfacility) is present.
Scrin should get additional money from Growth Accelerators, but my ideas for GDI and Nod didnt work :/
Any Ideas what I could give those sides?

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HeadShock
Civilian


Joined: 26 May 2006

PostPosted: Tue Nov 27, 2007 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Nod rocket squad work fine - they fire rockets and place mines, but GDI rocket squad not fire rockets, seems they not have weapons...
maybe broken archive with mod?
-------
Updated:
i resolve this problem: i launch mods without control panel (mods in game directory)
Today i launch mod from panel (mod in user folder) -they works fine!
But intresting issue ^)

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Dec 13, 2007 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Fri Dec 14, 2007 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

hey one more idea i like infatry can you make the basic infantry'(mg infantry) weapons even more powerful by 15%.

dude i like your ideas this is going to be downloaded i like it lots .. good job. Very Happy

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Dec 14, 2007 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Basic Infantry will be rebalanced in some of the next versions (Nod will have smaller squads and a bit better soldiers).

The next version will also contain buildable dropships for GDI - its quite fun to land some troops behind enemy lines Smile

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Dec 15, 2007 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Schweet, look forward to it!

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Wed Mar 26, 2008 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a question, where did he get that Red Zone version of Small town USA?

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