This is the fourth release of the TALON Mod. This is an interim version that is being released due to some delays getting v1.3 finished. Previous versions do not need to be installed but you need to be patched to the latest version of the game.
Two new maps are included in this version "The Four Horse Shoes of the Apocalypse" and "Hadrian's Wall". Details of what has been changed / added can be found in the included readme.
TALON MOD
v1.21
by Desecrator and HawK
This is a Multiplayer / Skirmish mod for the PC version of Command and Conquer 3: Tiberium Wars, patched to 1.09.
Added in 1.21;
○ Superweapons have a longer charge time but inflict considerably more damage when fired.
○ Build radius on all barracks increased so that walls can be built around them.
○ Capped structures that don't provide any benefit if there are more than one. i.e. Tech structures. This doesn't affect gameplay much but it's more a way of a player seeing that they have built something and it helps the player know what he has and hasn't built.
○ Capped cranes at 1
○ Walls are free
○ Walls now available on primary build queue instead of the crane.
○ Increased the build radius of expansion points (CDM Towers) to the same as cranes.
GDI features added in 1.21
■ Shockwave artillery changed to make it differ from the EMP effect that GDI gained in 1.2. It now has no EMP effects but has an increased area of effect, less lag time between firing. Currently not finished.
■ Increased the garrisoning slots for key structures (tech structures to 2, super weapon to 3)
■ Damage settings were increased for Firehawks air to ground bombs in order to match vertigo bombs.
■ Increased the range of the Firehawks AA missiles.
■ HAZMAT disposal facility income reduced to 50.
■ Fixed the EMP spikes so that they no longer produced power, but instead now draw power.
Nod features added in 1.1;
■ Obelisk now inflicts more damage as it was weaker than other factions tier 3 defenses.
Scrin features added in 1.1;
Added in 1.21;
■ Shields now equal 50% of each units HP's and the menus now reflect this.
■ Remove scrin from being able to upgrade power structures as they're organic and can't just upgrade.
■ Shock troopers reload time with the plasma disk launchers reduced by 1sec.
■ Orbital scan on nerve Center is now available after tech assembler is built.
■ Ichor field now doesn't appear as belonging to any player once dropped.
===========================================================
MAPS INCLUDED
We have included some of our custom made maps as well as community made maps with the mod. Visit our website for more information about these and other maps (www.TALONClan.com)
● [=T=] Alamo *
● [=T=] Blackout *
● [=T=] BridgeFort H *
● [=T=] Canyon Climax *
● [=T=] Citadel Siege*
● [=T=] Downtown Disaster *
● [=T=] Downtown Disaster v.2*
● [=T=] Kane's Cauldron *
● [=T=] MegaPort One
● [=T=] Octalon *
● [=T=] Octalon v.2*
● [=T=] Talooine *+
● [=T=] Tiberium Square Dance
● [=T=] Two L and Back*
● [=T=] The Four Horseshoes of the Apocalypse*
● [=T=] Hadrian's Wall*+
● Sarajevo YZ8 (courtesy of Mr David)
● Conduit Contention 2.0 (Courtesy of VonBinG)**
*- exclusive to the mod.
** - Sharing as per readme: "I hope you enjoy playing my map! please share this round online!"
+ - Thanks to Krileon for scripts used in this map. (Krileon2@hotmail.com)
Woot for updates!
Let's just hope the AI doesn't go full on retard with walls and it'll be good...
Haven't had any issues with walls at all. The AI doesn't seem to use them.
So I've noticed. Probably a good thing, too...I remember when I set AI builds walls to YES in Firestorm. That was a VERY bad idea.
I don't think you can compare those two... this is a whole different game engine.
Still a flag somewhere that says "AI Builds this" ;)
By the way, are there any new images leading up to 1.3?
it asks if i want to update to 1.09 yet i already have it can anyone help?