In the name of Kane! Return to the Tiberium universe with Kane at the center of an epic new single player campaign spanning 20 years – from the rebirth of the Brotherhood of Nod after the Second Tiberium War through the dramatic events of the Third Tiberium War and beyond. With your help, Commander, the Dark Messiah may rise again!
(You can skip to the "Help" part near the bottom of the page if you don't wish to read that wall)
So as some of you aware (or at least I hope you do...) the Condor plane was added to the ZOCOM faction as tier 3 supportive plane (You can thank Ahrimansiah for keep suggesting I should add it to KW in one way or another ;) ).
The Condor don't need to reload like any other GDI's planes or havocrafts, however that because of two main reasons, One it was hard to code it to act that way without bugs, and two because it was planned to be only supportive plane that can't attack, but in the last minute I decided to give it some weapon after all,
However if you thought I simply going to import it from C&C4 and just add it as another bomber, you were wrong.
After looking on the Condor's concept art and unused animation that were in both TT's final and beta version, I found out that EA probably had more rules for it than just standard bomber, but they eventually settle (?) with it just being as the firehawk replacement, the animations and art showed the plane was supposed to either manually or automatically unpack a portable ion canon when it attack some units, and the design hint it could also attack air targets using close range missiles though they both were left unused in the final version and the bones for the missile launchers were missing, leaving the launchers as unusable object that is just for show.
So my idea was to try and "resurrect" that behavior but in cool way that will fit KW and won't steal or completely replace the rule of something else.
The result was EMP havocraft that have second ability to transform midair to fighter aircraft!
The emp mod can only attack vehicles and structures while the fighter is faster and can only attack aircrafts without the need to reload, the catch however is that it's missiles are weaker from the Firehawk, so you can still see your hammerheads and firehawks as your primary planes for anti air attacks.
The Condor however is more like the Cryocopter×Megatangu from RA3, it have supportive and attacking rule that change it's behavior in unexpected way with a press of a button, but for balance sake it have 30s cooldown,
It also won't be able to gain veterancy due to me not find sane way to code it to it without getting reset upon unpacking (Rig, I'm looking at you... Oh wait, I fixed you didn't I?), I don't mind about it though because it was planned to be supportive plane anyway, and in my original plans it not was supposed to attack at all (the fighter mod was for escaping purposes.. Should I also note it the fastest plane in the GDI's fleet?),
So... please kindly ignore that issue or offer me creative way to solve it ;)
Either way I think it fine as it is now.
With that wall finish let move to the main reason this thread was made:
The Condor need to learn from you how to speak, what I mean by that? that I need your soul voice.
Since EA decided the Condor will take the firehawk's rule in C&C4, no voices for it could be found in the files, I did found some engine noises but that was all.
I could easily rename it and use other voice... but thanks to it unique behavior in KW I think a new voice will fit better.
So if you think you can voice it with good quality (and nice voice) please contact me (It can also be a female voice in case you wondered since it fit the ZOCOM's spirit... and since I'm not sexist ;) ),
I also need your help in giving it more lines or see if the ones I used fit the unit:
In EMP mod:
Electromagnetic Plane ready.
In EMP mod:
Select: Condor, standing by. Conder here. EMP is ready. Hover engines functional. Need my support?
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Great, Great, Great Game. I love fast-paced RTS games, as they embrace their genre to the fullest... you have to use more strategy as simply deciding whether or not you should set up a base at some location requires considerable thought.