This is a group for people who like the command and conquer series, and/or think that EA should have finished tiberium, and let westwood finish tiberian sun properly along with red alert 2 and renegade alpha. Also letting them finish making renegade 2, Continuum and Tiberian Incursion(which looked good).
This is the fifth release of One Vision. Attached to the content of the mod are various textfiles: installation guide, changelog, faction themes and Credits. Dont forget posting in the forums if you encounter a bug or balance issues
Reaper-17's air unit(new one) can not aim at the enemy air unit(should)
Pleas fix it !
do you mean you cannot give them targets or don't they start attacking enemy aircraft on their own? I just tested the unit again and seems to work fine for me.
another good news
Echo troops's weapon has no texture(I mean the gun)
.Please fix it
Reaper-17's Eradicator Hexapod has a bug. When I garrision a infantry it will
disable its Genocider Hexapod (so I had to pay another 1000 to buy it again!)
Thanks for posting this odd bug. It didn't appear during the tests and I will fix it for the next version.
Renegades's cloaking field (3000) will kill Dawnbringer Device.
May you set the Dawnbringer Device is infantry
It's actually a feature and not a bug as it would be too overpowered if you could stealth it. However, thinking about it, making it explode might be a a little bit too extreme...
Does it exploding with enemy cloaks as well?? I forgot to test that when it got added :P
nope, I thought about that ;)
hehe good to hear :P
Have some bugs in 1.02 been fixed?
yeah.
But if I happened to forget fixing a bug, please let me know.
where is the normal big file for it
there is no big file. I assume you have problems with running the mod on the ultimate collection?
I am having an issue as well with this mod working with the ultimate edition.
The MoK don't have the prophet's blessing upgrade and thus the specter can't bombard areas as it's required to have this upgrade to bombard areas, is this intentional for the MoK not to bombard areas with specters?
No, it's not on purpose, this is unintentional. Thank you for pointing out this bug. It will be fixed in the patch I'm working on.
Also, the Renegades suffer the same prob., thnx for ur efforts in this great mod
wow, 0.75 already, I think there will be another nice play
Hi i will like to mod the game so i can make multi epic units not one if some one tell me how it will be nice
well, do you know something about modding?
Hi i dont know program language but for advance modders this change must not be something difficult if you can tell me what i need to change in game files the game will be more fun or if not to much can you upload changed files i think that people will be interested thanks for the help
you can get the modding tools from here:
Gamereplays.org
Hi just some thoughts for your mod soldier slot for heavy units like Avatar and heavy base def 10 epic units and mutation in tiberium field using it the aura is strange structures with base def tower options veterancy for cash in unit menu
sorry, I have no idea what you mean.
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The Cascading Haze upgrade of traveler59 strom column doesn't work.
thanks for reporting, it will be fixed in the next version.
The shadow team can fire in any model even when them fly in the sky.
man I love this mod, thanks so much for not only breathing new life into this game but changing it into what feels like REAL C&C.
I saw you mention ideas and I was thinking.
wouldnt the Rapid Response Force have a better air force then ZoCom and cheaper transports and/or no airfield requirement? after all a global force would need a solid air force to get anywhere quickly and have a strong need to keep it safe en route. maybe a dedicated ASF using railgun tech and the aurora? I have also been wondering whether ZoCom would even deploy something as heavy as mammoths, though you gave them sonic shells so it sorta works with the theme but a key component in attrition is keeping your base safe so maybe an advanced anti inf tower to pair up with the sonic emitter and better wall? use it or ignore it as you wish im still very happy with your work its just some ideas to help the GDI forces line up with your themes
last bit is a question, how do the firestorm troopers compare to the zone trooper against their shared target of vehicles? I have no solid way to test it so I figured I would just ask
I think your idea with RRF using transports without the airfield sounds cool.
However, having this from the start would be unfair. I think I will incorporate it into the ox transport upgrade to make it a bit more useful, I feel like it is only "nice to have" at this moment anyway.
I want to change ZOCOM a little bit in the future anyway, but at the moment I want to focus on other factions who are not so advanced such as Renegade.
And Firestorm Trooper are about 50% stronger than Zone Troopers upgraded with their Auto Injector upgrade (forgot it's name). However, I think this unit will slightly change in the next version.
just saw the forums link, sorry for posting this here and not in the suggestions thread
sorry for the late reply. its really good to see you putting equal effort and love into all the factions though I have a few more questions (sorry you may have answered them somewhere but i cant find them). first up, is this compatible with patch 1.9 or am I better of sticking to 1.02? have you worked on the AI? im petty sure ive seen it using ur units but will it use both global and unit abilities effectively? this is highly important for MoK. last one, do you have any plans to incorporate this into global conquest? I love that mode and would really like to 1. use your mod in it and 2. see what you can do to improve it.
thanks for the answers from before, ive started using the talon wave troopers in a team with he mutants as a tiberium capable inf force and it rocks, on the subject I must point out that the mutmercs don't really fit the talons theme but im not too keen on seeing it changed they really fill a much needed role in the talon forces with the tiberium immunity
for further questions please make use of the forums, okay? ^^
It's much more convenient.
There is a patch 1.9 for KW? Sure you don't confuse it with Tiberium Wars?
Just use 1.02 as anything else (like 1.02+) will make problems.
I'm aware of the issue with the AI. I'm currently using a stable but old version of WrathEd (modding tools). I can change neither the AI nor Global Conquest with the version I currently have.
This might change in the future, but for the next version I will still be using the current version (never change a running system, it will only cause bugs and problems).
Fortunately, the AI is programmed well enough to dynamically make use of all units it can build. I'm not sure if it is even possible to let it make use of special abilities, though.
Yeah, I frequently hear that people don't like mutants ^^
But I think that this is a necessary unit as well.
Is KW standalone compatible?
I don't know and I'm not even sure if I may answer this question on moddb.
I cant play the mod:
"blablabla\foldersrute\One Vision_0.75.big"
The system cannot find the file specified
And i can play others mod ¿?
WrathEd keeps telling me "Cannot open file cannot find the file specified", what do I do?
does this happen with the newest version too?
Furthermore, could you make a screenshot of the error message?
Please write me a pm with those issues, it is much easier to keep track than writing in the comment session.
I saw someone make 3 epic units how did he do that anyone knows ?