All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.

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Unit Cap (Groups : Tiberium Essence Fans : Forum : Mutant Ideas : Unit Cap) Locked
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Gallade Reaper-17 Foreman
Apr 10 2013, 2:31pm Anchor

I absolutely love the Forgotten and other Tiberian mutations and so I got pleasant surprise when I captured my first Mutant Mercenary Hovel. I was disappointed at the three units only cap though. Would it be possible to be able to produce infinite marauders, fiends and the like?

Aug 12 2013, 11:03am Anchor

Agree. By the way there are other 2 mutant structures in some campaign maps. A Hovel is to train mutant infantries, and a Garage to build mutant vehicles. Both of these structures can produce infinite units except for Hunter, Ghost Stalker, Hijacker, and Mobile Sensor Array (Seriously I have no idea why a unarmed detector has a unit cap of ONE).
However, only Mutant Outpost can be captured in skirmish maps, which lead to a loss of one great unit: Mutant Flak Troopers. Not sure how it's gonna be updated but I really hope to have these flak troopers back. Or at least some maps containing both Hovels and Garages~

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