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 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 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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