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Could any of you think of a reason why a map (Nukes of our Fathers) won't show up in the custom map/mission selection screen in the game?
All the other TE campaign missions show up there, but Nukes just won't. I've used the map manager, tried deleting it and reinstalling it, tried manually copying the map into the maps folder; I even went compared the nukes directory with other map directories but the same type of files seem to be in there.
Yet, the map just won't show up in the game custom maps menu.
The venom didn't have any Orca technology, the Venom had Banshee technology.
I prefer the original C&C3 Stealth Tank.
Maybe instead of green glowing cracks, they should be brown roots. I don't like the green glowing cracks, but nothing between them doesn't look quite as good either. So roots instead could work.
??? I've only had that problem once and it was Nod that did it (And a good thing too, I was having a massively hard time keeping the Scrin at bay, if I had to deal with Nod as well, I'd be toast. Or Nod defeats the Scrin for me.) But this is only in missions where you already have access to super weapons. Just drop a super weapon on them, and they're all destroyed.
There's this TE multiplayer map pack isn't there? That regularly gets updated and new maps added? The multiplayer maps should be able to hold those things then.
I just had an idea. Shouldn't the firing part of the sonic defences of GDI look more like the firing part of the Disruptor Tank? Not look like a simple canon?
Uh, no. The con't change the stealth tank, it looks really good.
And your forgetting the removal of fire exhaust on the Banshee.
I also don't see the point of the Montauk and the Kodiak. At one point you had to defend the Kodiak, it doesn't have any defenses itself. They're simply mobile command centers, not combat units.
Please remove the fire exhaust, it's just wrong.
Which version of Tiberium Wars do you have installed? If you don't have 1.9, you can't see it.
If you do have 1.9, you still need to unpack the mod in the right directory.
Not true, as long as they kill the garrisoned forces quite a bit faster than non garrison-clearing units, they are useful. The problem with instant clearing a garrisoned building, equals that garrisoning is useless. Your troops will almost certainly survive longer not garrisoned that garrisoned, so why garrison them?
Does anyone here, against a human opponent, garrison his troops?
Has anyone been able to build any walls in any of the campaign missions? I can't build any walls anywhere, because I constantly can't build. There's a slew of green wall slabs, and then one, (usually the very first one) is red and I can't construct them. They should be quite a bit more tolerant of uneven terrain.
Oh, and the Banshee has a fire exhaust? The Banshee was advanced Tacitus tech and based upon a found Scrin unit. There was never a hint, in any cut scenes or the game, that it had simple afterburner engines. I always assumed it flew by electro-magnetic and/or gravitational fields. It really shouldn't have a flame animation for an afterburner.
No, that won't work. Like I said, the destruction of that wrong one means you failed the mission.
Well, that's annoying. The Scrin final mission I built a battle mothership and attacked the GDI base, however it was rather heavily defended anti-air wise and I lost it... defeated. Apparently losing the battleship costs as losing your escape mothership and you lose.
So I play the mission again, built my battle mothership, used it to fight the GDI base but this time with ground support, sent it back to be repaired, while my ground troops defeat the GDI base. I fly the battle mothership over to the tower... and here it does NOT count as THE escape mothership, and since you can't summon that mothership while the battle mothership is around, have to start the mission AGAIN!
Okay, so the Scrin first tier are totally underpowered. I can't beat the first mission of their campaign as GDI is sending too much infantry, APCs and Wolverines at me, and my units simply aren't enough to effectively stop them.
Scrin has no effective anti-infantry, among other things, the buzzers just die too quickly. And I need a massive amount of number advantage just to keep one wave away and it still takes lots of time to take down a single unit. Base defense the same way. Plasma disc launchers simply can't keep APCs and Wolverines effectively at bay.
Bloody hell, I actually managed to beat that mission... on easy. Here's how to do it:
Upgrade the power plants. Train a few a reapers, 4 or so, and train four more saboteurs. Make your soldiers including the reapers 1. Make the 4 original saboteurs and 1 new one 2, and the 3 new ones 3. Now, use your soldiers and especially the commando to take out GDI's walker push, while you send your original saboteurs all the way to the right top of the screen, and your three new ones to the lower conyard.
When you've stalled the GDI push, walk your soldiers to the lower Scrin Conyard. Now go to planning mode, tell your soldiers to attack one of the two seekers, one engineer to capture one Gravity Stabilizer, one the Conyard, and one the Technology Assembler. Up above, tell one saboteur to capture the conyard, two to capture the Scrin barracks, and two to capture the alien war factories.
Activate your plan. Once the seekers are destroyed, march your soldiers up and take out any anti-air units. Then fly both conyards down to your stealthed base and set them down. March your soldiers back down as protection for your conyards, and take out the final Gravity Stabilizer. You can sell the Nod pyramid for some extra cash, you no longer need it, really.
Be warned; if you do not take out all the Scrin's construction ability, they will build with whatever Tiberium is left (or they can still harvest) an attack force to attack the GDI air base and they will succeed in destroying it. (I'm not sure how far the lone tripod that's standing up in corner gets on its own). So if you didn't get them all, you'll have to build a quick but good attack force and move them to the air base to cut the Scrin off before they succeed.
(Oh, don't forget to put your soldiers in 'hold fire' mode, if they attack the Scrin too soon, you're screwed.)
I know that trick, however I sincerely wonder it can even be done in TE, as I think they destroy the Scrin conyards damn quickly. But still, this still eliminates your ability to achieve the bonus objectives (build Mammoth tank and Tripod.)
So, anyone manage to beat Operation Stiletto yet? Because I don't think it can be done. GDI is just way, way, way to overpowered to be able to win this mission, definitely not if you want to achieve the bonus objectives.
GDI just rolls over the Scrin far too fast. The initial attack wave will mow through the Scrin **** easy, making them heroic before they're even near their objective, which makes it only that much more easy to destroy the Scrin.
If I capture the lower GDI base, the GDI will defeat the Scrin far too quickly. Using the commando to destroy the walkers in the initial GDI push and then capturing the Scrin base makes me survive a little longer, but the end-result is the same; GDI WAY to overpowered. My Scrin units can't deal with them, and GDI rolls to the upper base and finishes the Scrin off there. And you've lost again.
Anti-air turrets can hardly deal with simple GDI rocketeer guys. Anti-armor Scrin units, that lightning blast thing, get over powered by anti-infantry APCs - without any infantry in them.
Anyone been able to defeat this mission in TE?
Does anyone actually use the Orca bomber? I tried to bomb something and most of the load just misses, slams into the ground before the target. It does less damage than the Firehawk bombs.
In Win7: go to "my computer". You should now be in an explorer screen with left a screen you can vertically scroll, containing among others "network", "my computer", "desktop" and such. Now go to "desktop", under here you should find a directory with your username. Go there, and then find the "My documents" directory, or if you changed this directory, whatever you changed it to. Now, in this directory you should find a directory for C&C3 Tiberium Wars, and in that directory there is "replays", "mods" "maps", etc. In this folder you need to put your stuff.
Huh, I noticed something odd. When units are ready at the GDI warfactory, they don't come out the door, but they ride through the left wall, and then turn 90 degrees to drive in the same direction as it would have if it came out the door.
I just played a skirmish with Nod and came across the Avatar. I'm kinda disappointed the cannibalize other units option is gone. I never had much of a problem with existing, what I had a problem with, was that was the only way it could be upgraded. It would be foolish to cannibalize a unit when you can just tell the factory to upgrade the unit. However, if you're out in the field, and don't have a factory handy, then being able to upgrade the unit quickly could be a useful ability. (Especially if it is an enemy's unit.)
At the same time, I find it rather silly I can tell an Avatar to upgrade while I'm nowhere near a factory or my base, even in the enemy base.
So here's an option to consider for a potential version 1.5: Avatar can upgrade like now, but only in the repair radius of the factory (if this is possible), and has as a secondary option, especially out in the field, to cannibalize units like TW avatar.
Okay, so the for to last mission of GDI is once again impossible with this economy, only in easy are there little enough units you have enough Tiberium to defeat the Scrin expansion base and its master mind.
But what the hell happened with the last mission? It's impossible even in easy. I watched first in medium and then in easy with stunned shock as multiple super weapons wiped out my entire base, one from the Scrin, one from Nod. As if that wasn't enough, heavy bombardment from multiple high level units, from beam canons to devastators attacked me at the same time. Nod dropped vapor bombs as if the nuke wasn't enough. The mothership arrived happily in the midst of that. And finally, the Scrin established their forward base before the mothership was even defeated. And both Nod and Scrin are ready to unleash their super weapons in just over a minute on top of that.
This mission is utterly impossible. I went back and played this mission in vanilla Tiberium Wars, and the units sent after me were a. less, b. not so high tier, and c. there are no vapor bombs, and all the events have a short, but doable delay in between them. It's hectic, but it can be done, even in hard. In Tiberium Essence, this mission is utterly impossible.
Which rather sucks, I've got to say, later versions of the game suck. The game got crippled the more they upgraded it, single player campaign the most.
Oddly enough, the game can start a previous version of itself to show a replay, does anyone know of a way to make the game start in a previous version of itself to actually play it?
You'd think it'd be nicely in the "game browser" once they turned it into a "game browser".
I never liked "Tiberium Infusion" as the name for the upgrade either, although I did like the concept; seeing as it came out of Tiberian Sun. And here's the thing, I don't like "Forced Evolution" any more than I like "Tiberium Infusion". Why? Because it isn't the name given to this very practice in TS. In TS, of course, they were still experimenting with it, and couldn't get it properly to work yet, but that evidently changed.
The term that I wanted to see for this upgrade, is of course the same term used in TS for the very same thing: Divination.
Any change in a next version of this mod, it will get its TS name back?
Besides, it should be possible to defeat the game even in Hard Mode.
Also, staring at the screen for minutes for Tiberium to regrow is not the way the game should be played.
The economy is really screwed. A single load of Tiberium should be netting you more credits. There are missions where you can't win in hard mode because you simply can't harvest enough Tiberium to build an attack force. You need every drop just to keep your defenses up, and even that isn't possible. As time goes by you notice that little by little your defenses get widdled away until you eventually lose.
In medium, the waves are less frequent and less big, so you have just enough defenses they don't get widdled away, so you can eventually win; but those missions go like: stare at screen, stare at screen stare at screen, hmm, some attacking units got destroyed, repair some units at factory, stare at screen, tiberium regrown enough yet?, no, stare at screen, stare at screen, oh, finally, some tiberium, harvest, build some more units for attack force, soon enough tiberium gone, stare at screen, stare at screen.
It's seriously annoying. And I'm pretty sure in later levels not even medium difficulty will have enough Tiberium to harvest.
I just had a weird bug, I don't know if this is the mod or the C&C3 itself, but in GDI Mission 1 a couple of my own guys, especially rocket units, suddenly became computer controlled and started attacking everything. I could still select these units and they were not considered hostile (no red attack cursor), but I couldn't order them to do anything and they attacked everything in sight. Nod units, my own units, they even blew an orca out of the sky and attacked my jet pack guys.