"Skill is when luck is customary to"
Well the Scout is mostly used for recon and anti inf. While the Venom is mostly used against vehicles.
So the Swarm Drone has some pretty good chances against them. But if it would have been an Orca Fighter (F1 or F2 doesn't matter) or any other air superiority aircraft - then the swarm drones get wrecked ofc.
This drones main purpose is to make the AA busy, so the heavy Gunships can destroy the buildings.
Fun fact...after uploading the videos - I realized that Crystallized Doom turned 6 years old.
Well I may scrap the shark, as the Hornet and Condor should be way superior to it (sub space aircaft).
So there is even no need for it.
Now that you mention it - yes xD
The Hailstorm is the light arty for Nod, it does not replace the Specter artillery.
The Specter Artillery is the heavy artillery. Its much more expensive but utilize stealth and long range as it's advantage.
Additional to that it can use HE, EMP or napalm depending on chosen techtrees.
PS: Hailstorms are reaaally fun to play with, one of my new fav units :D
I am going to post a status update soon on the general state of the mod.
As quite a lot has changed in the last few weeks :)
For example the techlevel system has been adjusted. We won't be using the TS 10 Techlevel system anymore.
Instead we refactored it into a 5 tier system.
Tier 1 (Basic infantry & vehicles, radar)
Tier 2 (Subfactions / research system, aircraft)
Tier 3 (Tech Center, advanced units)
Tier 4 (Epic units, space)
Tier 5 (Superweapons, game enders, prototype units/buildings)
Tier 1 is compareable to old techlevel 3.
Tier 2 is compareable to old techlevel 6.
Tier 3 is compareable to old techlevel 9.
Tier 4 is compareable to old techlevel 10 without superweapons.
Tier 5 is compareable to old techlevel 10 with even more crazy stuff.
This system should be better useable for all. As I don't think that a lot of people used a lot of different techevels in original TS. TBH most used T9 or T10 just admit it :P
Thats good, you should fear this unit :D
Late tier GDI heavy artillery.
Very expensive (2K-3K Range) and strong armored.
It is suggested to destroy them ASAP - as 2-3 Juggernauts can deal serious damage over a very long distance.
Yes there is a map importer tool, but it's still not final (it seems to work in most cases).
Actually the Threat Rating Node was needed for the Hunter Seeker.
They cut it shortly before release (balance issues with the pointing score system, a GDI player got way more points with it than without it.).
In Tiberian Sun 1.0 (and 1.1 AFAIK) the Hunter Seeker was pure useless (it picked a random target, sometimes light infantry, civ buildings, trees, etc...)
So Westwood "fixed" the bug which originally should have been a feature. That fix made the Threat Rating Logic nearly not useable at all since that.
It still works, but the numbers they have used for the rating are very much useless choosen and don't show any effect if not adjusted properly.
Another bug is, once the rating node got sold/destroyed the effect still was active.
BTW..Tiberian Sun CD build has the rating system active by default - each Conyard has it assigned ;)
Just a placeholder for now.
There will be also a lot more of interresting support powers ;)
Those servers are sponsored by OpenRA dev baxxster for the closed beta.
They are even visible here: Openra.net
Once CD is released people are free to host their own servers ofc :)
Well I am afraid, but the TS build is quite instable.
If you are running with Windows 10 you have to remove the LAN patch.
Nice try, but I can't add you twice :P
You hit it right, Forgotten Hunters are a lot faster than Grunts but are much more vulnerable.
You use Grunts as cannon fooder and Hunters to take enemies down - thanks to their long range/accuracy and extra grenade launcher.
Also the Forgotten faction in CD is a lot like wasteland raiders/scavengers - so they can't send all their units in high-tech stuff into battle.
Ofc there are the default TS ones too, I placed them there for comparison.
If you listen to it, there is even a known melody of a particular TS soundtrack included.
Listen to this track for comparison:
So the brownish look from the bushes is fine?
Ok now I need to find a fitting colour for green trees without makeing them look stupid and out of place.
It's made by StringStorm, one of our Voice/Audio/Music artists.
I.e the guy who made the CD Reaper voice :)
I like them :D
That is possible, cellsize can be changed, but that would mean...redoing EVERYTHING.
Sadly that's not an option fir this project of this size.
Maybe next time ;)
We had them once in...some loooong time ago.
They look somehow good on smaller size, but the problem is they just loose way too much details - or get lost i.e visibility.
To satisfy everyone I maybe have to add somehow a smaller infantry on/off button X_x
For basic help you can also try to get help at PPM:
No body motion and weapons yet...
It's still not finished, needs some weapons and polishing.
Don't mind the color theme - thats a placeholder.
Like Graion said, it's just a matter of getting used to it. At first it's system didn't made sense at all for me.
Now it's like I never did anything else ever.
The traits page will help you a lot.
OpenRA build of Crystallized Doom will be standalone too.
ATM there is only a dev team beta. A closed beta will probably release next month (not sure yet) - after some testing a public build would be released later this year.
But no exact release dates yet.
It will probably go into 3 variants...
Knowledge - Black Hand (Laser)
Industry - Black Hand (Flamer)
Propaganda - Black Hand (Minigun)
depending on the first chosen ideology.
Close, this time it was me.
But he helped me rigging it and gives me lot of advices :)
Good to hear!