"Skill is when luck is customary to"
Oh my god. You guys, once this will be aviable I will mod the hell out of it!!! :D
Yes indeed it is that.
1# Download the mod
2# Extract the 7z file with 7zip for example
#3 Start the game with the custom game.exe
No installation required, you may need to use a ddraw.dll if you have problems with TS in general (Win7 or Win8) but there is a readme for the dll's included with the details.
Dean Harris (known as MusicComposer here on moddb)
I really appreciate his great help in our mod.
Thank you all for supporting me, this means a lot for me and keeps my motivation high :)
Will be fixed with next update!
The next following weeks will be going to be very exciting for all of us!
Yeah we could have use for you!
I send you a PM :)
Once I managed to rework the first techlevel from scratch it will go very fast till feature completeness.
I am gratefull for all support people give to me, so I thank you too for your interest :)
If you find any bugs please report them to me, as I will try to fix them for 22.214.171.124 - this upcoming version will be the last one with the system right now you have.
Starting with 1.9.41 I will revise all techlevels! That will be a preperation for the campaign.
Each update will include fully optimized AI for that level and much better balance. More information about this will follow the next days.
Build 126.96.36.199 is right now uploading, expect it soon aviable for download!
Yes that's a bug, the AA Bunker can't attack flying infantry ATM, will be fixed with the next build.
The RMG will only crash with water if it places bridges, ATM I don't know how to fix it, but I will keep on to find one solution like always :)
The build radius will be in general reworked. It will be based mostly on building cost and type.
A cheap building (silo etc) or defense won't increase your radius much but a refinary, radar or maybe a tech building will indeed increase it.
I may add an optional file for the loading screens, so people can choose theirself what they prefer.
As for the GDI towers, they are not the "same" as in vanilla TS. You may have noticed that you build them now completly finished instead of parts, to save micromanagement.
The game only allows one "walltower" so I am again code/engine limited here :(
The game can't handle more than 100 sidebar images for players, so it's impossible to have more buildings/units at a time.
I also want to notice that you can't update from 188.8.131.52 to 184.108.40.206 or later, don't worry filesize is way smaller than original 1.9.4 release.
I know about the savegame resolution bug, it's something I am not able to change. The only thing possible, would be removing the Forgotten/Cabal loadingscreens again and to restore it how it was in vanilla.
As for the scorpion you mean like this explosion? Moddb.com
I already thought I fixed it with the last update, but it looks like the problem is still there. This will be fixed for sure!
It's because I had included the movie files in that version. In newer builds it's replaced with 1KB files.
"Game+Mod without movies 440mb
Movies only 1,35GB "
I would have to adjust the colors of course.
Please, if you have found any bugs, feel free to post them!
Please don't think this unit can steamroll a whole army, because it won't. See it more as a strong supporter and not a main force in your army. Of course I can't force players to spam this unit :P
BTW this little toy has a special price tag of just 3000$, so grab it while it's hot!
I also added Hyperpatch 0.3 already, Orca Transports are working flawless now!
I start now to work on the mod on a daily base again :D
ATM this will stay that way, I may change it further later, so that maybe the green/brown look into a more black/steel look, but I have other priorities right now.
My biggest priority is right now to improve the unit's tasks. As many have the same role. I am working out strong/weakness/counter attack possibilities of different units.
The main idea is to make weak units still useful in higher tech levels.
I will show soon a sheet how I work this out!
The slow speed of the mod right now is because of the concept/thinking than the actual coding xD...
Posting the next days a status update.
xD at least most of us have something in common :D
Thank you for your interest!
Our team already got bigger, we now are 5 people working on this mod. Templarfreak is our newest member which will be focusing on voxels. :)
It runs on both of my Win 8 machines, widescreen+AA without problems.
I'm very excited and nervous of this upcoming update.
I want to deliver a unique experience this time, but fear I may fail. If I look back - I promised an update 3 months ago!
I am not quite happy with the progress speed, I can mostly work on weekends on this mod now - so compared to last year progress is so sloooow :(
But I have a nice small group which can support/motivate me quite well, so I won't stop for them (even if it may take long to make) :)