"Skill is when luck is customary to"
Radar is just a placeholder. It's still WIP.
lol Nero ^^
Yes this time they are final - I promise :D
And that's why custom maps will be included in future. The new maps will suit the mod very good.
Base spacing is twice as big as vanilla. As you can see the AI has much more free room, but I mostly need it for the walls. As this stops the computer to build those single parts inside it's base. Only problem is that AI bases with high tech levels will get huge.
In comparison to this: Moddb.com it got way better. But, AI will get very space hungry because of this too.
I tried it once a while back, but I would need more adjustments than other mods for it to work without problems.
I won't say no, but it's a question of time. I may do it later.
Those new Cyborgs are called Reavers and are the counterpart of Elite Cadres and Zone Marines (also new but no images yet).
Infantry battles will get much better with the new build, as each one got an overhaul. Rookies can now also deal serious damage in big groups. If they get supported by Rocketeers (former Rocket Infantry) even Cabal can be smashed with enough numbers.
AI build each building only once, exception are power and defense. GDI Watch Towers for example are all cloned so the AI builds more of them. As the GDI AI defense logic works only with upgrade systems (i.e. component towers).
Actually the only prerequisite the AI follows are buildings.
As for units only their tech level is a prerequisite.
AI builds walls after it has finished base buildings.
ATM I have this set:
GDI - C&C3 GDI EVA
Nod - C&C3 Nod EVA
Cabal - C&C2 Nod EVA
The Forgotten - C&C3 Scrin EVA
I have also some other things like fixed WCE for lasers on high details and many more ;)
Next release will got some pretty neat features ;)
Whats so difficult about cloaked Nod engineers?
Each engineer is unique in his own way.
GDI Engi is a balanced one
Nod Engi is a weak stealthed one
Cabal Engi is a slow armored cyborg
Mutant Engi is weak, fast and heals on Tiberium
You have Watch Towers which detects stealth. The Sesno tower from Cabal also detects stealth and many more buildings like component towers and radars.
Progress of 1.9.41 is going well, update will come sooner than I had expected :)
ATM I am working on AI. It's doing great steps!
AI LVL 0 (easy) is recommend for new mod players
AI LVL 1 (normal) is recommend for advanced mod players
AI LVL 2 (hard) is recommend for veteran mod players
Tiberian Sun's engine uses custom written code from Westwood.
While OpenRA uses YAML and LUA scripting.
Example in TS:
in OpenRA it would look like this:
Basic Nod infantry armed with assault rifles.
It's fast to learn if you have already experience in modding TD, TS, RA or RA2 ;)
It will also support the same graphic files, so I don't need to convert them.
OpenRA would allow me custom sidebars, custom EVA for each side, multiple production queue and many more! :)
As for Tiberian Sun in OpenRA:
It still isn't that far, but it's going on :)
I really am looking forward for the shadow improvments and the smoother movement of 3D units like tanks.
Yes, indeed. It was a small mistake from me.
Fix already aviable ;)
I think, the chance is higher that I port this mod to OpenRA.
Then I could do much more with this ;)
But that will only happen, once the Tiberian Sun mod for OpenRA is ready, after that I can start to work on top of it, but with much more freedom :)
Imagine 16 Player battles, on gigantic maps with Crystallized Doom gameplay...OpenGL too, so modern hardware get used too and much less problems. It still will take a year maybe, till it's ready.
You don't need Tiberian Sun for this.
Just download the mod, extract the 7z file with 7zip for example. Then just start the mod with the game.exe
If necessary add one of the ddraw.dlls into the main folder.
This is complete standalone.
Maybe someone already noticed the small "mistake"
More like exploiting the hell of it, adding a playable side to the game is one part, but adding a new playable faction which is completly independant from other sides is another story.
I am experimenting with this the next days a lot. ATM they are just 4 normal factions + 5 GDI clones, with different names.
With the way I added Cabal and the Forgotten, I am only able to add two more faction, for a total size of 6 playable ones which should work for the AI without problems!
+7 factions may get...complicated. I may end up with two GDI, two Nod, one Cabal and one Mutant faction. That should be enough I hope :)
I want to archive something similar like in RA2 with allies & soviets.
Multiple starting factions/sub factions for players - no problem
Getting the game & AI handle this - big problem
Answer - trial and error till it works how it should!
You're one of a few who where since the beginning of this mod here.
So, I say thank you for your long support :)
I managed to edit the game, to add new things, to fix new broken things, now it's time to fine tune them.
With overhaul it's not meant to change all units - instead it's more like an intense check of each object ingame.
I will go through all animations (snow/desert) checking if each is working as intended.
Voxel units will be adjusted in Z buffer size, so they won't show on top of a power plant smoke exhaust or building.
So it's mostly those annoying small detail things I am going to hunt now down.
The AI will learn that spamming is not the only solution. It will react to player tactics more.
Balance is still a core part, but I want also to do this detail things too, but thats only possible one by one.
I will do my best ;)
Yes, we noticed while testing - that you would really need such a feature. As the AI can be overwhelming sometimes.
But still, this is far from finished, I have big plans :D
Maybe someone want to have a closer look at this:
It's the complete changelog from 1.9 to 22.214.171.124
I lost the changelog from version 1.9.3 so that one is missing there. But still, I am suprised how much changed from that one.
Maybe someone of you will remember that time when the mod was crashing like hell.
For me...it was a pain in the *** to fix it, but it was worth! :D
It should be downloadable tomorrow for all.
126.96.36.199 should be aviable for download soon.
Oh my god. You guys, once this will be aviable I will mod the hell out of it!!! :D
Yes indeed it is that.