"Skill is when luck is customary to"
Yes aircraft can attack each other.
The roles for them will be quite diverse and greatly expanded in CD.
Some early WIP work can be viewed here:
Mind you that is already about a month old, and I made a lot of nice progress since then ;)
GDI, Nod, Cabal and Forgotten are the main focus of course.
This doesn't mean that those will be the only ones who play a part in CD. There may be others too...
The rest? - well feel free to think about that :P
Yes he is right, those boxes are fabulous!
May need to improve the spread animations, atm the tree doesn't move at all, only the top "spore" grows.
Cabal players can also modify their cyborg army to specific directions.
The ability to go for:
Light chassis (faster but fragile)
Heavy chassis (slower but tougher)
Mass production (cheaper but fragile)
High-Tech production (even more expensive, tougher)
Nanomachines (self repair systems)
Emergency systems (ability to fight without legs)
Just a few examples, mind you features are not final and can or probably will change!
Additionally Cabal receives corpse Harvesters, those can collect the remains from fallen enemies or friends next to them.
The collected corpses/meat can be brought back for an additional economy income.
It is whise to keep a high amount of husk based units, as the advanced cybernetic ones like Overseers, Skirmishers or Harbingers have a very high production cost.
Reapers can be used to support the harvesters in their cruel duty...
Note: Units which are affected by a nearby Overseer have a floating chip symbol other their head.
Poor Bob, best Husk in the world...
Voxels basically in TS and RA2 are 3D models based of small cubes.
The WW 2D engine convertes them into sprites ingame.
Hower in OpenRA the voxel is rendered in real 3D - that't the reason why they turn much smoother compared to the originals.
I'd go with #4 seems best for me.
Don't worry, this one is not final at all, it is just for testing purpose there. It will improve much more later - but thats no priority atm.
Actually this tibstyle here is a mix between TD,TS and TW.
TD had the supersized pods.
TS had that too but the crystalls look like grass
TW ones where freaking huge crystalls.
The truth is somewhere between there.
Well the craters on concrete stuff is a doing by myself :P
I will actually do specific concrete only craters, so the road can look damaged too. But for now I just used the normal craters.
Well the artset is in progress, building/art will be replaced/improved step by step.
Nods T3 Bomber
As we now use a T1-T3 (Basic gameplay) + T4-T5 system (Epic units, prototype buildings/units and sub-space units) instead the TS 10 techlevel system.
Comes with different loadouts depending on choosen ideologies.
Industry + Propaganda = Tiberium Bombs
Industry + Technology = Proton Bombs
Technology + Propaganda = EMP Bombs
Banshee and Banshee MK.II (Technology replacment of MK.I) are used as fighters for air superiority or ground attacks.
Venoms and Havocs are a lot cheaper than Banshees but can be easier shot down by AA but have the advantage to stay on any position in air - defending or attacking.
Gameplay whise this will be whole leagues better compared to the lagacy TS version. It will offer more options, completly reworked/improved balance and some nice fresh ideas.
Compatibility problems are history with it and multiplayer works a lot better.
Additionally the tooltips will help new players and even players who know the old builds. Everthing is directly explained what unit/building/support XYZ does.
I would love to release it right now, but quality goes first - after all I want to wait for at least one playtest from OpenRA which includes the TS mod. After that I'd consider to release a public build of CD OpenRA.
Ahh good old days.
Coop on legendary, one of the best things ever :D
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.