"Skill is when luck is customary to"
Well this is not Cabal's voice here, it's the Reaper.
As for Cabal himself, we have multiple variants of him in progress, but haven't decided 100% where he will go voice wise.
Yes the first fat one is the Forgotten mobile home aka MCV.
The other fat one is the Taurus siege APC. Can transport up to 10 infantry and is armed with a 105mm HE cannon and a AoE MG to surpress infantry and to cover the long reload time of it's main weapon. But it's rate of turn is one of the slowest of all units + a lack of a turret makes this heavy armored unit vulnerable to flank attacks.
Cabal Reaper is voiced by our newest member in our voice acting team, this is just a part of his upcoming work which is totally awesome! :)
Well T1-T5 are the basic buildings and units which will cover most of the bases and armies. While T6-T8 is the specialized & expensive stuff. T9-T10 are prototypes, superweapons, satellites and spacecraft.
So players can choose to what amout of level they want to play. Most will be happy with Tier 8 (This already has units like Mammoth MK.IIs, Cabal Commandos, Cadre Commandos, etc)
As for choosable techlevels this will be available:
T10 - no SW
T10 - no space
T10 - no SW & space
If people don't want to play with epic units they just setup T8 as max level.
This should fit into Nods color theme more, as if want to compare to the old theme: Moddb.com
The player colors where simply too much.
I got it from ComradeCrimson, I really like it.
Let's say when "it's done" :P
No seriously now, I am working a lot on it. Progress is fast but it also depends on the release of the OpenRA TS mod. As there are still not all features available from orignal TS ATM.
OpenRA has an ingame map editor.
I guess you will love high tier GDI. Some pretty awesome units will be there. I really like units with multi weapon systems.
I did a quick test with the Mammoth MK.II in OpenRA. It got a two barreled MG which spreads it's fire across 1-2 cells to surpress infantry. Then we have 4 railguns and 2 multi purpose missile pods. That thing ain't a joke of a unit anymore :P
We already have some new ideas in mind, but they are no high priority ATM.
It was quite an overkill round xD
ATM the game runs on your native resolution. But you can enable pixel doubling in the graphics menu which renders everthing twice as big except the UI.
Well on this day we lost a lot of brothers...
This Mutant which is called as simply "The Voice" is an actual campaign character of the story and lore from Crystallized Doom. He support's the playable Forgotten clan Sotir against all it's enemies, his own personal intentions are unknown...
ATM not, but this is on their todo list.
Yes indeed, it confused me at first too.
Stuff left to do for T2:
-Defense buildings (Cabal)
-Defense buildings (Forgotten)
After that I can polish the balance and recreate stuff like the Dreadfire weapon logic Moddb.com and the Reaper web logic.
Also there is going to be fully functional Aboreus (red) and Cruentus (gold) Tiberium too.
I removed the weapon from the cabal harvester for the moment, as the AI likes to use them as attack units.
Here you can see the TS version sidebars:
I will try to maintain a similar look like them.
This is the GDI MBT. The Archon is a very solid allrounder of durability, speed and weapon equipment, but it will need supporting Wolverines to handle the dangerous infantry. It's available from T2 onwards.
All this screenshots are from OpenRA.
The whole rebuild version from Crystallized Doom is build on the current OpenRA TS mod, which is still WIP.
The reason I did this switch was that Win 10 had problems with TS (there is a fix out threre still) but after all this time it showed me again that even vanilla TS is not that stable to run on new OS.
TBH the TS version alse started to get too stale for me and OpenRA was that small spark that made modding fun again. Graion and I looked in OpenRA's code and saw so much potential. It allows stuff that we could have never dreamed off.
That happens when 2 units overlap on the same cell/subcell.
I guess I made it a little too big?
I anm also going to give all weapons some inaccuracy depending on it's kind. This gives each weapon some personality. So for example the grenade launcher is now useful against an area of infantry.
Bullets also don't hit always. Husks and Marines for example do shoot slower but have a better chance to hit the enemies, while Grunts and Rookies tend to use more ammo and shoot faster but of the cost of precise shots. So this makes them differ even more from each other.
Yes, thats it.
Poor Rookie, can't even see him in all those explosions :(
Dogs for example can now only detect stealthed infantry with a range of 5 cells. They charge now to infantry and can not attack any buildings, vehicles and cyborgs/armored infantry.
In TS they had a range of 1 cell. They could detect anything stealthed and they could attack any ground unit or building. They also had no attack leap.
It looks quite funny when dogs fight each other while running in a circle trying to attack the other one. Some infantry even manages to evade an incoming charging dog.
I didn't touch the UI yet. It's on my todo list, but not a high priority thing.
I was released earlier from service because of medical reasons.
Don't worry it's nothing bad - so I am fine :)
Full time back on working as IT-Businessman and hobby modder ^_^