"Skill is when luck is customary to"
mass production front cyborg
heavy shotgun cyborg
armored cyborg engineer
like old cyborgs in 1.9.3 but little stronger
heavy jumpjet cyborgs
heavy armored "tank" mostly usefull to stop enemy or make him busy
formerly called Plasma Cyborg
formerly called Advanced Cyborg
stealthed, good for ambushes
Deadly cyborgs with mobile plasma lasers
slow but strong
formerly Cabal Commando
very effective against anything except air
only one buildable, even stronger than Harbinger
Hope this clears a little up ^.^
Techlevels only valid for 1.9.4 will change with following updates.
Remember, it's included in 1.9.4 but will be fully utilized with 1.9.41+
Please notice on this image that I am using the normal sized infantry package...standalone will let you choose between small and orignal version :)
Yes...it's 3 days at the very latest. Sooner maybe later no ;)
Yes Heksus has joined our development team.
*May not be included with 1.9.4*
Just a showoff of feature plans (maybe 1.9.5) ;)
Version 1.9.4 in it's current state has over 200 changes to balance, bugfixes, improvments and new features...and it's still in early beta.
Patience is the answer for you all, at the moment. Final release could reach over 300 changes maybe.
We also increased our developer team to 4 members :)
Could be possible, but ATM I prioritize on other things for 1.9.4
Already did a lot of work, but still some things left :P
Mostly it would be useful with our maps that will be provided with the mod.
Some of them are water based...but for original TS maps the effort wouldn't be really worth :/
ATM I am doing experiments with the AI. If this is going right people may see an AI which repairs bridges, captures neutral tech buildings and promote it's infantry via Armories etc.
I can provide two solutions for skirmish:
1. Mobile Naval Yard method
like in the image, but of course with fitting graphics
AI won't be maybe able to use it properly (needs testing)
2. Neutral Naval Yards (will be only present in our feature map packs)
function as tech building
AI may be able to capture them and build ships
3. Campaign only units
Let us focus on other stuff and keep ships for campaign only
Direct link: Media.moddb.com
Hope it's better for you :)
Maybe now it's more clear for people to understand.
PS: press view original for better overview
We both play via tunggle together. Our games are about 2-6H long and without problems.
Game is as stable as vanilla (you even get sync error in original TS sometimes)
Yes, custom faction MCV's
This image is a thank you from me, for 180 watchers!
(With a small teaser as you can see)
We are going to make sure that the waiting is worth, we have still many surprises for you coming!
One more thing:
AI is now doing properly threat rating anlysis. It calculates each player's global strengh and compares it with itself.
When AI attacking for example with Rookies and Rocket Infantry, it will attack vehicles with Rocket Infantry and will left the Rookies as backup/reserve.
AI has now improved micro management of units, it will retreat gather it's troops, do flanking attacks and more.
I can say the waiting for this version is worth :D
That purple GDI AI was hardcore today xD
It was fighting against a Nod and Forgotten AI, but without loosing it's base...the Forgotten AI has rebuild his base 5 times completly new and swichted base location a little because of the vein monsters.
That 3136 Marines should be enough for defense :P
I know you hate those guys -.-
Don't spoil the people :P
Nemesis is still there of course...it has a new graphic too and is much deadlier than before ;)
What happens if GDI wants to mount an ION cannon on a Tank? Right the Inferior is the result, but what happens if GDI wants the big variant?
Here is the result...extreme slow, extreme heavy and extreme deadly even for that mighty Armageddon Tank. GDI might think to throw that Nemesis into the trash bin :P
Notice! Only one of it's kind will be aviable for normal mortal commanders, if they have the money...
More will follow...
Oh and we are going to provide a strategy guide for newbies. It will lead you with each faction from T1 to T10. As we noticed that many players are killed by the tremendous amount of units :P
Everything will shape with time...
You can expect a major balance change, a complete new threat rating logic, redone sound effects, there are new weapon effects (each weapon has it's own unique sound), I am improving again sound mangement/priorities. Also most units have new voices. You may also find building sounds (clicking on buildings).
I did some minor graphic changes, renamed some units with better names, improved/added debris to units. Did some AI editing. The actual dev build has 50 music tracks (more will be added also) - each side will have it's own music style. There is also a new Ionstorm sound (high quality). I reworked the menu interface - which is still WIP.
More or less this looks like there won't be a 1.9.32 release. Instead it's a major 1.9.4 release. I just need time balancing it right and properly adding all features. I won't release anything unfinished like in past.
The mod is also comming with a standalone installer (you will only need the installer, nothing else) and optional packages (HyperPatch, two kinds of ddraw.dll's, music packs).
So yeah...some stuff is coming, but we need more time polishing it for release. So no ETA for release yet (but it's 2013 of course xD).
Stay tuned for more information/media soon!
Could be, yes. It wasn't tested completly. I would call it a beta of the next version.
It does indeed beat a GTX 680