"Skill is when luck is customary to"
As always changelog can be found here:
You can also post your feedback and ideas here:
If you have problems with installing the mod, I am always here to help you!
The updated changlog so far: Moddb.com
Sony slapped Microsoft several times directly where it hurts, too bad I love Halo & Forza. So I have to wait and see if they change their mind :/ with used games on XB1, if not I am ready to welcome a PS4 @ home.
Looks for me like the ability to change mass/energy buffers
If you infiltrate a construction yard, you also see what the enemy is currently building.
I am still investigating, if the money stealing from refineries is working as intended. The scout should be able to steal 50% of the current tiberium storage, from the infiltrated refinery.
With scout I mean the GDI Scout, Chameleon Spy and Mutant Explorer. Cabal doesn't have this kind of unit ATM (instead they have Limped Drones).
If a scout enters:
A factory, you will see the current unit in production when selected
A power plant, you will see the energy status when selected
A refinery, you will see the current amount of storage aviable when selected
A radar, you will see everything the enemy sees (this is buggy/every player will see it too)
You may see some very small black pixels towards the target. As this system uses attached particlesystems to the weapons (it's some kind of very fast, hardly visible black railgun).
I may end up to use this effect for Railgun/ION typed weapons. The flash (much bigger than on this image) already looks great on the ION Fortress Tower and the Inferior Tank ;)
I personaly would stick to 3 long range cannons with a weak supporting secondary weapon, as it would be very slow. But once in range of your base -> total destruction ;)
First idea was, that this unit would be one of the enemy Mutant Warlords of the campaign, but I think that the Mutants also need something in skirmish to be competetive against the other factions.
The Tripod may be moved to campaign, as it's not fitting very well to the other skirmish units of The Forgotten.
First I need some information.
What version of Tiberian Sun are you running?
The First Decade TS
The mod is packed with 7zip. You can get the program here
After you have unpacked the file, just copy them into your SUN folder (make a backup of the game first) then start the game with the custom game.exe
No joke look here: Mediamarkt.at
EDIT: xD found another one Mediamarkt.at
This image looks just awesome, the lightning, textures everything great :D
You have the following set?
Short Game no
Unit Count 2
Do you use original maps or custom ones? Does it crash at the loading screen?
Yeah, the art is not really good, if WW only made them more like the concepts.
This is how the veinhole should have looked in final TS:
Thanks :) don't worry I am working to fix the savegame bug & random map generator for next version ;)
I am still investigating the problem. So far save/loading does not work :(
Those settings in your sun.ini should do the trick.
I just tested a few things more in the generator. All settings do work except City and Lifeforms!
What settings do you use for skirmish?
This is very important:
-Do NEVER change starting units (this is needed to get 3rd & 4th side to work)
-NEVER disable "Bases" (necessary for new factions & AI)
-You may set graphic details to medium to stop waveclass errors (lasers & sonic)
If you hear at start "unit lost" it does mean that everything is working as intended. It's a workaround to get 3rd and 4th side AI working.
Have you removed the old 1.9.2 files?
ecache08.mix, sidec03.mix and sidec04.mix are not needed, all others will be replaced with 1.9.3 files
The AI.ini is not used. The AIFS.ini is used instead.
If you start the game with only TS there won't be any AI.
Of course you can just rename the AIFS.ini to AI.ini that should also do the trick, but I can't promise that everything else will work perfect in normal TS ;)
Please remember to delete all files of the old version first!
Some files were removed and are not neccesary anymore.
We would appreciate any feedback from you!
I hope that all of you, will enjoy this great update!
It will be uploaded in the next following hours.
Techlevel 1-8 are fully playable +full AI support. Techlevel 9-10 are not balanced in the beta also the AI does not use the units for it yet.
PS: Nice cute resolution Chubro :P
In 1.9.3 all vehicles are now better categorized of their movement type. In 1.9.2 and original TS all units where categorized as wheeled vehicles except reaper (creep) and hover vehicles.
- high base speed
- slow on non asphalt terrain
- can't move on Veins save, but can cross it faster than a walker
- low base speed
- minimal speed disadvantages on terrain except Veins/Tiberium
- can move on Veins save, but very slow
- 100% speed anywhere
- 200% boost when moving forward
- slow speed when turning
- medium base speed
- minimal speed disadvantages on terrain
- can't move on Veins save, but can cross it faster than track vehicles
So as you see each type has advantages or disadvantages.
It may look good on a standing image, but in motion the smoke is way to much jumping around, need to make it smoother :)
The debris parts are just from one Mammoth. It can explode up to 13 different parts with a total count of 20 debris parts (4 feet parts,8 leg parts,8 metal pieces)
A Achron battle tank has only 6 parts (turret,barrel,4 metal pieces) just for comparison of debris numbers.
Maybe I will show you an Nemesis explosion next ;)
But you will see it yourself in action soon!
^^ This...same thoughts.
Make ODSTs only aviable via a special ability. Also Warthogs should be aviable seperate.
LAAG good vs infantry
SAM good vs vehicels & air
Gaus good allrounder but expensive
and the transport one would also be very useful.
Just updated the mod site a little, you may find some new interesting information ;)