"Skill is when luck is customary to"
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
The Tiberian Sun egnine is not able to do that. Westwood added that feature with Red Alert 2.
You may wait for a Tiberian Sun mod for OpenRA which is free and open source, I myself really like it (played same games here and there).
It does already have a Dune, Tiberian Dawn and Red Alert 1 mod. It does include such improvements like multiple build queues, much bigger maps (up to 16 players/AI + additional spectators) The AI also doesn't cheat and there is better hardware support (OpenGL).
It's just a matter of time, when you will see a Tiberian Sun mod for it, if that happens I may port my mod to it too, which would allow me to add complete new features!
But yeah thats music from the future xD
I have to survive this week with work. Then I have finished it and can focus on studying for the University for Applied Science completly.
But of course I will also have some free time for modding in fall & winter :D
So this will start rolling soon with updates!
They announced Mount & Blade 2 Bannerlord this year...you may like to wait for that game. As for the first game. I played Warband a lot, it's a fantastic game!
No, it is indeed at 4,5Ghz (100x45 1,28V with Offset) but for some reason 3D Mark11 does not recognize the specs from my CPU, also it did just read only the 2D clocks of my HD 7950 instead of the 3D ones.
About that 80-20 FPS, that was not for 10.000 units :P (80FPS when not any units visible in landbattles or when looking at sky xD)
With 10.000 units in City I would get about...hmm 10-30 FPS maybe :D.
There are two possibilities in siege battles:
High FPS but units stumble
Low FPS but units move
None of them is good for playing x_x
btw I recommend Radious Total War mods (stops super fast units and fixes some annoying stuff)
13.2 also improves crossfire support for Rome II
I get the following ingame benchmark results
average FPS 40
max FPS 66
min FPS 27
1920x1080 16xAF +Ultra SMAA via SweetFX
Ingame AA off
Vegetation Alpha off
Unit Size Ultra
Build Details Extreme
Unit Details Very High
DoF Low (I prefer this over high)
Heat Distortion on
With optimized settings I get:
Max 70 FPS
Average 48 FPS
Min 37 FPS
Gras/Trees on High and Particles on Very High, everything else like above. BTW I have a CPU bottleneck (only 85% used in Rome benchmark)
While benchmarking I had Rome II in background xD
btw you are using an old driver 9.12 get 13.12 Beta11! It has optimization for Rome II
If you want high graphics in Rome II you will need 3GB of VRAM, Rome is using 2,7GB of my GPU.
I had never any graphical glitches or big performance problems. But yeah I see people complainging with a GTX 650 that they can't handle the game at very high+ settings. What do they want, it's not a high end GPU!?
Also my CPU can handle battles with 10.000 units (FPS never go below 20, but if all move in siege battles they start to stumble a little)
But Rome II is far better with performce than Shogun 2, the multicore support nails it really. I have 50-100% CPU activity, and an i5-2500K @4,5Ghz is not one of the slowest CPU's for gaming. I get with OC about 20 FPS more in average.
Playing Coop campaign...my friend as macedonia and I as awesome Sparta ;)
btw game is running fine on 1920x1080 @ extreme (unit details at very high & shadows at medium) with 80-20fps
+ using custom SweetFX SMAA (performace friendly post AA)
on an i5-2500K @ 4,5Ghz, HD 7950 OC @ 1Ghz and 16GB RAM
Yeah...but BI did a great job with Altis. It has indeed an imersive enviroment with love to details.
Of course there are plain fields, but in real life there are also a lot of plain fields too. In the end it's a large scale sandbox military simulation. Tanks have a high range, so the battlefield must be in propper scale :)
Either you just deleted your updates or your last visit was 1min ago xD
Thanks goes to feillyne which provides me with 1 to 1000 updates a day :P
I have no advanced experience with the SAGE engine when it comes to modding. I am a good mapper (maybe now a bit rusty) but that's the end of the story.
While here I can do mostly anything what the engine is possible to do. I can edit the whole game. Hell even the AI is written from scratch, I included a modular base for it (easy expandable for new units etc). I started messing around with the game since 2008. By the end of 2009 I started a mod by the name Project Nemesis which later evolved into Crystallized Doom. After a few months stopped development I released 3 new versions - which improved stability and did a lot of bugfixes and balance changes. But now I am coming to a point where my allrounder skills are stopping me from pushing releases mostly because of lacking time.
The only thing I may consider is doing a mod with the more advanced Red Alert 2 engine (compared to TS), or start working on my Total War Shogun 2 or Far Cry Horror mod (zombies/monsters + penumbra music/sounds and an intense story) again or any other Cryengine mod (yes I am quite familiar with the Cryengine).
But yeah, maybe I surprise myself in the feature - who knows!?
PS: that was a little too much text xD
PPS: Such a pitty that I never finished my Far Cry mod :/
2003? Man times passes quite fast :(
Had a lot of fun on my Xbox with the MP mod (via cheats enabled)
I thought of making the icons with colored boarders ->
Red = AP
Blue = AA
This would help ingame a lot I think.
btw thanks for the hint!
I think that would be best, uploading the whole mod+game as standalone.
About the ini tweak...I haven't included a modded SUN.ini as it would overwrite all personal settings. I have posted the settings for working 3rd & 4th loading screens + highres modes some time ago.
Yes this also works for Win8, as I have it right now too.
Work's perfect (helped me in a lot of other games too)
Just want to say that this mod is not dead!
I just got a hard time to work on this mod (lot of other work to do)
If you the game crashes because of max graphic settings just google the 4GB patcher. This fixed it for me.
Multicore CPU and 64 bit support, this is how it should have been years ago for PC games!
I have to include the Forgotten and Cabal (maybe some Tiberium effects + Cybernetic sounds and sparks?) to the intro also. You may see this intro when clicking on the Crystallized Doom selection screen.
I have to investigate this problem.
Veinhole is working! It's just the on/off feature for Floaters etc.
This is how it does look in this mod ;) I think that is your visualized image of a veinhole monster :P