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Hello all, I am the creator of Tiberian Sun 3. I created the mod with the intention to made a fun exciting experience when playing Tiberian Sun. I am always willing to take your feedback so feel free to post on the mod page. If it is a serious problem, (eg. game crashes when building factory) send me a message directly. Other than that I hope you enjoy and feel free to follow Tiberian Sun 3 on www_ppmsite_com under forums for more details.
I will play a few games and hopefully It crashes for me and I can find out whats causing it.
The game freezes or does it crash? If it crashes it's because there is a problem with the game coding, if you find out what exactly happens (like when a certain vehicle explodes or something) I can fix it.
Thanks all
sadly no, It would be awesome I'd admit
Before I look at campaigns I want to finish adding new units and structures. I do have a beginning storyline and would like to add a campaign eventually....
You won't be able to combine other mods into mine unless you were to do it manually with each file and ini editing. The mod is standalone since I changed some of the game core files and TS is so small in size. Thank you for trying it out.
As for anyone else reading there will be a large progress update coming in the next week or so showing some of the content in version 1.1
I agree, a third faction would add alot to the mod in terms of uniqueness. If I were to add a third faction I woundn't want to go the same route as the current mods. I would choose something that is different yet not out of place in terms of the Tiberium universe.
You've sparked my interest...
A third faction is always good to have but is alot of work. There is a mod that adds the forgotten as a faction called Tiberian Sun Reform.
I had originally planned on a campaign with cutscenes but the damands on my time were too much. I do have a list of ides for an update since alot of people were saddened by the loss of subterrainean units...
Well the mod has been released for a month now and your feedback has helped me work out some issues.
- Remove unessessary game files
- Snipers will only fire upon infantry not vehicles
- Sam tower and Plasma Cannon will be available in tier 1
- Normal bots will not be as difficult
The teamtype the enemy uses to attack you is random, sometimes you wont see a mamoth mk2 at all, and sometimes right in the beginning. On easy the bots wont send any tier 3 units, I will take a look at making normal difficulty a little easier, but I want hard difficulty to be a challenge to even pro players.
As for the lack of AA for GDI I knew that was a problem excpecially if the enemy sends jumpjets early on. Changing the Sam structures to require the Radar is not a bad idea, I think I might do that. :)
Yes, open up Rules.ini in the game folder and hit Control-F. This will bring up the find window, type Paranoid=yes and it will scroll down to the AI section. Change "Paranoid=yes" to "Paranoid=no" and save the document and they will no longer ally with each other.
Yes
Tiberian Sun uses a old style graphics renderer that isnt optimized with the new graphics hardware. A patch was made to fix this problem and I included it with my mod.
You dont need to istall it, just extracct the game wherever you choose and play with game.exe
not sure as to why it would do that, you didnt by chance put it in your TS directory did you?
I was planning on giving a new unit to both factions, I already have a hald done unit for nod called the Defiler which is a Subterrainean tiberium firing unit that regen's hitpoints when it fires. As for GDI im not sure yet they need.
actually I just happened to finish it yesterday, thought maybe someone would like to have it before they had time off
on my way to do that do right now...
Thanks for the feedback, I do have many improvements that I still intend to add such as a new unit for both gdi and nod (one being subterrainean) and new super units that are larger and far superior to the Mammoth Mech and Cyborg commando.
I will be posting a unit description and explanation since each unit is very unique and there is far more versatility to each than in regular TS. I spent alot of time making each unit important and usefull early and late game.
Just as additional information both GDI and Nod have units that play the same role, but function vastly different. Eg:
Juggernaut - GDI
Extreme long range vehicle effective against structures and "infantry" with large "area of effect" warheads. (low accuracy)
Artillery - NOD
Extreme long range vehicle effective against structures and "vehicles" with "focused" high power warheads. (high accuracy)
Each unit was balanced in a similar fashion and I will post an update later explaining in detail each units speciality.
Well thank you for your vote.
Very good, so everyone knows the next version release is soon and I'm sure you will enjoy it. I am overhauling the AI atm and they will have each difficulty level tweaked for each level of gamer.
Sorry, i dont check everyday :P
It's like concept art thats in motion, there will be text and a voiceover. It's a easy way to tell a story and not difficult to do. Example: Youtube.com
Yes I do, infact I am even planning on adding cutscenes. Something that isnt overwheling like CGI, I was thinking something along the lines of Guild Wars 2. Just concept art animated with a voiceover, nothing too hard.
LOL, ill take that as a compliment.
This video is now obsolete, i guess its time to make another :)
Thank you, I made it entirely in photoshop. No 3D text program used!
Sorry no it doesnt, but I am planning on creating a new custom campaign.