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So Origin has updated their costumer service and so the costumer service agents are no longer allowed to grant games. Disregard my advice as it is no longer valid. instead, google fixed launchers for the Ultimate Collection.
mm, my apologies for late reply. my concern was that you would only be able to see the wall when you are not leaning, although, it is a minor concern that would take a lot of effort and refinement to make perfect.
My only concern would be the visibility lost when you are not leaning and you are facing the wall. Is my concern valid?
The firing mechanism would honestly be all that is necessary to test ideas for the firing mechanism. As for the slider, it would probably need to also show the speed of the projectile in relation to the planets if it does not already do so. Cant wait to test this out to tell you the truth.
You could have the planets general area of major gravitational pull be shown when you are choosing your shots as well as a repeating representation of the planets movement over a very short time to show the general speed rather than where it will be. The general representation should also be given to the projectile. For now you could probably release an alpha version containing just the firing mechanism to see how others manage.
I'm interested in learning how to do all this. what program or programs should I get? I've got blender, but I haven't had much luck going through that.
If you had an animator on your team, would you be able to make all the rahi?
mm, unbalanced I meant. should have reread earlier.
I understand. as for the times, that would be difficult for me to decide. when it comes to the planetary assault carrier, I feel like it should have a time about equal to the storm column and my reasoning is that it has an effect that looks to be identical. however, this might downplay some of its other uses. truth be told, I liked what the original c&c had where each units time was based on its cost. the ratio doesnt need to be 1/1, but it would certainly be much easier to manage. on the other hand, with the balance changes you guys are adding, it might make that concept balanced.
well that looks interesting
Alright, I offered some help in tracking down some incomplete things in your mod and I've got a few. I noticed that the scrin vehicles, aircraft, and shock troopers build at normal times, allowing you to build planetary assault carriers to be built in 30 seconds, which is ridiculous if you are wanting to spam ion storms. I've also seem storm columns and tripod walkers use some kind of extra animation and sound effect when they attack that isn't described in their unit descriptions. its a kind of flash near the center of them that makes a sound every time it goes off. Other than this, I haven't found anything I remember.
read my previous comment to Fluffeh. It is just down this list of comments and should help you out with loading any mod you want.
!!! run the infantry over! just squish em. your slingshot is one of the fastest units in the game so either use its speed to intercept aircraft or to run over the silly infantry shooting the unit you failed to protect.
if you contact origin costumer services and have a long talk with somebody who won't believe you at first, once you convince them that you need to have your games separated and that you actually do have the ultimate collection, the costumer services agent will probably give you codes for individual downloads of the games you request as long as they are in the ultimate edition. from there, just uninstall the combination pack and install the games separately. you might also need to uninstall and redownload/install the mods you are trying to use. I think they may be linked to whatever version of command and conquer they can find. if it does not work, please get back to me as i do not want to be giving incorrect advice.
If you got it from origin, like me, contact them. explain that the launcher program gets in the way of the mod and in order for it to work, you need to split up kanes wrath and tiberium wars into two separate games like normal. you will need to give them the game code or something which can be found by opening origin, hovering your mouse over your game and clicking the funny looking i button that is next to play. that will show you that code for the individual game. origin live chat is also directly built into origin. find that in one of the drop down menus at the top of the origin program.
I can easily agree to everything you said. good job with the mod! if you need help hunting down missing things in unit cards or such let me know, as i have already found a bunch of stuff that id gladly help out with. on another note... did you mean to make the radar stuff cost money? they cost as much as it takes to purchase the power initially.
mm, I've got it to work by asking origin customer services for a standalone version of TW rather than the package version in the ultimate edition. from there i uninstalled the package version and installed the standalone one. on another note, now that i'm playing the mod, ive noticed that the mutant hovel still produces mutants at the basic rate. this can be good to increase the demand for the mutant hovel, but I figured I'd let you know.
I'm having problems launching this with the ultimate addition version of command and conquer from origin. The mod seems to go to origin and then origin launches a program launcher to ask if i want TW or KW. This immediately disregards the mod that i tried to launch. I asked for origin help and managed to get a standalone version and so, after some time, i believe this issue will be fixed, however, if it is possible for you to find a workaround for the ultimate edition, that would be awesome, though not particularly mandatory even for me. One other thing to note is with your updates to the game. All of them look excellent, but one of them i noticed is a bit unnecessary. you slowed down the devastator warship, but if you do a formation order, it slows down to the slowest unit automatically, making your changes a little redundant.
old, rather immature comments of mine aside, do you plan to decrease scrin's late game superiority? If you make all the factions equally strong throughout the game that would be interesting, but I think the balancing should not be done vehicle per vehicle. That way, maybe scrin could maybe have better infantry early game that benefit even more from full tiberium fields and a lack of serious fortifications. creative balance is the only aspect i see missing from most mods and so pulling that off in this one would really make this one stand out to me more so than it already does.
Excellent! glad I could help.
I haven't been able to play in a while, but this is still one of my favorite mods. Does this mod still let Nod had the support ability that can cloak vehicles or kill infantry? It is one of my favorite support powers and I feel that it could work in a devastating way with your new set up. On another note, there was a GDI rush that used to work really well where you would just make about 3 or 4 APCs and rush to the enemy base and shut down their structures with their emp spikes. I'm pretty sure you've managed to remove this with your new build times, but just a heads up in case you find this important.
oh, wow. it looks like it is physically entrenched into the ground. i also spotted what looks to be rocket launchers, very cool. I could also imagine the armored looking sides moving outward to fasten onto the ground and the back rolling up next to the front wheels and the cannon doing some twists and turns to allign with the vehicle. this looks like most of it buries after the cannons seperate and allign with the rockets.
do the cannons fold out and separate like it did in ut2004 and ut3? i can imagine this being something huge and terrifying like in ut2004 when you accidentally came across one.
love the wy the nod vehicles look :P and this is comin from a guy who played tiberium wars 3 before he played any of the other command and conquers.
that gave me an idea. railguns are supposed to be really really really fast, but it might be cool to have an affect for them where you see the bullet fly by instantly, and then a trailing effect thats slightly delayed. i da no, might look awkward.
ion pulse? maybe ion pulse flak? when it hits it expands rapidly and stops.
that works. is there a way to have it different for each environment? like maybe using different weather skins to help with that? i know it wouldnt cover everything, but i dont think you could immitate the ground beneath it with some disrottion of a sort could you?
kind of off topic, but i looked at the tick tank and noticed how ugly that mound of dirt is. is that something your planning on improving? no real reference to help though, since that isnt really possible lol.
mm, gotta say id prefer slightly larger wheels, but im not sure how that would work. also, i know a cool design for wheels that you might like. the best example i know of is from the game starhawk's vehicle the razorback.
a giant mechanical snail/harvester that sucks tiberium up from a mouth underneath the vehicle :D creative enough?