WTF? I'm here now? First I invade Youtube, then Deviantart, and now here?
Now, I think this is a good place for me to be, as I am planning a mod of my own.
A WarCraft 3 mod, btw.
Gap Generator was, and is always a Multiplayer designed structure. Personally, I feel that they should remove it from player arsenals during the campaign due to its uselessness in such situations but it's a good way of hiding your stuff from your foes.
As for the spy/infiltrator thing, it's SO EASY to manipulate the enemy into letting you spam spies, get their money and their technology. So, it'd make sense for a campaign designed to emphasize challenge to remove access to units that can quite frankly break the game into something rather easy. In fact, by explaining how many credits you get for the number of infiltrators you get into a refinery kinda proves WHY they're broken in the first place!
Have you ever considered Pyros, Armadillos/Borrilos and Desolators/Eradicators? With the former two, they're pretty easy to amass and not only rip through infantry like an open fire on butter, but also can take down structures. Even vehicles will have a difficult time trying to get rid of them if you prepare enough of them.
Desolators appear to be the true Anti Infantry specialist of the Soviets, as they have much higher armour than your usual infantry as well as their infamous Rad-Cannons, which while slightly less effective against fully sync'd infantry, merely means they will utterly destroy a sync'd infantry in 3 hits instead of the usual 1... but why aren't you setting up Desolators with their deploy option?
Oh, and the Latin Confederation can provide death from above with the Vultures and their Napalm Wall ability, Russia with its Wolfhounds, which lost very little of its effectiveness against infantry, and China's got the ever so reliable Gyrocopter which like Pyros and Borrillos can be amassed.
...actually, China's got it WAY easier, since they've got more EMP options than any other faction in the game. Just remember that pretty much every Foehn unit is vulnerable to EMP, and you'll find your Dragonflies, EMP Control Center, EMP Mines and Yunru really bringing some serious pain to a Foehn force... whether it's an infantry zerg rush or a vehicle zerg rush.
Um, when I try to load MO's missions, it appears to be missing the mission descriptions and refuses to load and go into the game. Is there something I did wrong?
Is it just me, or do the weapons no longer have actors, and as such cannot be summoned?
Script error, "D4WeaponsforBDV2b.pk3:decorate.player.txt" line 4:
Unexpected 'Doom 4 Weapons' in definition of 'Doom4Guy'
Am... Am I doing something wrong?
Oh hey, the Tigr Truck turned the Tsivil from being a slower, heavier Half Track to being a legitimate APC. Neat! :D
What's next? Armour and Speed? Nod Thrash?
But hey, this'll be awesome.
I wonder if it has missiles to go along those massive cannons...
Given the name, it'd make perfect sense.
They're already in. They just have the designs of CnC1.
Tanya, Volkov and Vulfhound.
I hope that this is the last mission of the Epsilon's campaign in Act II, or that the Allies are beaten but not broken...
It'd be a shame to utterly wipe out a faction in a massive losing streak since the start of Act I...
Hense why it's a Time Paradox. :)
Looking great! Also, loving the bizarre time paradox that Deja Vu brings! :D
Is the new soundtrack utterly replacing the version in PB4? It had some sweet tracks...
But hey! At least we get a token Act on Instinct! :)
All of my yes.
Twisted Insurrection is shaping up to be a true Mental Omega of Tiberium Sun...
No offense to those who hate Mental Omega, but I find that mod to be of great quality... just like TI! :D
Heh, the lack of speed and armour was enough to make Ghost Stalker useless in vanilla TS, great to see that his bigger badder grandson (by technicality) is far stronger than he ever will be.
Nice work so far! RIP, Rocketeer, and hello Marauder!
First off, great news about the transports! One step closer to a more perfect Tiberium Sun and by extension, Twisted Insurrection.
Also, Contagion is a sweet track, allowing for a nice change of pace compared to the majority of the doomy gloomy tracks of TI. But you mention Speeder composed it? Huh. Wonder why he hasn't done any composing for mental omega? After all, this track is great!
Wait, since this means it's a second economic enhancement building, would this mean that the Industrial Plant is Russia only, or is there something different planned?
It's because Ares isn't ready to allow saved games yet.
You can but Irkalla isn't gained that way.
Also, stealing is better than ever!
No real copy paste, and Con Yards grant powerful advanced tanks!
Am I the only one who thinks this ought to be the default track for the prologue missions? By which, I mean the ones with the Tiberium Dawn units.
As of the new codex, not ALL Land Raiders are Deathwing.
Perhaps like in the codex, you could upgrade the Raider to have the Deathwing colors, though.
Yunru and Libra kinda look like sisters, at least, from the icons.
Can't wait to lay delayed C4 traps all over the place with Tanya.
This would make an excellent Belial or Deathwing Company Master, if you keep the hood. Without it, it's awesome for the chapter master.
Welp. Epsilon and Allies are ******.
OH **** ITS THE BATMARINES!
Seriously, though. That model is epic.
It says it's missing a Dll when I try to run it...
The install never makes it past 12%.
I'm guessing that means the Forgotten will have a part in some way or form...
I hope they get their own capturable structures, so you can use Twisted Dawn units in skirmish without using crates, Final TI or Twisted Dawn mode.
Of course, they need their own special units as well.
The Allies DO have an expansion.
It's called the Prospector.
Learn to use the Tutorial or USE THE PROFILES.