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How mod-able will this game be?
What's going on in Spain?
Honestly, what I'd really love is an actively maintained RTS engine meant for easy modding and mixing of projects that is capable of bringing forth all the mechanics of the various CNC/RA games.
I don't really play games much anymore, I just like to tinker.
Nice. I love the "traditional" style mixed with the stacked urban feel.
Everything also has a much more coherent overall look to it as well.
Whatcha gonna do brother, when these 25mm pythons run wild on you!?
The good old lead sled will always be one of my favorite trek ships.
I know that feeling. I lost some **** years ago, and religiously keep multiple backups now.
Something similar happened to this guy recently too: Moddb.com
That is some great work.
Awesome. And thanks for all the work you've done, releasing the source codes and art packs and such. While I don't do much with this old game anymore, I was able to have a lot of fun modding thanks to you.
>Also, you'll be seeing a partial tileset later,
That is really awesome to hear! For whatever reason, ascii gives me a very difficult time.
These are really rather good.
How do you set up a render like this?
While I very much support mods, mods for mods, and mods for mods for mods, I think you have underestimated what is expected in order to gain positive reception.
"Balance" is a situation in which many people can agree that overall skill in game trumps just following a a repeated formula to always win. Basically if you were to randomly assign a faction to two players, the better player will win more often when presented with different situations.
I don't think calling this mod for a mod "balanced" is appropriate, because you have likely not have had a significant amount other people actually playtest it and agree that it is what it says. "Balance" is something that can be statistically supported.
I think a much better name would be ''Zunzero's Rules'', which follows the well known convention that formed when modders from previous C&C games changed the ini files to suit their own tastes.
And as others have mentioned, changelogs are a must. Explanations for the changes are also prudent.
I'm not trying to bust your chops, rather I think this should be considered a learning experience.
That's actually really interesting to know.
I alway love when the devs put their own strange humor into games.
Fantastic work. One thing to point out, the "green tentacle trees" [for lack of a better word] seem a bit off. Seems a bit too shiny and rounded when compared to the other flora.
You might consider adding some moss-like drips, or some kind of flowering bodies. I think yellow would be an good color for such an addition, to help add another compatible color to the scene and give the "trees" a slightly more forest feel.
While as a game I wasn't too fond of Tib Sun, the atmosphere was fantastic and the environment felt "full". I think you've done a good job adding to it.
CnC3 was a boring wasteland in comparison. While I understand that in practical terms, trying to fill a 3D RTS screen with flora is intensive in both asset labor and performance, the environment was just plain boring and forgettable. I found the "tiberium changed so all the fantastic previous life just died" excuse to be a poor cop-out.
That is an excellent model, of a dumb looking ship.
David, if you are reading this, you're a real *******. You don't ******* volunteer **** that people are going to depend on, and then play "takesies-backsies" when someone waves a bigger wad in front of your face.
Yew- Don't try to make excuses or explain away what he did. It was a **** move motivated by money, rather than doing the decent thing. Seeming politeness, excuses and apologies do no change the act.
Going forward, you need to be absolutely clear with anyone that wants to "contribute", with possibility of payment or not, that said contributions are forever part of the game. Should you decide to have any helpers in the future, you'll need to find some sort of license for everything to be released under.
Gotta love these "learning experiences". Just remember, there will probably be more.
Have you considered re-scaling the seeker to be smaller? I think given their fragile nature it would be fitting.
You might consider doing a thorough tutorial on how to completely rig an infantry model for SAGE2.
I can flat out say that I have no intention/time of actually helping, but when I attempted to mess around with infantry into the past (when I actually had free time), I always ran into trouble from conflicting reports on how to actually do it correctly and ended up just moving onto something else.
Basically I'm suggesting that if you make rigging infantry straightforward, you will increase the likelyhood of someone actually being able to pick this up. Finding decent modellers is hard enough, but you are also searching for someone who has what amounts to arcane knowledge.
I do hope that you are successful, you've done a fantastic job with what you have.
In real life, mass amounts of persistent fire is fairly useful against tanks.
-It obscures or ruins the sensitive stuff on the outside. targeting devices, view prisms, maintenance gear, etc
-It forces the crew to stay buttoned up, and with the combination of the above, means they are blind and useless. They can't shoot, and moving is a risk.
-When you have enough of it by the engine's air intake, it chokes off the engine, and possibly ruins it if it can get inside. Don't think that a Molotov Cocktail is going to work on any modern tanks though, you need lots of fire.
-If you heat a metal box enough, eventually the dudes, ammunition and sensitive electronics bake.
Wow, excellent article Madin. This answers a lot of things I've been wondering about the formats.
It's not a "dislike"
It's a "I disagree with that opinion but feel no reason to make a post"
It's just how these things work.
I really love the style you've given the Russians. It's the perfect mix of industrial and folkish. Great color scheme as well.
One thing you might consider doing is adding some sort of ground decal under the buildings, so they blend better with the terrain. One problem I often see with 3D buildings is they are just kinda sticking out of the ground with no indication that anything happens around them. Very small dirt edges around the wall base and some short trail wear paths in front of ladders, door and garages are something that helps a lot in my opinion, as they break up a hard edge.
That's quite classy.
Much, MUCH nicer than before. Well done.
Nice. I like what I see so far.
Do you have a particular place to post bugs? (I don't use facebook)
I think it may be a recovery vehicle
Nice. I just hope there's an option to turn off lensflare. Lensflare and bloom are my two most hated effects.
My initial thought is 3. A video would be best because still images of constantly moving objects can be misleading.
That actually looks really nice for such a small change.