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"Gunner, do you see that army?"
"I don't want to!"
"Understood, Sir, one grid square erasure, coming right up!"
This is the flying incarnation of "two in the pink, one in the stink".
CHAINA WILL GROU LARGAH
There are two things I hate in the gaming world. Corporate Slaves/Peasants, and entitled shitheads who think they get to complain about mods taking so long to complete.
People have lives, jobs, and other things to do than to spend their *FREE TIME* creating *FREE CONTENT* for ingrate fuckheads.
People like you are one of the major reasons why I left the modding scene.
wooosaaaah *rubs ears*
Please be patient. Those of us who work on this mod, and all mods, do so in our spare time. We don't get paid for it.
Who exactly created them isn't revealed (at least I don't plan to, atm), but they were made as a self-sufficient weapons system designed to wipe out foreign technology, while the creators were losing a war.
Sorry for taking so long to reply, I don't look through the pictures beyond the first page very often.
It's a Heavy Cruiser, it's armed with three dual Particle Cannon turrets, six short range pulse lasers, four quad missile launchers, a large and two small VLS batteries, and four anti-missile lasers.
Its Hull is based on that of the Battlecruiser, although heavily modified, and it's much better armored. It's only available to the Directed Energy Weapons specialization of the TDN, whereas the Battlecruiser is for the Ranged Weapons specialization.
Unfortunately, I have no idea. I don't use CnC Online. Does the same thing happen with other mods?
In the War Factory.
There is no release yet.
Eventually. So far I only have 4 cliff piece variants.
More like, "Gunner, do you see that army?", "Yes mi'lord.", "I don't want to.". "Understood, mi'lord!".
There isn't one exactly yet, but there will be an in-depth guide in the future, both in and outside of the game.
On lower settings, it should run on a toaster. I don't have a particularly powerful PC, and the performance is alright most of the time on highest settings.
Indeed, I modified it a bit, redid the UV Map (because the original one was unusable in Substance), also I've removed the missile pods.
On a side note, we've improved the terrain shader a bit, it'S much more crisp now.
Yep, the grid pattern, at least. Now I'm actually tempted to fully replicate that xD
Possibly. Right now, we don't plan to implement it, but at the same time, we've designed the ground combat so that Infantry can be plugged into it later.
Naval, Air, and Land Vehicles. Infantry isn't planned at the moment, although I do have infantry fully planned out in case that we do change our mind and add them after all.
Islands are expansions, but there will always be at least one island near the player's spawn.
None planned, it's just a prop. We haven't finalized the design of the ground combat yet, so it's possible that it will yet come, once we know exactly how the ground combat is going to work in detail, I'll write a blog about that, too. There is one capturable structure already, after all.
Mh, as it turns out, so do the Altay and the Ariete.
Yep, it appears that the Leclerc also has a frontal ammo rack, although it looks to be more protected.
The Panther is meant to be a representation of the Leopard 2a6, with some of the very same weaknesses, such as the "open" hull magazine. Blowout-hatches are very hard to put into the hull of a tank without compromising the armor integrity.
The thinking here is that by up-armoring the area around the magazine, you can basically rule out any hit setting off the ammorack, that wouldn't kill the crew anyway.
The Leopard 2 is unique among western tanks regarding that weakness. The M1A2 stores all ammo in the turret bossel, while the Challenger 2 stores all of its propellant charges in the turret bossel, and some inert ammo in the hull.
You can probably guess what the blog I'm writing is all about.
This isn't actually functional in any way, but the build grid will probably look a bit like this.
As I said in the comment under the previous picture, I had to delay the devblog a bit. I'm not quite there yet, I want to at least model some of the structures to be featured.
Due to having to take a half-day trip to the hospital with my sis, I'm delaying the DevBlog for a bit, as I still need to do some work before I can publish it.
Nah, blowing out subsystems will only do extra damage/penalize the unit. Some can even be destroyed with a lucky hit to the magazines.
I don't have a script to spawn and move ships yet, so I made them unkillable for now. The final version will have much more going on.
It loops in a triangular path, but yes, it needs some work still.