:-D When POP suck tits of ART.

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C&C APA Supply in ra3 engine CC PRISM BETA 9.1.2013
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2 comments by thejafhar on Jul 6th, 2012



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Post comment Comments  (0 - 10 of 50)
The_Chemical_Brother Dec 31 2013, 1:13pm says:

Happy new year!! xD Moddb.com

+3 votes     reply to comment
Metalloid Sep 25 2013, 6:24pm says:

Greetings from this part of the Moon :)

+1 vote     reply to comment
VectorIV Sep 11 2013, 5:29am says:

Not much, really. The only reason I came back to continue modding is that my friend was eager to play it against me xD (Which makes it fun again)

How about you? Any chance of retrieving Nations at War back? :P
Or you were done and moved on to RA3?

+2 votes     reply to comment
Metalloid Nov 22 2013, 12:11pm replied:

Any reason to come back to modding is good. Keep it up Vector!

+1 vote     reply to comment
Tiberium_Exposure Jul 12 2013, 2:50am says:

you mentioned no NAVAL in your RA3 TIBERIUM Mod. Actually, the "NAVAL" type-combat could be transferred to "hover" warfare, out over open water or, since its supposed to take place in a time-space that tiberium blankets most of the planet, it could be liquid tiberium. the coding for amphibious units could be modified to transfer not from land to water, but from land to hover modes. On that note, it would be rather neat to see a sea of liquid tiberium on maps and how it would affect the harvesting and combat of the 3 factions. Maybe it could open up new ideas on the lines of harvesting liquid-T for extra credits, or even make for territory for "tiberium lifeforms". Why completely eradicate the "naval" gametype from the game, when it can be altered and be useful on so many other levels. (btw, last i checked, back in C&C2, Tiberian floaters were found over water MORE than they were over land. Just something to keep in mind.).

+1 vote     reply to comment
Tiberium_Exposure Jul 12 2013, 2:52am replied:

Also to add-on to the no naval comment, why not deploy defenses off-shore? deriving off of C&C3, the Scrin ignore that rule completely by swarming with massive ships in the "AIR". the idea of not expanding the defenses so they can properly defend a base off the coast is a bad decision if the Scrin are still able to sue massive amounts of air-based artillery like the devastator warship. one of those aircraft alone, can decimate an entire base from offshore as seen on C&C3 on multiple water-based multiplayer maps. Ignoring that threat will once-again, like EA, offset the capabilities of the faction and make the Scrin overpowered in a sense that WILL make them stupid again. You cannot properly defend against that type of threat without defenses in the "water". Btw, bear in mind that The planetary assault carriers are also at fault with this type of warfare. 1-3 of those "ships" deployed in aggressive mode with ion storms offshore back in C&C3 made it nigh impossible to kill them efficiently without recurring heavy losses. Also, its not just with the scrin, Nod's peek-a-boo tactic's with the stealth bombers and venom blitzkrieg (venom spam) can throw off any anti-air system without a early warning system. On island-based maps, it was impossible to detect or even deter sufficient fleets of those craft because water-based defenses were not possible on C&C3. I understand that you are attempting to make this mod as close to a C&C3 conversion for RA3 as possible, but a little bit of improvement where EA went horribly wrong, would be a good idea in the long run.

+1 vote     reply to comment
MrTaxikiller Jun 17 2013, 5:54am says:

nothing much just found out that i have 108 updates in 2 weeks when I was on vacation in spain. How are you doing ?

+2 votes     reply to comment
t95blackeagle Jun 10 2013, 3:31pm says: +1 vote     reply to comment
thejafhar Jun 13 2013, 4:28pm replied:

yeah:D looks good :)

+3 votes     reply to comment
thejafhar Jan 4 2013, 11:11am replied:

oh thank you so much :)

+2 votes     reply to comment
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