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That barrier's appearance in the last image need not be 'natural'. It would make more sense if it looked man made considering the surroundings.
I had a heck of a time installing this, booting in safe mode worked though.
Anyways, I started two new games and I noticed when you skip the tutorial you miss out on a landmark worth of points at the very start. Didn't seem to lose out on anything from the combat tutorial, though.
For a start, I think all commodities would be charged at a premium, that being said, ammunition could get smugglers a lot of money or at least be worth their weight in artifacts.
It certainly wouldn't make sense for there to be an ammo shortage in a relative warzone that has a high value to black markets around the world, no. But I don't think it'd be too cheap. Afterall, each bullet could mean one less customer in a semi-closed ecosystem like the zone.
I think you've got the right idea.
I don't think C&C 4 would have been considered so terrible if they had just called it what it was: A C&C themed MOBA designed by fisher price.
Also would have helped if it wasn't made according to a survey sent out to people who just bought Kane's Wrath.
So, Cruentus and Aboreus were present in the TS game files(As in the code, not actual .shps), but never saw the light of day, and this led to a lot of fan speculation on the topic, even whether it would be red or yellow, possibly even orange. As I recall, cruentus itself would have been unharvestable due to a lack of efficient industrial processing.
The sound has certainly progressed, and I like the new direction, although it might be more appropriate to call it a course correction as it maintains that same feel, but sounds better refined.
It was widely considered to exist in the universe as an extreme rarity, it had an appearance in Firestorm as a single recolored blue tiberium formation and was later used in C&C 4 for the research mechanic.
I just feel like it was established that larger formations tend to be more stable, hence the vinifera "trees" that were able to produce more tiberium even when the field had detonated.
Yeah, the only giveaway is where the water meets the shore close to the 'camera'.
You could probably make it even more convincing with some sort of effect. If it's possible, making the water more transparent the closer it is to the shore might do it. And I mean like, REALLY close to the shore, like a couple of feet or a meter out.
It looks awesome, but I don't think you'd be able to give a new and interesting delivery method for a blue tiberium bomb.
I think if blue tiberium was carpet dropped into an area and then detonated, that'd be a neat delivery method, but I don't think it'd generate an explosion like that.
Ride the lightning.
No, but really, a localized ion storm would probably be best for their super weapon.
Stop all the download'n...
Iunno... Cheaty exploits?
Ah, very good.
Wait, if Nod's not the threat at present, why does GDI need a massive weapons platform? Sure they might have designed one, but I don't see why they'd be in mass production. I agree with the sentiment on build limits, but I just don't feel like the idea's been fully developed.
Is there some other sizable adversary we should know about?
How about it starts with one cannon, and then somehow upgrades in the field?
Forgotten are also known to be scavengers, so if these had that sort of mechanic, I think it'd make sense enough not to make that mechanic seem too much like its been done before.
A tribble in the center of a terran dominion emblem?
The expression used to describe this is "holding the product hostage." I don't believe that was intended, but that's what it is.
I'd be very surprised if any enthusiasm spurred by votes lasted for long let alone if this mod finally saw completion because of votes alone.
I never implied a single refinery per field, but I could see why you may have gotten that idea, so here's a few solutions to single refinery anyways.
Remove or slacken up the limit on how many workers/harvesters can "dock" at a time. Maybe treat the 'refinery' as GDI's armory with infantry as harvesters who enter and then exit quickly.
Include a 'lite' version of a growth accelerator as an upgrade.
Base mutant economy on cultivating tiberium rather than consuming it. (Maybe give refineries a passive credit per tic based on quantity of tiberium in a radius)
Bring back the GLA's salvage/scavenge mechanic from generals.
Remember, the mutants briefly had access to information from the tacitus before the start of the firestorm crisis, so conveying that they learned some of its secrets via game mechanic isn't a bad move.
Point being, they'd probably convert it more efficiently not needing to worry about safe transportation or purification.
I don't see why the forgotten would need to harvest tiberium and bring it to a refinery. Would it not be more efficient for them to build a sort of plant directly on the tiberium, not having to worry about toxicity or radiation?
I'd guess these fall under a new tier.
I think this game really needs a foundation structure or terrain sculpting tools.
Maybe adjustable scaled slabs in disk or square shape with convenient locations for stairs to be attached around the edges and are always oriented "up right". I keep running into these problems of finding a moderately decent location to build, but the ground is never as level as I need it to be.
I'd venture to say because it falls more under the category of mapping than modding.
Some items just need a "use" function, it opens up a slew of possibilities, aside from deployables(Quad Damage, anyone?).
I hope an "activate" key makes its way into the inventory system by the time it's out.
For the record, when I said "I took a class for this." I meant that to say something along the lines of "Christ, people can actually pay money to be taught about colors at a college level." Not as an argument from authority.
Taking another look at it, I think the problem, at least that I have, is with the shadow, it makes the unit seem more amorphous than it is because it seems to blend together with it.
Something that comes to mind for Nod in the snow is the old snowmobile chase scene trope with the paramilitary guys in full winter gear with grease guns.
Best example I could find on short notice is from a "newer" Bond flick. (Aren't they all?)
Alternatively, there's an episode of Archer featuring such a scene.
But I digress, something's gotta give. The problem is that dark colors tend to bleed together in a light environment, especially in poor lighting. It's color composition 101, literally, I took a class for this.
More important than color for distinguishing units, however, is the ability to tell the "silhouette" apart. As long as it looks characteristically distinct in profile, you're good.
Nod's snowmobile looks good, but I might recommend brightening the grey portions a bit. IMO, the contrast makes it look very dark compared to the white terrain it's going to be traveling over.
For other changes, consider creating a half-track version of the Nod Buggy/other wheeled vehicles? Bringing the grey more in line with Nod's old style from C&C Gold might be beneficial overall.
Were these models and textures a winter camo would be an easy change to the textures, but I understand voxels are quite different.
The 'wings' were put in simply to achieve an aesthetic, I believe it's used on any unit with a laser weapon to refer to the obelisk. in Twilight, the Cyborg Commando has a 'terminator mode' when it's destroyed that allows it to capture a vehicle.
The Black Hand's lack of aircraft was made up for with their Mantis drone, albeit somewhat poorly, as each other factions' AA units are superior for their cost and statistical effectiveness. The Mantis also goes against the Black Hand's fanatical hatred for autonomous systems which makes it ripe for replacement, but a simple re-balance would do. Cutting the cost appropriately would make it a viable offensive asset against Scrin while preventing it from dominating the AA market.
I may as well offer two possibilities for each faction mentioned, so here's my second for the Black Hand. Give them a deprecated heli-pad with one slot and the ability to build some transitional phase between the Harpy and the Venom. Have it require refueling/rearming, but it could be armed to the teeth. 6 AT missiles(3 salvos), 4 AA/Defensive(2 salvos), and an HMG(No ammo limit?) for light armor and air.
Upgrades include Charged Particle Beams and Tiberium Core Missiles.
But! You also want a fast attack infantry unit? GDI formely made use of JumpJet infantry. In Tiberian Sun these were actually slow and methodical units that relied heavily on an enemy's inability to target airborne foes, required far too much micro to manage effectively when not in massive swarms and were a poor choice for even a lightly defended base assault.
Allow me to reintroduce GDI's hallmark flyboys: Each squad contains 4 infantry equipped with a winged flight harness and jetpack. This allows them to toggle between airborne and ground states much like Shadow Team. The flight harness has an exo-skeletal rig for the arms, allowing the troopers to carry weaponry once relegated to smaller gunships. In order to maintain stability in flight, the weapons can only be fired in quick bursts, but can go full auto when the infantry are on the ground and stationary. Due to their clunky rigs, entering structures or vehicles for garrison is not possible. To be able to facilitate maximum effect and speed, these troopers have poor armor but can launch chaff(Upgrade?) to temporarily distract enemy AA.
Either or both of these changes would maintain Steel Talons' low tech/shock and awe feel without inserting yet another set of Zone Troopers that perform identically to the others, there's yet more possibilities, and these are just examples of what you could do.
From a lore standpoint, the wolverine is a unit which later became the Zone Trooper's power armor and was phased out in the updated GDI arsenal. In this time, GDI stopped using a far more powerful infantry portable railgun as it had a much longer re-fire rate and produced a great deal of radiation, and as such could only be safely wielded by Forgotten Ghost Stalkers who went into self-imposed exile with the death of Tratos. But maybe the battle hardened veterans of the Steel Talons still have friends and debts within the ranks of the Forgotten. Enter, the new and improved Ghost Stalker. The precise and deadly railgun provides a powerful anti-material sniper unit to the Steel Talon's infantry ranks, the Ghost Stalker is a master survivalist, capable of cloaking and healing while basking in the glow of Tiberium. The Ghost Stalker is also a demolitions expert, but say instead of simply using the existing C4 on structures, he's able to plant tiberium based IEDs to be remote detonated.
But that's literally the definition distinguishing patch and mod.
"Mod: Alteration to the current game files/rulesets to enchance an aspect or multiple aspects of gameplay.
Patch: Fixes broken things/enhances aspects which were meant to be congruent all along."
Steel Talons were meant to depend on their low tier Wolverines for infantry duty, the only difference is that they come out of a war factory. When they finally do, enemy infantry is an afterthought. The engineer has a pretty powerful handgun and armor buff to make up for potential lack of other infantry escorts in the early game, and to give them a leg up on enemy engineers who may be making a run for the same building/husk. Mind you, at the early stages of the game, their infantry has not yet been outclassed. By that point, the Wolverine is in production, ideally. In the final tier, their juggernauts have garrisons, guaranteeing that the infantry don't die until the unit they're supporting does, and rendering enemy anti-infantry somewhat pointless. Finally, as with all GDI, the Steel Talons still have air supremacy compared to Nod, a fact that hits home when just 6 hammerheads laden with rocket troopers and snipers swoops in to clean out the opposition.
That being said, I'm not averse to new features being added, but that's when it stops being a patch and becomes a mod. With the idea of rebalancing factions and maintaining the unique feel of each one, there is plenty of room for improvement that doesn't require smoothing out the edges, so to speak, by adding a third type of an already existent unit that just has amped up versions of the original's abilities and weapons.
I need to break this into more parts.
Refineries should be set to 2000 again, I can offer some reasons as to why, but I don't think I should need to explain why.
Now all it needs is that crater effect to appear underneath it when it deploys.
Much of the drama could be avoided with some minimum of effort contacting the original author, and failing that, notifying potential recipients of the files that an effort was made but came up empty.
Does the AI still prioritize the host?
Those chinooks look like they might be able to skylift an MCV, or even offload a single MLRS.
I always imagined the vehicles in red alert being made of putty.
Typically, when a technology advances, it becomes more cost efficient. If the firestorm were made to render some units or structures invulnerable without requiring some pain in the *** hardware to be installed throughout a base, I think that would be a great move.
Here's how I think it could work:
Activating the firestorm generator would render all of the structures (Possibly units as well) in a set radius around the generator invulnerable, as a trade-off, the structures within the protective zone become underpowered as the energy cost to bring the defense systems online is too high. The generator then has a cooldown of several minutes.
Another thought I had was that two mutually exclusive upgrades could be offered. One extends the maximum range and protects vehicles within the base, the second camouflages the structure somehow and kills enemy units within range when activated.
Alternatively, both abilities could be native but require the commander to choose which to activate when the cooldown completes. Meaning they share the same timer.
The murder pulse would of course be red.
Default morrowind walk anims?
OpenMW, I love you, but you gotta stop doin' that!
This seems much more appropriate in that case, I thought that might be the case but didn't want to assume.
Something I forgot to add:
The use of the words "help", "victim", and "lovely" seem opposed to each other. The sentence would really give a better narrative if you chose it to convey that process was to be considered good or bad. If you want it to sound good, replace victim with patient.
If you want it to sound bad, replace help with force or something to that effect, keep victim, and change lovely to ghastly.
Alternatively, you could change it to sound, and I think this is the right choice for anything like CABAL, devious. "The Infector's Web Grenades will 'Compel' (or) 'Encourage' the 'Subject' to consider 'joining our efforts'."
If that's an AI adjutant like CABAL, I don't think it would use these inflections. "Send your infector /in there/" doesn't carry the same gravitas as "Send forth the infector." And "the events of today will haunt the enemy for years", really? How many years, two, maybe three? How about decades, centuries even.
Just plop "to come." after years and it instantly sounds better.
The use of the exclamation mark is misplaced as well. It's not a command, it's a statement, the exclamation mark makes it seem giddy instead of sinister.
I like 1 and 5
Yeah the video is, but those images look like they'll turn out even better.
The original mammoth would fit through that, if just, it's big but not gargantuan like the Mk. 3.
Basically, what Notch is saying is that they don't have a solid plan for minecraft and making a move to Steam, beneficial in many ways though it may be, would eliminate other options in the future that they don't want to rule out quite yet.
I dunno, I always thought of the Harpy as a more smoothed Comanche without the retractable missile pods and a much slimmer profile.
That doesn't look like a sprite.
Apparently they spawn in relation to a threat, I just went to an existing village on a friend's server and the 'iron golem' hadn't spawned yet.
This unit, similar to Yuri's infector, a new trooper type, or another sprayer?
The retro sounds with the newer graphics are goofy as hell, but it's still awesome.
I take it there's no way to trick it into being compatible with 32 bit color.
The Shadow looks pretty sweet, but I don't see that nice sheen that the other covenant vehicles have.
Well, that's just a heaping pile of win. Almost makes me want to play fighting games.
I like those port-a-shack condos you see.
Yeah, besides, the End can't get any more wastelandish than it is.
How do you leave that place, anyways?
Wow, those er... Air units really look like something the banshee would be based off of.
Nah, I know, besides, those Nod helmets aren't good for much in a semi-realistic world.
However, I can see one problem with this helmet, and that is; it looks a little headshot friendly. They gonna be able to combat that somehow?
So, we gonna see that there nod soldier getting an use? T-visors are my favorite.
The whole reason I started liking the brotherhood in the first place.
Great job, guys.
I loves me an asym map. Can't wait to infest this map like some kinda plague with excessive base building.
I assume the rubble is from the floor being pushed up...
All too often games these days, even professionally made/published ones, have piles of junk with no apparent origin. But those fit in.
Will they still lob over walls with those launchers? If not, you might wanna give them a 'barrage' ability.
They all look great, but I think I prefer the one in the center.
Wouldn't it be fun to have a reversible harvester? However that might not work with the engine, just a little thing nobody'd have thought of.
I take it this one doesn't need to deploy. What then are the downsides aside from smaller radius? I might have a couple suggestions.
I made them. The C&C themed skin segments.
Glad it finally updated, I've been waiting ages for this. And you're welcome, fellow C&C fans, or anyone else who likes the Nod and GDI stuff for that matter.
Also, is that Plasma Craft? You should really note the mods you use.
Wreak != Wreck. Pronounced Reek.
Comparing the light tank's ground speed to fire rate is a non-sequitur.
The sniper rifle firing while the guy is talking doesn't help you hear what he's saying.
Everything else is just fine.
Why not just call it the Outback? Tagging Australian on there just seems like redundancy.
Looks a cross between GDI soldier and a dirt biker.
Helmet's alright but looks a little eggy from the front.
I think if you cut down the thick outline on top of the helmet, it wouldn't appear that way
To complete the feel you've got going, I'd say use the shin guard.
If you're up to a slight overhaul, I'd suggest having no armor portions larger than the plates on his thighs. The reason is threefold: Using layered plates is less expensive for armor manufacturers and organizations that buy armor. Damaged plates can be swapped out where needed and you'll never run into the problem of "We're out of torso plates". They also allow a greater degree of mobility. Of course, it helps the illusion of the armor plates are stored in canvas pockets on the character's body. I just get the feeling, looking at this image that the chestplate isn't inside a pocket, but just strapped on. That feeling may change when this gets to the modeled stage.
Not to say your current design doesn't allow for mobility, it's rather agile-looking as light armor should be. You might take the above list of reasons into consideration for heavy armor, though, as when people select heavy armor, it implies they're going to be getting shot at more. So realistically, heavy armor would be the guys getting their armor plates swapped out more often. For the record, I just always assumed getting healed involved some sort of armor maintenance as well as treating wounds.
It's alright, but it could use some variation.
Much better, very nice design.
Those look like cartoonish laser turrets from 50's sci-fi on the back.
The texture tiling in Bonsai probably isn't so apparent in first person, but if it is, that's just gonna kill the mood for me.
Of course we know about the Banshee, but that comment kind of makes me hope there is going to be a third faction. It almost seems necessary to give CABAL its own equipment the way it worked in Firestorm.
Good point, there should be water walls and... (snicker) watergates. Also, f gates were made amphibious, they'd have to retract sideways instead of down.
I was under the impression Red Tiberium will only be harvest-able in the late game, making its presence a moot point in that case.
With gate that fortified, why not just go through wall?
Red tib seems more accessible to the center teams.
This thing's radius should probably be a little larger than the typical super weapon radius. Meaning this wouldn't get hit by a super weapon but damage might be dealt to building surrounding it.
That bubble effect looks like it could be used as a weapon or countermeasure. I could see them drifting slowly to the ground causing an EMP effect and moderate damage or attracting missiles.
Mythology strikes back.
Do you plan on boosting the function of the Spy to affect more structures? As I see it, there are a couple ways you could deal with a spy in the con yard.
Yeah, I don't think the contrast is bad, but the body color just feels ever so slightly off. Also, I think they're programmed to group together with other infantry like that, I've seen squads co-mingle with other infantry types in formation when left to their own devices.
You didn't mention what sort of help you're looking for.
Building off the C&C 3 red zone style, I see. You guys should experiment with the C&C 3 and TS types just in case you find the other better suited, but I think you could pull either off.
I mean, that previous screen sort of implies that's what you were going to do.
I have to say, it's not very often I see something that makes me want to reinstall generals, but that right there might have done it single handedly. Well, not really, but your mod as a whole did.
Seriously, I can't go back to FO3 after playing New Vegas.
On the contrary, large scale RTS-FPS projects have a high failure rate where smaller scale projects like mods, and now Natural Selection 2 see much more success. But I'm glad to see someone here's capable of voicing doubts in a logical and well thought out manner.
I'm looking at this optimistically and not gonna be a C&C fanboy(yes there's a stereotype now, and it isn't flattering) as these are the people that voted on the survey for making C&C 4 what it was and then turned around screaming heresy when it came out. I offer my support and hope more people can look at this and see the potential instead of foaming at the mouth and throwing a tantrum. If you lose watchers in this case, it means less detractors and more positive feedback like the above post.
As for your guys' forum troubles, tell me about it, it's so hard to keep them active.
It doesn't look aweful, but the sprites could use some work. They're nondescript and don't fit in with the background very well. Also, I'd suggest taking a look at having ghosts you're actually able of piloting, Megaman X had some pretty awesome sequences with that kind of thing, and it would work well with the Halo theme.
This version's better, as the crystals are actually visible individually.
You're just now complaining? Check the news updates, this has been around for a while.
This is a damn good titan. I'm on the fence about that whole dual cannon thing being on this one, though. I mean, if they fired in unison, there's a high chance that they'd knock it over.
I hope they're getting their a new model/skin. They look like normal GDI troops to me. I can barely make out a T shaped visor on the faces.
The Nod crawler could use a little more detail, or maybe I'm just having trouble seeing it because the render's black.
Well I guess it isn't a carryALL then is it? Huh? Huh?
But, really, can't wait to see what's next.
I'd offer modeling, but I'm pretty much limiting myself to prop work, and I have a fairly slow work pace at the moment as I'm in a modeling course at a local trade school. On the bright side, I do my own textures whenever possible. But I should also note I'm a bit of a perfectionist which gets me hung up on individual projects for longer than I should be.
Not saying it isn't good, but unless this game is going in a different direction I thought initially, I don't see it as fitting.
I love how fickle the 12 year old portion of the community has become since the studio where C&C was developed changed its name from Westwood to EALA.
A. German is one of the parent languages of English, tons of words can be found in common. (Not to mention, German borrows new words from English)
B. If you can't identify the things in your build menu by picture, then you probably can't really play C&C.
C. Learn some patience, if you want progress to be halted on an unfinished product just so you can play a buggy version of the final product, GB2 Renegade.
I'd rather wait for something nice than rush it as it is now.
But, hey, maybe if all the people who are angry that you have the audacity to make it in your own language rather than theirs stop watching, they'll stop spamming "MAEK ENLIH VERSON PLZ" and you won't need to be constantly explaining to them that you're doing what's in their best interest.
They're still called MCV's in C&C 4.
And, no, C&C 4 isn't a C&C 3 'Mod', not even in an insulting joke fashion. C&C 4 used an updated RA3 engine, that's like saying RA3 is a C&C3 mod, which is a Generals mod, and Generals is an Emperor: Battle For Dune mod.
If the model ends up looking half as good as that drawing, Kudos.
That white shape is kinda... I dunno, looks out of place.
Doesn't seem very ergonomic... And I've always wondered why an energy weapon has a stock, there's no kick...
Reminds me of the TS cutscene where the lasers blast apart the wolverines.
So this replaces the Elite beams, or the Scrin beams?
I was thinking more along the lines of afterburners.
Convenient AND trendy.
Only problem I see is the claw looks like it won't be able to reach beyond the vehicle's hull. That put aside, it reminds me of House Ordos from Emperor: Battle for Dune. I like the design.
Give them about a meter, or three feet's equivalent clearance, and it should look fine.
Damn, quit giving me more incentive to buy that, I have enough as it is.
I like it, glad to see this is still going.
I doesn't seem quite the same to me. I kind of imagined it going in a different direction. Rather than a sinewy dog, I was thinking it would look like a skeletal rat-ish creature.
Regardless of perceptions, it's a great job. I can't wait to see more.
I see what you mean about the Ion Cannon not being double sided. I think the Mammoth's railgun shot is sort of anti-climactic for having it's large trademark firing coils. But I suppose you're showing off the awesome muzzleflash fx, if that's the case, it's perfect.
Lower the pitch with a sound editor, or the volume, it's overpowering. Forgive the pun, but it would disrupt the gameplay to use it as is. Back in the day, the sound had 10 levels, all of Tiberian Sun's foley was set at level 1 by default, and the sound sliders in the menu actually amplified the sounds. Nowadays, the sound is at maximum by default and the slider lowers volume. Also, the sound effect seems sped up, I'm pretty sure the weapon had a longer duration before.
Other than that very nice
I like the new use of the sonic pulse animation but I don't know what the results of having 3 of those firing at once would be, let alone if you take my advice and lengthen the firing duration. I suppose that's what configurable graphics settings are all about, though.
Every time I try extracting the filefront one, I get an error about some vista map or something being corrupt.
Call Dr. Who, it's a red Tardis!
Rob Zombie isn't really for RTS's, unless the RTS is about Doom, that is (Consult me before taking that awesome idea, I'll probably support it).
Anyways, while any kind of industrial mix (not flat industrial) is good for RTS's in general, most fitting of all would simply be Warfare, it's from C&C, and it works with C&C. It kinda fits with the frantic pace of the video too.
Actually, I was referring to the Heavy Weapons Guy saying "it costs $400,000 for me to fire weapon for 12 seconds!" But you got the joke, and that's what matters.
It costs 4,000,000 dollars to fire this weapon for 12 seconds.
Another great infantry model. However GDI soldier will never be as cool as Nod, no matter how awesome they look.
So you're using CABAL's name and even what it stands for, but it's not about CABAL? Well, either way, it sounds cool. The Scrin are gonna need some major tweaks to bring them back in the balanced range.
I'm just gonna say this. I know people who, no matter how awesome your maps and mod stuff are, will completely ignore the existence of it if you don't use proper language. What I did for a while was type everything up in Word and copy it to the website I was posting on.