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Is the Mobile EMP generator shut down by its own attack, or is it immune to EMP?
If it does get shut down by its own attack, might I recommend an upgrade that makes them and perhaps a couple other units only shut down half as long? It could be called Backup Generator or something.
As for unburrowing subterranean units, would there be a way to set it in a special guard mode under the ability tab so that it triggers automatically whenever a detected sub-t unit meanders within the radius?
That ended up being the only real reason I never touched them in TS.
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.
I don't like the legs or the cage on the end of the barrels. That makes up probably 50% of this model. I like the other stuff about it though, like the stabilizer.
Are your offense class units going to have the same 'blue crate' thing going for them like in C&C 4, or are you going to be doing something else for their special ability?
Nah, guys, it's a Cthulhu harvester. Kane really IS an elder god.
The Nod crawler could use a little more detail, or maybe I'm just having trouble seeing it because the render's black.
His stature seems kind of weird. I want to say his legs are too short, but I can't make heads or tails of it. Other than that, great job.
Oh, it might be the gauntlets' size.
Like I said above, you don't need an AA gun to protect it from aircraft, just give it a recharging sonic burst ability similar to the one GDI uses in KW.
There's an idea, shorten them a bit and smack a couple gattling guns on those, and you've got a wolverine.
I'd say just take a look at the old Titan leg designs, both sets look awkward. I think the main problem is they don't look like they could support the chassis standing at attention like that.
At least allow infantry garrison slots. That ensures it won't be too powerful and needs some support. Afterall, it only took one ion storm to crash the first one. Maybe, if possible, give it the ability to drop pod the infantry aboard it into the battlefield.
As for the transportation and friendly unit buff idea, I think those would be great in tandem.
And remember, just because you give something weapons, doesn't mean it's an offensive unit. Give it some ability that's capable of holding off the Scrin when they attack. Maybe like some kind of sonic disruption pulse that knocks surrounding air units out of the sky and does a little damage to anything below. GDI has a support power that does this in Kane's Wrath.
I think this is one of the better takes on altered gameplay. Seems most other 'realism' mods just make the guns more powerful so you're lucky to survive one shot, often completely disregarding that with better weapons come better armor.
Well I guess it isn't a carryALL then is it? Huh? Huh?
But, really, can't wait to see what's next.
It's original, I can't think of anything bad about it to point out.
Or I could just type what all of the people that dislike this are thinking in an unflattering fashion. Something along the lines of:
"LERN 2 FOTOSHOP U DONT UZ ENUF LENZ FLAYR U NED XTRA LINZ & CHEVRONZ LYK TS LOGGO HAD"
I think it's just fine, and fits with the aesthetic of the mod quite nicely.
I like the clean edges and modernized look.
I hope you plan on making a UI editing portion. I'd love to see a configurable Conquest mode menu coming out of this.
Looks great, can't wait to try it out.
So it's like the transit hub, but you can pretty much place it anywhere.
Will there be re-visitation of CABAL's Genesis Pit?
Ooooh, Mr. InternetToughGuy, gonna beat me up for trying to offer constructive criticism.
I don't care about karma, I'm saying what has to be said.
Even Cell shading would be better than this, and I'm positive Generals can support at least some facsimile, HL1 can and Generals has a better renderer. It isn't hard to add lines, cracks, and machine holes. Don't sacrifice the visual quality of the models. All the edges appear jagged because you're staunchly determined not to add any detail that might otherwise take the eye off of the geometry. The hovercrafts look like pancakes with skirts and engines, horrible contrast to scenery, but I can tell the model is of some quality. The gunboat and aegis are an exception only because they have so many smaller colored components on it, but don't think adding polies is an easy way out because that will SEVERELY hit game performance, which is a luxury the older Sage engine doesn't have.
If you ask anyone with model and detail work under their belt, they'll say "This isn't a 'look', it's laziness." I'm not telling you to make it look like RA3, which some saw as too cartoony, just make it look like they aren't all vacuform plastic. Otherwise, you have nothing over the C&C Allstars mod other than the fact that you're still active.
As a temporary thing this is fine. Otherwise, you might as well dabble in removing the current renderer from the source because it wastes performance.
Honestly, textures should be first on your list for visual detail, not particles.
Sorry I had to be so harsh, but I hope you don't plan on boasting this in a work portfolio, nobody would take it. If you plan on joining a field other than game design, then disregard this entirely.
Consider adding your friend who wants to work on the textures to the team, not making him add a different version, and I guarantee you'll go further. A few lines and color hues won't destroy the cartoony style you're going for.
Think I'm wrong? Hold a poll.
Any plans to upgrade to a newer SAGE engine? Generals hates my computer.
And, yes, excellent models, but textures would be great.
So I take it the plot will either stray towards 'Forgotten' territory(lol at my pun) Or pretty much stay the same...
I can't foresee any other plot outcome unless you guys have a hell of a twist planned.
It should be able to do non-DOS too. As I recall the difference was between Setup.exe and install.exe, or something like that. 'Course not familiar with the German version, myself.
Oh, and in before anyone says something about an ISO being here, it's legal, EA released the English version for free.
You can download them at Commandandconquer.com
About what you said, there being no Kane's Wrath SDK.
There is now.
Of course it's unofficial, so there might be some problems with it.
Great, not only has my attention been called to an interesting mod, but free hammer resources too!
I think the only problem is that the background looks a little too clean. The smoking holes in the structures contrasts quite a bit with the otherwise spotless exterior. The foggy look implies dust and ash are airborne, as with much of the world in Half-life 2, so the building texture should probably reflect that around the finalization.
I didn't know Robotech and Mech Warrior were related. Go figure 'Battletech' is kinda between both...
Of course I refer to the mech around 2:30 that the player seems to avoid targeting until destruction.
Will any attempt be made to recover some of the functionality initially intended for the campaign when Renegade was first made public knowledge?
For example some ability to call in airstrikes, or at least tertiary objectives that will allow similar events to take place? Example: Take out the SAM and paint a laser target.
To be honest, I expected nothing more from you guys than a multiplayer remake, so just this is a pleasant, if not incredible surprise.
The version number in the corner still says 1.0, not sure if it's a small oversight or means I installed the patch incorrectly.