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If you REALLY want to simulate natural selection, give the players no control over individuals until they have a basic brain, instead letting players tinker with designs itteratively until they work on their own.
That being said, I find this to be far more promising than I had hoped it would be.
Outstanding performances, every one.
Oh, wow, those red cacti things really look great in game.
They really fit well with the otherwise barren desolation.
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.
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.
Actually, I should note that if you're up to the task of making them fit in with the rest of the art, my votes would be:
3 (Cyborg Commando has always been a heavy shock unit, and thus fills a different role than Nod's Commando)
I think these would need a pretty significant overhaul to make up for the change in aesthetic between C&C 3 and 4.
1 and 1 if only because the models and textures are a bit too... Buzz Lightyear.
To be fair, I feel Steel Talons could use rail guns of a sort, but I think an older model like that would probably be better relegated to a high-tier sniper, say an enlisted mutant Ghoststalker(As a commando replacement?), or a weapons platform bearing a striking resemblance to a Mammoth Mk. 2
I feel like that goes against the idea of steel talons' second tiberium war tech level. High-tech heavy hitters is more ZOCOM's thing.
Maybe something akin to a fast attack light armored jumpjet squad would be more appropriate?
It's a little hard to visually discern, maybe find a way to get a little more contrast into the color scheme?
Compare the dogs to the full masked helmets both factions wear.
Not only do dogs need to rip through that full-body hazmat armor, but they need to be able to breathe and survive in contaminated locales.
Huh, yeah, sounds good.
And this is instead of spotting for juggernauts?
So I found it, buried in your FAQ.
Here, for any of you who come here wondering:
"When players join a server they start in the Ready Room, an intermediate area where players can hang out and choose which race they’ll be playing as. Players may also choose to join a random team, or spectate matches. Once a round starts, both teams battle it out, earning experience points for purchasing advanced weaponry, abilities upgrades, and different lifeforms. The team that destroys the opposing race’s command structure wins the round." - Faultlinegames.com
Those are auxiliary fuel tanks, compared to the T-72 they are optional.
Don't get me wrong, I won't pretend for a second that the Red Alert universe is "realistic", but assuming they were at the appropriate fuel to air ratio to explode as violently as possible, they would not do significant damage to the tank's armor itself as they are not shaped charges or contained in such a way that they direct the force at the tank.
Just looked it up, apparently T-72s also used Diesel, which is not known to be very inflammable, and is used in compression combustion instead of ignition.
I've always had an issue with comp stomp in TS because the AI tends to target Player 1 and rush early on, and if alliances are enabled, they all join up at once.
So, the description is very vague, and while I've been playing NS since goldsrc, I'm still not entirely sure NS2: Combat is supposed to be the equivalent of NS1's CO maps or something different.
Anyone coming into this without that experience probably can't tell this apart from NS2 itself with the way this has been worded. NS2 is already an asymmetric combo of stealth and twitch action, why should we think any differently?
It reads like a pitch to a boardroom of non-gamers designed to sell them on the idea of clearing the project.
I say describe the game in how it plays, not in terms of who it's made to appeal to, and if it is like old NS1's CO mode, play up the nostalgia a bit so us returning players can vouch for it to the uninitiated.
If only there was some way to align those lights...
I have two opinions on this, but mostly apathy.
I've got to agree with this, unless they were both made uncrushable by tier 1 units and only enlightened were mind control resistant.
I just realized the primary cybernetics facility has an open air surgery.
While I harbor no illusions about CABAL believing in the use of petty humanitarian "Ethics" or "Anesthetics", I suspect atmospheric contamination, or other unwelcome variables, such as stray munitions from pathetic Luddite human resistance may irreparably contaminate cybernetics production.
I'unno, kinda reminds me of House Ordos from Dune. They had hover tanks too.
it could probably be easily remedied by only allowing the AI to build them after a certain structure has been made, it should be some structure that marks the end of base expansion.
I don't think setting it to sell structures would be great considering they'd probably start selling vital ones by mistake.
Dude skipped ahead to now.
For us what was 5 days was one hour for him.
I do believe that cements this as the definitive RA1 remake, now too.
Aiming looks like a real pain in this build. I think you'll need to smooth out the motion so your tank doesn't jolt whenever it hits uneven terrain, and you'll probably need to allow them to alter their pitch.
Looks like he's had a few too many.
Yeah, naming's hard. Not a bad map, not many original works get posted here.
At least change the f'n decals.
Credit the original author(s).
I wonder if we can bring sunedit 2k here, too. That was a decent utility, but it may bring a flood of low-quality mods with it.
I think it could use more "lifeless machine" in the face.
Will the player be able to scale or build on these formations? Perhaps create some sort of pulley system from the top to the base?
I'd say moreso for an intentionally misleading and entirely unrelated picture.
Especially when the creator has images and even a video demonstrating this.
If you mean "Can I play on the same side as AI" Typically, no. Not in Tiberian Sun derivative games, however with the DTA launcher, I believe this becomes a distinct possiblity.
I think it's safe to say they're not going to provide support for pirated copies as they cannot account for the variables that presents. Also, other reasons.
Why not use Moddb's file hosting services?
Did someone say Robusst? *Prepares a toolbox*
Very Nice! I expected a facsimile of the original, not what I see here.
I like it, most of the titans I see look washed out and amorphous.
This is typically how agree vs disagree systems work. These votes are for a critical standpoint. If "C&C shouldn't have hitboxes" had garnered significant support, the devs would be encouraged to look at it and possibly reevaluate the decision.
I for one think it's a move in the right direction as tank battles will no longer consist solely of two tanks revving back and forth constantly in a futile attempt to not get hit. There's more /strategy/ to a game derived from a strategy franchise. Now I just wish there was something done with infantry so they weren't just bunnyhopping healthbars with different flavored guns.
Modular turrets! It's never been utilized in too many games, but I love when it is.
Wow, I never knew the plot until now, I just remembered Raiden as "That game with the awesome VTOLs where buildings come to life and try to kill you."
Awesome, I'm glad to hear that.
Damn, I just wish there was a game like with cooperative multiplayer.
Absolutely fantastic, however I might suggest instead of a standard joint, use of a special broadcasting joint be used, or even a microline conversion for powering low-draw equipment.
Did I pay for this already?
If I did, can I pay for this again?
If not, when can I secure my ownership of this game through currency transaction?
Oh, snap. Do want.
Anims looking great, a bit more fluid than I expected.
The yellow on white of his face could use some work, and the torso seems a little too broad. The torso width isn't a huge problem, it sorta grows on you, but his face definitely needs something done about it, it's hard to look at as is.
My thought is maybe put a visor there? If the front portion of the mask had blue or black under the eye layer it wouldn't be so bad.
Damn, I lent it to a friend and never got it back.
And NOW an update for your mod comes out.
Wow, that's amazing.
Looks like it'd be a great bomber or gunship.
Depending on loadout, that is.
Lego also has hinges. When you place a hinge on a swivel, you have pitch and yaw, but these look a little wonky, IMO. The less bizarre looking brick hinges look better, but present less freedom of range, but the plate hinges tend to look terrible. Seeing as you're making a videogame and are not quite as limited as designing little pieces of plastic, this shouldn't be as big a problem, but I can't think anything up myself with all the lego comparison.
The best idea I can think of is the more advanced kits that use ball sockets, but that would only be ideal for a single mounted weapon and that's stretching the 1x1x1 brick rule a little far.
Furthermore, it's only supposed to target larger vehicles that could potentially damage its tendrils by rolling/walking over them. I may be mistaken, but I believe the waving tendril animation may have been intended to be veins snapping and spraying corrosive chemicals on the thing causing it harm.
I like the sound of this particular change and it makes sense, and I can think of at least one way to make that better, as, let's face it, you couldn't very well justify giving a capital ship a 1x1x1 megalaser, then anyone could plop one down, but it would be silly to arm a cruiser with anything less.
Larger more complex weapons could be made from multiple 1 meter blocks.
Imagine you have your standard laser beam block, a decent weapon in of itself, but you want it to have a longer pulse duration, so you add capacitors on each exposed side, these allow it to sustain a beam longer. That's a pretty simple upgrade mechanic, but how about larger more complex weapon designs with more upgrades than just adjacent blocks?
The beauty of this system is that you can always have a bigger weapon, but it will always cost more energy and space to transport and to use.
I think I'll flesh out the idea a bit more on the forums.
I take it these will be replaced by some other mechanic at a later date, or is this how it's gonna be for the foreseeable future?
Man, I forgot all about this, but I'm glad you're back.
Seems like a lot of ship for an 8 container capacity, although I must say it looks good.
Oh, now the hipsters have a game too. I hope consumerism isn't too trendy for them.
Practically looks stealth.
So is the building going to allow the bizarre armoring technique people used that would let them obscure their cockpit by rotating "arms" so they could place armor in front of it?
Also, upside down guns? I kind of hope that has the same effect, but at the same time, I hope it causes no change to a weapon's performance.
Concept art such as what's already posted on the mod's page?
I can see what you mean by the design growing on you, but there's still something off about the proportions. The forward lean makes me feel like it's unstable and easy to tip over. This feeling could be offset by giving it a rear counterweight and maybe larger feet.
In keeping with the wolverine design aspect;
As you can see, the wolverine in both examples has a more narrow base but a wider stance giving it a better semblance of stability, this is aided by the generally balanced shape of the chassis. There's also this ambiguous skirting around the 'hip' joint that looks like some sort of suspension system and detracts from the whole ED 209 look the legs have going on here.
And this example may be a stretch, Images2.wikia.nocookie.net
If you can imagine this without the jetpack it just wouldn't look right. I'm not saying add a jetpack, just something that looks heavy enough to keep this from falling on its face, but of course not too bulky looking to make players feel it could fall over backwards at any second.
Widen the base, hide the 'hip' joints internally, apply a counterbalance to the back and that should address any proportion concerns. Trying to envision this, I think the feet should look fine, but making them a little wider wouldn't hurt.
In this instance copyright isn't even an issue because it was made by Valve and is being ported to a mod that requires ownership of a valve game.
My perspective on copyrighted model ports is that if I'm downloading it, I usually own the game it's from, so the content is already on my computer, no harm in that.
The problem here is that Vectorman is actually composed of several sprites. Vectorman presented an animation breakthrough in which the character sprites appeared to have more fluid motion and animations that lined up better with the world around them. Characters' feet would line up with any slopes they were standing on, no part of a character would clip through a wall they collided with, and Vectorman's death animation was pretty f'n dynamic.
Each unique sphere composing Vectorman (And his enemeies) was a modeled in a 3D program, rendered, and then brought into the game as a sprite. Animations are more or less guidelines, while Vectorman will obey them, there's no saying what will happen to interrupt them. This technique is still alive today and can be seen (to some extent) in games such as Cortex Command, Aquaria, A.R.E.S(?). Although some games use this yet maintain rigid animations for characters, only reaping half the benefits of the system. But it still sounds pretty cool, right?
Looks pretty good.
Yeah, have to agree, the HUD is just fine in my book.
We'd have been to deep space already. And Pirates would still have peg legs and eye patches.
Why, you gonna hit on it?
Synonym for Avatar is Icon(Interchangeable with Ikon?), maybe call it The Icon of Nod. Other synonyms are;embodiment, incarnation, shape, personification, symbol.
Another fitting word is Aspect, but good luck getting any of those to sound particularly good.
Could use a paint job, it's very grey in comparison to other GDI units. I know the faction colors are the little things on top of the turret, but, well, you know.
Retro yet with that modernish high tech design.
This is an arrangement, not a remix. Good job though.
Nice! It has been a while since I've seen a unique art style.
Real snipers use beer hats.
.50 Cal, eh? Does it damage light vehicles/aircraft?
The shells actually look tiny in comparison to the barrels. Should probably scale up the belt a bit.
So I take it the Tesla isn't meant to deal large amounts of hull damage and maybe... Hit targets inside the ship once the other weapons have made a hole?
Temperate cactus and desert burnt evergreens! Man, that global warming is really showing in the tiberium age.
Very nice, rather original but with just a dash of GDI and ODST.
Like it wouldn't be able to go up inclines steeper than 15 degrees.
Feel the glow! No wait, it's growing on me! aaaahg
At first I thought makingg games cheaper, and then I realized, there's no way around piracy, in some form or another. Making all games free and requiring money for 'premium content' only really works with online games, there'd be a limited tolerance for that in single player settings.
As you said, DRM just ****** people off. But there's still the fact that people will steal these products regardless of price or product quality. Piracy isn't as big a threat to developers as they make it out to be, but alarmism is their attempt at cutting down on it regardless. Sure, lost revenue isn't something to be taken lightly, but developers spend too much time on that instead of trying to make their games up to snuff if they really care about it THAT much. For clarification, I chose 'No Solution'
EA was in full support of RA:A Path Beyond, Renegade X, and C&C Reborn. They commented that they would never want to stop anyone from producing free advertising for their games. Blizzard has been more protective in the past, they restricted creation of a mod for an RTS who's goal was to exactly mimic Starcraft's gameplay and plot on another engine, which is understandable, but I don't think that applies to cross-genre works so much. This isn't exactly a black and white issue, and this poll seems to imply it is.
While I think option 5 is a given, actual market results, not speculative checkboxing by random people on the internet, says that any tidbit of an IP being released for free in some capacity has an overall positive effect on a game's profits, assuming users have the option to pay for it somehow. This is seen in game demos and marketable Free to Play games of all sorts. Even leaked betas have a positive effect if the game's good enough.
Holy crap, now I'll never not see Brian's head in that thing, thanks, guy.
I like that it's somewhat reminiscent of Battlezone as far as plot, but that's aside the point. I have been intrigued by the idea behind this game and am looking forward to it.
No, that's just one tree repeated several times.
Not bad, I like where it's going.
This is based on an existing title with existing names for the factions. Pretty sure opinions are irrelevant in this light.
Textures look good, but I didn't think they needed changing in the first place.
But you've got to admit, Mojang knows how to do it.
More to the point, what exactly is the draw of this title in particular? Why not play any of its umpteen competitors for less than $50? How is brand loyalty benefiting anyone here?
Fallout 3 and New Vegas are still doing fine with DLC and modding, long run and short run. This can be chalked up to hype. Blizzard stated that they don't want modding because it will interfere with the market system they're going to have in game, it's easier to only code one market system that requires an internet connection than to code two for both cases. Again, if people don't like it, they shouldn't buy it, there are plenty of other top down multiplayer fantasy games inspired by Diablo that have modding support out of the box. There's no reason anyone needs this one in particular. This isn't about making money, this is about maintaining gameplay. I don't think it's right to do this, so I won't be buying it, but they still have a right to handle their product the way they want to.
If a game's sales are hurt by lack of purchases and players, it means that game had features that drove away players. If I game has lack of sales but regular or excess of players, it means that players didn't want to deal with some aspect of getting it through legitimate channels. Either way, if they don't hit their projected mark, they're going to take notice and hopefully get the message. Blizzard has been good to their fan community in the past, and I think they're going to continue trying to do right by them. Personally, I won't even touch Diablo 3 or BF3 for this reason. They aren't worth my time, but everyone supporting piracy in the matter is just looking for an excuse, and easy out of morale standing. Pirates will be pirates, telling them this doesn't justify it won't change their mind.
Before I have to read one more "DEY IZ TRY 2 SQEZE US DRY UV $$$" Consider this: How does removing mod support increase cash flow? Less players = less money. A real money grab move is deciding to charge monthly.
Stop it with this "DA MAN IZ HOLD& ME DOWN" crap. If you don't like a company, STOP BUYING FROM THEM. It's really that simple, nobody is holding a gun to your head to buy **** you don't want.
Other than taking twice as many pistons to make, that sounds better, mainly because you don't have to climb half way up the max height to use it.
You can really see how it's based off of stolen Titan tech in this variation.
Look'n good, bro.
Or maybe they weren't ever ARMED! Get it? Because they can't very well use a laser as a hand.
One of my favorites, from early childhood.
Good job. Next time, if you have any other topographically wonky models that need rebuilding, check out topogun.
That name rhymes to the ridiculous degree.
But I still can't tell if this is post apocalyptic or a 'historical fantasy' setting. Does that make me slow?
I kinda wanna see a side-by-side. But I like this one.
It looks better in this terrain set, but set against snow, it just looks dirty.
That's a good one.
Excited that the mod's projected to come out then, but disappointed that the year is already almost half over.
Not bad. But, doubting your own drawing skills to the point of madness? I got a tablet and now I just draw more often as a result. That drawing right there's better than what I did before I used a tablet. Can't say it helped my handwriting, though, mine's still atrocious. Only downside, really, is the cost of one.
I'm not a big fan of modern/pre-modern themed games, but I find I'm anticipating this more and more. It just keeps getting better.
I have to say it's refreshing to hear a version of this that utilizes guitar but doesn't try to use it for everything. I never was a fan of the vocal bit, but it isn't so bad in this particular iteration.
All the others seem reminiscent of Red Alert and C&C 95, with this one Emperor: Battle for Dune's and Tiberian Sun's soundtracks come to mind.
There's a part of a vault I've never seen. (Haven't really played FO 1 or 2)
Technically that is incorrect, it uses the much more powerful 'wub'.
Screw April Fool's, these should be actually in game.
Fairly bland, but effective weapons aren't supposed to be flashy...
If something can be done about the larger units' tilting on a slope, I think this would be one of the first mods to address the issue. If not, I can't say I'd be surprised, and it's no big deal, just a bit of an immersion breaker.
I'm gonna get so freak'n lost.
I loves me some cyberpunk, I loves me some AI, I loves me some technological singularity.
This is awesome, you did a great job. The mouse controlled aiming goes well with the metroid style platforming.
Great job with the ambiance, it almost doesn't look like Gamebryo.
Point me to a map where they wouldn't?
Tournament maps are always a bit small for my taste, and handling rugged terrain is an important aspect for testing a commanders mettle, so I've never really believed in tournaments as a way of provenance. I can honestly say in full confidence I wouldn't play this map, not ever.
But at least it looks nice.
Some sort of assault-type gamemode would be awesome. Think like a campaign mission but multiplayer. I don't know if TS's engine can do it, but one team would start with a pre-established base and restrictions on unit construction(Maybe even battlefield expansion?) while the other team has to establish a foothold then take X objective. I think that'll sort of fill out the gamut on awesome gamemodes.
Obviously someone here hasn't used an Ionic Breeze air purifier before.
I usually hate turret defense, but this sounds p. cool.
Ironically enough, some of those great mods wouldn't exist today if EALA wasn't so laid back. Reborn could have been cancelled, they could have disallowed modding for C&C3 and RA3, but instead released an SDK. On top of all of that, this wouldn't be here either.
Bickering aside, I'm just as eager as ever, if not more. I assume you'll allow community maps, but will there be anything included so as to make single player campaign editing possible?
I'd also love to see actual bots (Not the NPC's) and some kind of assault-like gamemode. Those are two things I felt were very possible with Renegade but never saw the light of day due to rushed scheduling.
My first instinct is to compare this to Vectorman or Megaman X, that aside, I'm gonna get this, it's frigg'n awesome.
This is true. I didn't really start using the ability until much later in the game, though, so it's easy for me to forget about it.
Does anyone know if this won't affect save files negatively in some way? I don't want to port my old file to ME3 just to find that it's deemed unusable by modifying some unknown portion of the save file.
Interesting, but how does this set the soldier class apart?
Well that's clearly GDI, but I can't tell what it's supposed to do.
Haven't heard of this until now, but with the premise and the looks of this coming version, you've got another watcher.
I know this isn't the typical RTS like C&C or Starcraft, but just curious, are/will there be structures on the field to defend, destroy, or capture to fill out the gamut on tactical scenarios? If so, will there be demolitions experts such as engineers to fulfill the task, or just pound away with heavy weapons until the target crumbles?
Holy ****, I have that game. Never got it working, but I have it.
If a guy takes all the pistol ammo, does the flamer and AR ammo remain?
What would you say is the best method for transposing concepts from a book to machine is? I have a scanner, but I don't like tearing pages out, so I trace the picture in with my tablet, but that doesn't always work out so well either. Of course, the kind of sketch book you're showing off there looks like it makes scanning easy.
Do I detect a hint of some form of procedural generation being used at some point? It seems like it would fit in quite well.
Yes, he's screwing us over by creating possibly the most popular game in the history of the internet, charging half price for it for what has become an extended alpha, and not expecting any more than we have already paid for any future content.
He used to say he'd start the beta as soon as infdev was multiplayer, but if you've been to the website, clearly he's still considering it alpha stage, allowing more people to get in on it at half price. But it's not like he's gonna stop raking in the cash when he gets to beta, so even from the moneygrubbing standpoint you seem to pidgeonhole notch in, there's still a reason to finish the project as initially intended.
Seriously, you need to drop the tea party behavior, he's announced countless times on his blog(http://notch.tumblr.com/) that he's going to be supporting minecraft to the very end of its astounding popularity. You realize any project that has died at the beta is because they lack a community, right? Not because the dev just up and decided "I think I want to be an astronaught instead."
From what I've seen Notch makes good on his word, some things might not always be on time, but EVERY developer under the sun has had problems there.
It's not like he's spending all the money on a pointless war in the middle east or anything like that
@Landmine; last I read, he liked doing friday updates, but recently he's been busy, but he said he'd try to when he can.
Aside from the wrong use of "it's", pretty cool news.
Awesome, can't wait, I'd also hope to see a new faction or two come from an NV mod.
Wow, that's some nice progress, I'll have buy crysis pretty soon by the looks of it.
Cool, can't wait.
inB4 wave of "HOW DARE YOU MAKE A MOD FOR TRUMPED UP DLC!?"
Not exactly an original premise, but hey, don't let that stop you.
Hm, reminiscent of the new zerg spine crawlers, but it has more than enough originality to hold its own in my opinion, especially with that ranged AoE attack. Can't wait to put a few in my employ, or crosshairs, depending on faction, of course.
Sounds you've started off on the right foot. I can't wait to see the end result, but I'm not gonna rush this for fear of disrupting the mental imagery I've developed.
You know, it's funny, back when I first got TS, in 1999, I couldn't tell the difference between the two, then I learned.
So, I assume this is an updated version as well as some form of all in one package?
One possibility you should look into is units or characters capable of 'predicting' the moves chosen by enemies within a set distance or after an ability is used on them, basically meaning that they can see the selected orders for that unit
Nice, a little bland on the legs, but it doesn't need any more flair than it already has.
It just keeps adapting more and more of a TS look, and that's just through the use of tiberium. And I thought there'd be no way to capture that kind of nostalgia with a game so relatively new.
The point of a demo is to get as much in as possible without having to worry about too many variables that can interfere and cause the presentation to require multiple sittings. He's showing some of what the player can expect, not competing for a pro-gaming championship. And guess what, you can pretend a difficulty setting makes you a better gamer, but you don't fight bots in a competition, so there's no valid comparison or reason to get on someone's case like that.
Great to see you guys are back on track, I was saddened when this project was announced dead, but things certainly are looking up now.
Geez, that last guy earned the name.
What specs do you recommend for a dedicated server?
Interesting twist on how it plays out. As for the tactical downside to be present one can assume is that Greed will be able to get further ahead than everyone else and nab loot while they still fight?
Looks very nicely detailed, but small for my tastes.
Stargate and Metroid seems an odd tie-in, but, meh. Whatever floats your boat. Got some real potential going there.
I think coupled with the special ability unit drop idea, and only limited deployments would be fair.
Tiberium weaponry always struck me as a nod/mutant thing. Going along the same lines, I would suggest a Personal Ion Cannon, but that, like a rail gun, would be another hitscan weapon, and ultimately, just a fancy laser. So, these ideas may be a little farfetched and/or out of canon. A list of everything I've thought of regarding weapons;
Variable Munition Shotgun: Slug for light Anti Armor, Buckshot/Shrapnel for medium-heavy infantry damage. Effectiveness should increase with shorter range if possible.
Pulse Rifle: Targets 1 soldier in a burst. GD10's(Riflesquad's) Big Sister
Mini Sonic Emitter: for clearing mines and effective anti-squad/structure
Javelin missile(Or something like it): The raiders fire a long range anti-vehicular rocket that flies upward and speeds back down at the target. Able to destroy light vehicles and partially damage medium, heavy, and walker. Each use garners a substantial cooldown.
Personal Ion Cannon: Essentially a one shot one kill with a 2 minute cooldown. Zone Raiders are really a unit best utilized with micromanagement, so this is a weapon for just such a commander.
With all of those, they'd still have to remain a special ability drop or something, but maybe that'll give you some food for thought.
In hindsight, I kinda like that flechette rifle idea.
Oh, wow, really different look for Nod, but definitely fitting. The war factory and mobile war factory turned naval yard really gives a good idea of where they're coming from.
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.
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.
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 like the clean edges and modernized look.
Looks great, can't wait to try it out.
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.
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.
Not bad, I can certainly sense the feeling it will put into the game.
No mention of Steam in that whatsoever. I assume this method will work for it though, as Steam's issue is caused by not going through the same EXE one would assume you'd use.
But I have yet to get a graphical enhancement mod to work with my Steam version, played most of TNM, though.
Nice, are these gonna be VTOL like the orca, or standard forward flight units with a strafing attack?
I press shift+f12, but don't notice any changes. Nor does my game look any better. And my video card is on the list of ones that support this.
Is this to be something you'd host on a ded server for persistent PVE/PVP, or more like a gamemode you'd set a time limit and a map list on?
What is it? By the name I assume it's something akin to Worms.
I'd say use a smoother gradient, but A. it probably won't matter, and B. I don't know if Renegade would support it.
Is that thing that appears to be a syringe spewing blob involving the Tlailaxu?
As far as I'm concerned this model is perfect the way it is. Not saying don't change it if you want to, but I don't think it needs any alteration.
I assume there's only one planet per game, I haven't played Civ 4 but this made me want to get it. If you could expand to more planets, I'd say you should extend the timeframes to pre-machine crusades.
Seems a nice fit with the Ordos theme. My only thoughts are that the front boons seem like they are facing outward in the isometric view.
I don't see the turret mount. But I love the look.
Will the bigger planets include the starting planets? Or are you still unable to find a decent workaround to modify the hardwired planets?
I can't quite make out what's going on here. Is that pink thing a visceroid?
The texture work on the buildings is turning out better than I expected, but it still looks kinda stretched in some parts. As for the Inkvine catapult, that looks really nice. Too bad I'm not much for Harkonnens.
Looks nice, a further blend of the scrin technology and human engineering.
Weren't they also considering a CABAL faction for TT? It'd be cool to see a fourth faction, but, it's your mod and CABAL might jeopardize the canon you're going for. Especially as it seems Nod's gonna be using Cyborgs.
Wow, looking good, it seems a little beefy though.
I'm pretty sure they're creative enough to get their own.
I think the title may be misleading as Time Crisis is an arcade shooter involving a small timer that you aren't supposed to let run out in the top region of the screen. The concept however is pretty original.
Thankyou for doing this!
I have read all of the dune series up to Children of Dune, (that's when the story lost quality) Even the books about the machine crusade. I know the renegade engine only allows for 2 teams at a time, so I was wondering, Will there be House Ordos from the Dune games Westwood made before their untimely demise? If not I completely understand, but keep in mind, they were awsome and may end up improving the mod's popularity if there were maps in which one of the 2 factions was Ordos.
And again, Thankyou.
The only complaint I have: The AA guns look like they wouldn't be too stable. If you want to keep the barrels the same length, but agree with my thoughts, one compromise I can think of right away would be to move the barrels into the turret so that they are coming out the back, maybe with ammo belts extending to them. Or at least put something on the back so it looks like it has adequate counter-balance.
I love the realistic scaling of the vehicles.
I could see someone exploding when shot with a 50 cal or larger, but if the few infantry that died in the flames exploded from it, that's kind of... odd.
Ah, I see, and therefore causes the enemy to underestimate their strength...
1280x1024>Right Click>Set as Desktop Background.
Seems inefficient, having massive arm cannons you can only support by holding it up with the other arm...
That's a free market economy for you, one second someone's selling you meds, the next, they're plowing through your sweet ride with a tank. And then they sell you more meds because they broke your neck and they're the only company that makes the stuff you need for the operation.
Reminds me of the TS cutscene where the lasers blast apart the wolverines.
So this replaces the Elite beams, or the Scrin beams?
Turret seems a tad... Hueg
I like it, compact, yet still functional, unlike the KW equivalent(Compact part, not the functional part).
Well, if it's not gonna have the scale of the wolverine, will it have the maneuverability? That's really the important aspect.
But will harvesters who have blue tiberium be able to drop it when they explode instead of just normal green?
Splendid. But seeing them stacked against each other like this, it makes you realize GDI really does have vehicular supremacy in C&C 95. That is, until the stealth tanks the Nod commander sent out reveal and flank the base that the GDI commander so foolishly removed all of the units from.
It's not working, I can see it.
Recently I was thinking about the good old days of TS and how it felt to play it. Somehow, I don't think a 3D game will ever be able to match the feel and drum up the right nostalgia, but whether you achieve that or not, you guys are still doing a hell of a job making something awesome.
This is possibly the only occasion you could lose for using it. And yes, one of the only times you can lose at a poll.
Honestly, I look at them like 3 choices, no 'weakness', 'strength', or 'tactical' element.
But if we're gonna get into the metaphysics of it, a hurled rock still hurts, regardless of the presence of paper. For the record, I voted for the one that hurts to be hit with the most. There was no reason for my decision.
The final is definitely the best.
Unlike the older one you see everywhere else, the bulk seems like it'll match the damage output.
Needs to be a little more random, back in TS and FS, the tiberium wouldn't necessarily destroy every crystal in the field, one would explode, then set off another piece, those detonations would in turn damage another crystal set that would then explode, but in the end, some would still be left over, albeit, in a sorry state. Granted, Tiberium Fields typically had more Tiberium to begin with than in C&C3, and the crystal patches weren't as massive in TS.
Get some of that Halloween makeup to make the skin around the 'crystal' look kinda radiation burned, or scarred, or at least mildly irritated. Other than that, Bad ***.
Create a shortcut to C&C 3, but add -ui to the command line to get the Control Center to open.
As for GDI, I wouldn't do them any differently, other than whatever minor tweaks you see fit.
The Scrin on the otherhand have gone from the swamping, light rush team to a larger much more formidable force. I was able to defeat a balanced medium GDI AI with just a couple Defilers(I think, the artillery?) after destroying the outpost they shared with a Balanced Scrin AI with just a Mothership (Not the Planet Killer). The defenses were primarily AA, including Storm Columns. The Scrin's quantity of massive units doesn't help this point very much. Perhaps making each Scrin unit more dependent on others would be better. Think of the pairing of the Juggernaut and Sniper Team, or Stormriders and the Ion Storm ability. I'm just saying if the full strength of some Scrin units depended on the abilities of others, it might help balance out a bit more.
Playing as Nod, it seems a little easy to be overwhelmed at first, but once Nod has a Tech Center, it's just a matter of getting the right Obelisk placement.
Left looks better than the right, I hope that's what you were going for.