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This game needs an XCom mod.
Cool, I haven't tried getting my friends on for a compstomp in fear of that thanks to TS's standard behavior.
Does the AI still prioritize the host as a target in multiplayer?
That's not entirely accurate. There were a few mashup mods that just used existing TS content and plopped them into RA2 for "nod vs soviets vs GDI vs allies" scenarios. According to the above post, the terrain is the issue, but I've seen classic TS infantry and structures used in RA2, the only problem is they look like stick figures compared to everything else. Voxels are somewhere between model and pixels. Having dealt with them before, I can say RA2's only difference with them is that it provides a higher "resolution" to work with.
It seems like more work adding features the RA2 engine already has. Most of the pre-existing Tiberian Sun content such as SHPs, Voxels, and other sprites work in RA2's engine, it's just that the default RA2 content looks cartoony, so really graphical settings aren't an issue. Furthermore, RA2 has native support for 1920x1080 and if I recall, doesn't require you to switch to 16 bit mode to run in a window.
Not to offend or anything, but by this point, what's the reason you're not using the RA2 version of the engine?
Both of the first two pages I clicked on had the name of the original author with a google search. This is inexcusable.
Credit the original author(s).
I don't see much realism in this entire scenario.
Careful with the big ones, you don't want too much spectacle creep, it'll dilute the wonder of seeing some of those giant creatures.
DUDE, I LOVE CARIBOU!
Indeed, halo wars is hardly a self-contained beloved franchise.
Yeah, if EA sold the rights for C&C to Microsoft, I'm sure we'd have heard of it before they decided to announce reviving a beloved franchise.
Kane lives in death.
I'm guessing you're right on all counts. I thought the 'altitude map' might be some sort of dynamic graph for a second. I hope the player is required to survey that entire area before just knowing this, though.
And as long as the method for finding water ingame isn't dousing, or some other kind of crystal gripping nonsense, this is shaping up to become one of my favorites.
Isn't this the un-upgraded power plant?
But you have plenty of time to sit here hitting refresh watching ratings instead of trying to improve.
Don't think I've ever seen an accurate representation of an HEV suit look quite so imposing.
I think the problem with vehicles in the zone was blowouts frying the electronics, so as long as people power off their vehicles beforehand, shouldn't be a problem.
Frankly, I'd love to see the RenX team complete what Westwood couldn't in their design plans for the original.
Too bad you can't get EA to sign off on letting you have the frostbite engine, but that might end up in them mandating you offer microtransactions, or paying real money for vehicles.
Great, you've made it look at least as good as ME2, now we just need a mod to make it play as well as ME2.
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.
Great looking Disruptor.
Does the AI still prioritize the host?
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.
If you really want these in here, I think your best option is to not have them take the place of the iconic Tiberium Fiend, and instead represent a new and different creature entirely.
I think it could use more "lifeless machine" in the face.
Granted, it doesn't appear as functional water storage, not without tanks, which again, I agree would fit best underneath the building. But the shape and 'dock poles' it's built on just overwhelmingly make me think of something like a cistern or purification plant.
This screams something involving the storage of water to me.