Just here to help mods by providing feedback, to ask help on the forums when I encounter issues and to enjoy the modding community.
Maybe I'll actually start modding some day too.
The Star Drive inspiration is immediately evident. I love that, because I've always felt like Star Drive had something brilliant going with the way it handled ship design, but fell somewhat flat in other areas. I'm curious to see where this goes.
Wait, wait, hold on. The reason some of these tracks have been so mindblowingly good (all of them are good, but a few really stand out) is because FRANK KLEPACKI HIMSELF has done tracks for your mod? That's beyond incredible. Take my vote.
Sweet. Can't wait for the next release.
Third place in the Mod of the Year awards! Congratulations, Mental Omega team! It was well deserved.
Hilariously, I like the first best, as do most people. That one's pretty much your current logo layout though, now that I look at it.
And another good one bites the dust. RIP Devastation.
Hype is rising.
Hey, so what do you mean with "squad technology" and what ind of improved tech buildings did you have in mind?
The discontinuement of development on naval units and mechanics is probably for the best. That said, I'm glad that your accomplishments thusfar will be available in an addon, as some of those maps were pretty good. I especially liked the amphibious transports, they were very fun to use against the AI.
Reminds me of a Rise of Legends Sun Jaguar. Looks cool!
I got this reply just about a year late, but even so, I followed your advice and gave it a try. The alpha demo ran much better, and I was actually able to play it, albeit still with some issues. My PC is simply archaic though, so it's impressive enough that it's playable at all. A job well done by the WftO team!
I think you did an excellent job! The trailer's presentation is absolutely top notch thanks to your voice acting.
Not gonna lie, you guys have made HUGE improvements over time. It must've been a long and difficult road, but things have never looked better.I wonder how the gameplay will evolve though, as it is inherently clunky and heavy, though that last part is not a bad thing.
I see an "I" symbol at the bottom of every icon. I wonder, does this mean that to get the info you have to actually press the I button while hovering over the icon or the unit? If so, that would be the best of both worlds, allowing for detailed information to be given without it taking up the whole screen like this normally.
Really good, though aren't you using assets from the Witch Hunters mod in this image? I thought the developers of that mod vanished without giving anyone permission to use their mod for their own development?
Awesome, that'll be great!
"One way trip!"
The wait is almost over. Now we rise from the shadows and the unseen depths to spread the word...Kane lives!
This is a topic of hot debate in a lot of RTS forums. I am almost always in favour of more units, but only conditionally.
Those conditions being:
-New units must fill some niche for their faction that was not filled previously. This niche may be as simple as "mobile heavy firepower" for instance, or as specific as "mobile heavy firepower that stands up to unit X in the mid-game that would otherwise counter all mobile heavy firepower type units at this point in the game."
In either case, the unit brings novel strategic use with it, but however...
-New units may not be *too* similar to existing units. Some people may disagree with me here and I encourage them to tell me why they do, but in my personal experience a unit is most fun when it is special and not quite like anything else seen in the game. Giving a unit a unique method of attack like tesla troopers, prism tanks, chrono troopers, desolators etc. helps a lot. Consider unique methods of defence too, like assault tanks with small-scale force fields that when activated drain the power bar.
-New units shouldn't upset the game balance. This one speaks for itself and you guys have proven yourself more than competent at handling this aspect considering how difficult it is.
I realize that you are limited to an extent by the capabilities of the engine, but with Ares your options have broadened and there is a lot of room for creativity. To say "no" to more units would be to stifle that creativity. Perhaps if you have concerns about there being too many units, you can make new units be campaign-exclusive?
Either way, take your time on the decision and take your time with the mod, and keep delivering quality content like you do!
Thank you for this information! I will avoid using Imperial Guard until the next patch.
I am running into consistent fatal AI errors. One per match, in fact. The circumstances under which this bug was produced are as following:
-Installed the mod onto a clean copy of the Steam version of the game when it was released. Played it for a few hours against the AI.
-Applied the patch that shortly after came out.
-Made a custom IG regiment in the army painter.
-Played as Chaos Undivided against the IG regiment, producing a squad of Khorne Berzerkers before choosing the Zeallous trait.
After a short amount of playtime, a fatal AI error occurs. Playing another map and taking these same steps has caused the error to occur again, and then later again.
Later, playing as the Eldar against the IG to see if the problem was the race I was playing, I encountered the same error after some time.
In all of these cases I was playing on a 1v1 map against Imperial Guard, and they seemed to mostly use infantry throughout the game, and occasionally sentinels and chimeras.
If relevant, I can post my computer's specs too. Performance-wise the mod has run excellently so far however.
Does anyone know where to get a legal copy of this that doesn't cost an ungodly amount of money? I've seen this on Amazon for FIFTY dollars, but of course there isn't a single store around anymore where they'll sell it and the only alternative I can find is .iso torrents.
Would the Frogfoot possibly be repurposed into a general-specific GP to limit it's use, in so doing creating a balance? Or would that be too much like the A-10 Strike?
How do you convert 2-dimensional Red Alert 2 models to 3-dimensional Generals models? Do you just make new models using the 2-D art as reference material? Because if you do, that's impressive, it looks just like the RA2 model.
I recognise the exact model from Warcraft 3 to be precise.
Freind or foe? This looks like something interesting for NOD to find an ally in. One that they're not sure they can trust, and a sinister one, but thematically it works well.
HELL yeah. Time for another crusade, GLA scum. And this time we brought some new toys...
Some Ultimate Apocalypse mod fans seem to be accusing the ZMS mod of stealing assets and content from other mods. A lot of the models in this mod DO seem to have featured in other mods before, but as far as I'm aware they aren't stolen, simply used with permission.
You'll have to wait for a definitive answer from ZMS though, I don't know the fine points of it.
Looks absolutely awesome. One of the best models I've seen in the mod so far. My only concern is that animating it will probably be a pain, as with all walker vehicles.