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.
It looks appropriate to me. The Alliance has very sleek, modern-looking designs as opposed to the clunky experimental look of all the Soviet advanced units.
Alliance units are in fact very high-tech, but it's more subtle. Smaller, more efficient, less blatant. Also less awesome, if you ask me, but they do seem to match the Soviets in terms of technology. It's just the the Soviets are not nearly as conservative in their designs.
1. But 2 looks like it would make a good advanced model of the tesla reactor, for in the late game when power needs rise.
Whahaha, that would be brilliant. XD
Can't find the lever for the mechanism in the water-works. Ran out of oil trying to find it, and died due to collapsing walls three times while being lost because I can't see a thing. I really like it so far, but I'm stuck now. :/
HELL. YES. My second favorite mech, my favorite being the Star Adder.
This sounds exactly like what they're talking about over at the development of Guild Wars 2. I'm still sceptic about it, because I have yet to see either you or them pull it off. If you can do it though...then damn, you're awesome. Enough said.
Sisters aren't half bad when part of a larger whole. When taken with the rest of the Witch Hunters, they become a tasteful combination, albeit not necessarily a good one.
And heck yes, Mechanicus! You could make some very interesting armies with what's out there for them.
I personally would much like to see that! I think that's one of the rather few things that can be improved on in this model. It's pretty damn sweet, especially with the trademark GK helmet.
SC wasn't the first to name a commando/stealth unit "Ghost".
Also, quite a lot of names here are 'ripped', but why would that matter so much? You have to admit that quite frankly a LOT of good names are already taken by someone for something.
On that note, if we're talking 'ripped' things we can talk about how Starcraft ripped off Warhammer 40K to make it's first game, and how Warhammer 40K ripped off pretty much everything else long before that.
Does the upper ones have blast doors leading to the high voltage part? If so, I'd love to see that one in-game with an animation involving someone in a rubber suit going in and performing maintenance and calibrations, letting us see the inner workings of the reactor meanwhile.
Unlike other people, who are of course entirely entitled to their own opinion, I quite like the arms, but question their functionality. Would they be used in close combat, to stabilize the gun or as mounts for lower calibur weaponry?
For some reason the armor doesn't look as silvery as you see on many of the Tabletop Grey Knights out there, it looks more...well, actual grey.
But I'm sure that's either intentional or temporary, knowing the amazing standards you guys maintain.
I'm glad I found this one!
Preference to this one over the other one, without a doubt.
When life gives you Martian technocratic priests....you make THIS.
You've restored my faith in this mod with this. I was beginning to worry after the usage of that C&C4 model...
But this, this is awesome.
I personally liked how the power plant was your greatest vulnerability, because without it defences shut down and production slows to a crawl. I can see how you'd want to use a population system though, RA3 matches are all about spamming units without a tweak like that.
HELL. YES. Comrades, unite against the capitalist pigs!
OK, tried, and that concludes my issue, because you two have solved it. Thanks man! ^^
Deduce that people are speechless. ;)
OK, thanks, installed it. Then I re-installed SEASmod. The game now registers SEASmod as installed, so that's an improvement! However, in the skirmish battle screen, I still can't select the SEAS as my tribe. Should I re-install the entire game?
I hate being a burden, but I'm not sure what I need to make the mod function correctly. I installed Paraworld, and then the 1.01 patch, using UK settings. Then I installed the latest version of the mod. It seemed to proceed normally, but at the end of the installation a message appeared stating that np cache files were found or something.
A shortcut for the mod was still made, so I double-clicked it. Paraworld (unmodded version) then launched. Do you know anything that could help?
Preference goes to this one.
I prefer this one. It looks a lot more mobile than the other version, but just as sturdy.
I have an issue. I am at the part where I get to ride in Mr Whirly, the Ev.I.S.Ce.R.A.T.O.R. But I encountered what seems to be a bug at the part just after jumping over the truck with exploding barrels and zombies. I pressed E to get out of the cart and explore, but instead of regaining control of myself, I was remote-controlling the buggy now. That is to say, I was no longer attached to it (could jump and use the gravity gun) but the WSDA keys now controlled the still working buggy instead of myself.
Lolz ensued when I attempted to drive the buggy forward with myself still in it using the gravity gun, and I even managed to beat the antlion guards that way. But the Antlion Guards pummeled me onto a container behind a couple of pickup trucks, and now I am stuck there, left only in control of the buggy, that can't even reach me to kill me.
Is there any way to progress? Maybe a console command that lets me regain my control?
Very good mod, love the steampunk-ish SEAS.
This looks awesome. The detail on this mod is insane. But I'm not digging the fantasy look of the mythical faction, considering it's set in the Tiberium universe. Maybe if they were an alien faction of their own, with looks to match, it would fit in.
Not my decisions to make though. I'm curious how this mod will develop, so, tracking.
Fenris works well. If it'd have been my own idea, I'd have named it the Atlas Walker, but the call is entirely yours.
On that subject, great model! Can't wait to see it textured.