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i didnt even notice the roads could be built under water
(just tested with a fishery and im flabbergasted)
forget i asked this but i have a more pressing question
i cant seem to get the harbor city centers working properly, even after following guide steps, my harbor housing still complains of no community
so even if both parties run the same exact version, a desync will still occur?
unless u limit the types of units you can gift, i find gifting units to be overpowered because u can potentially gift engineers of one faction to another as well as experimentals
and by right, if u wanna build those faction lines as well, go capture an enemy engy instead
well consider the fact that Tiberian Sun was SUPPOSE to have directional armor (taken straight from the devs themselves [Westwood o wo7])
it makes the RTS style more tactical then just unit spamming to hell
i wanted to check in for updates and i noticed the old site was down
im still up for testing just need to know the recent build
this REALLY should be called the "Unholy Alliance Mod" instead
1.5 gig is big enough to be standalone
the shockwave launcher automatically renames them for zerohour to read them
for me it just crashes with no error log and worldbuilder debugs fine so im assuming an interface problem with my OS win 7 64-bit
wheres the mushroom cloud?
THERE NEEDS TO BE A MUSHROOM CLOUD!!!
working mining plants, a creation system, clan ownership system
geeze, after this next release we might as well rename Freelancer since ur doing everything u can to it short of making a standalone with source code
best par of this mod isnt the effects or the vehicles but the classic cameos, they make zerohour a genuine C&C game
from reading a trio of forums, it sounds like both the reborn team AND Tib. Tech has the engines source code (since its running as standalone)
it also explains why Tib. Tech is taking their time with 4.0, making sure absolutely nothing is wrong with it
dont take this comment as truth though as i have inferred this from "all the data i have compiled" from the forums so i may be wrong, but its an understandable explanation, none the less
this mod looks to be the most promising mod ever made for the game but i need to ask just one thing
is there anything on this release that can crash the game, aka how well has it been play tested?
i hope ur still working on the a new sunrise mod since EA FINALLY released its mod sdk
viruz777, u can, im running the same trainer with 1.3 and im just DLing 1.4
btw, cant u just give the jump jet trooper an ability to toggle between hover/land?
just to let everyone know
this mod is compatible with the expanded backpack mod
btw...the item names and abilities give MAJOR improvements to the gameplay, im hoping for a mod patch for an even larger item list, i love the magic combinations
i wish the latest version of the discovery mod supported the SP story or at least edited it, like put the station 5 or 10 KM behind the penn jumpgate, i mean, where else can u get the best starting fighter, the kingfisher
does this support mods?
where is vanguard?
he hasn't updated since feb last year
i hope the rock patch for TFD comes out, but the older versions of this mod still work
2 things i don't like about this mod
1. The speed of the bots don't match the leg animations.
2. The mod isn't available for ZeroHour.
I noticed that this mod looks a lot like Mechwarrior.
Am I wrong?
My favorite mech was Timberwolf.
Keep up the good work guys
can it be charged?
common, get the names right
does it work?