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So, i finally got the chance to come here. im having issues with my connection, which i try to solve before year's end. Will try to upload pictures and new review from school tomorrow though
small tip for forklift mission- dont load all these crates on truck at once, but place them near entrance, thus when warehouse starts to collapse, you can just pick up crates without driving trough rubble.
Sorry for delay in posting update- i have been very busy past 2 weeks. i hope to post next one soon (if you want to see it though- they are all up in our TWC subforum)
No harm in asking
You can find full faction list here (i post link here for rest of people too):
also, if its not on the list, there is fair chance of faction being represented as AOR (read- localised) units
Forgot to mention about accuracy- yes, we try to make it as accurate as possible in turn 1. After that it all depends on how you play it. For example you dont want your vikings to accept christianity? then dont- kick down the door and flip the table and make christian factions those who are forced to defend their ways.
Im glad to hear you like the mod.
If i recall correctly, there should still be 1-2 faction slots left (maximum number of factions in M2TW is 32, its hardcoded so sadly it cant be changed), so yeah, were having as much as engine enables us to. Also many factions are represented as AOR units, that is factions that failed to reach mod as main faction.
And no- its purely dark ages/viking era mod, with years coming from 968-1100. Seems less, but consider this- there are 6 turns per year, which means there is 132*6=792 turns and as you may know already- you can play after that. Not to mention that even turtle-type players often require less than 500 turns, so that should be plenty.
i think it could be made, but come on- it would kill lots of fun.
i would like to ask about Tacitus archive structures- will they be added to campaign maps as well? Also, if its not too much to ask- would it be possible to get instructions how to make them buildable for each faction even in campaign?
i'd add to mac's reply (over half year chat, but oh well :D), that after TS events, GDI might have develop Kodiak-class further and even split it to sub-classes. I mean in mod, we see heavy transport-type Kodiak vessel transporting Mammoth Mk. II, this is close support class Kodiak
Then it would be 100 percent Iron curtain, now, wouldnt it?
Though as far as i've pieced together, Firestorm generator was indeed advancment of iron curtain research
difficult to say, as i am researcher. Real mod leader is Heathen storm, who is more online in TWCenter than here. Hes also the one whos doing most stuff, including models. Also he is busy in real life, along with mapper.
So, all in all, i suggest ask this in FAQ topic in forums: Twcenter.net
let me guess- one story mission to fix is currently last one available? the one where you have to steal truck with Phil and 2 silent guys?
if you have any suggestions of what parts of reviews i should place in here, please let me know
Small note- currently im posting one update per week here, as this mod has quite few previews already. for suggestions, FAQ-s, full faction list and all reviews, please head to our TWC subforum (linked).
I might post some new reviews as well, when they come along though :)
but from SG-1 and SGA?
Ahh, another fine SG mod i just now noticed. please, keep them coming.
i sure hope that release of that SG phone game opened way to reboot franchise somehow. Of course i realise we probably wont see SGA/SG1 characters (or at least as main ones), but i'd live with it as long as it would be sg1 or sga type
great idea, though i want to nag about backstory. i mean- all these civilisations had advanced to medieval levels before, right? so question- how the hell they forgot all they knew to date? i mean sure, rebuilding whole civilisations in little time would be next to impossible, but at least metallurgy and most basic knowledge would still exist.
as player who likes to have random carnage in GTA, i ask 2 things- does it affect my samp capabilities (got only 1 GTA SA installed) and 2- does it still use original SA cheat codes (nothing better than to code 6 stars & lots of weapons)
i hope im not overstepping my limits here, but why not join Heidnn veor team? You seem to have some similar ideas, also time frame is only bit after start of Heidnn veor. I do suggest you to contact Heathen storm or at least take a look at Heiðinn Veðr mod in TWC
ok, seems like noone is commenting for a while, but...
is this compactible with origin version? and if yes, can i play other mods with it
huge ship in TS was actually creation of Nod, not scrin. True, it was most likely based on Scrin designs, it still wasnt built BY scrin
I love this mod and by looks of it, seems that 1,52 is going to be even more epic.
to people who are worrying about scrin- yes, i agree, they are too weak as of now, but it seems to me that each update has its focus faction, with 1.52 seemingly focusing more on Nod. So im saying that its likely by that logic that 1.53 is focusing on Scrin
Obelisk for certain, based on comparison of relative damage given
Thats actually very interesting- will you make it compactible with other mods too, such as Tiberium essence for instance?
i looked around a bit and i found a workaround- all you need to launch mods is autorun. As i dont have the game on origin (got good ol' cd), i tested it on my friends computer. worked like a charm
Bloody hell- when i first played this mod (i think it was around 1.2 then), already back then it was great. when 1.3 hit i tought "ok, i guess that is top of awesomness", but i have never been more glad to be wrong- this mod is just epic.
By all means- upcoming 1.6 seems to me just too good for words.
ok, so no armies. but what about battles i suggested as these were fought between german/estonian soldiers and soviets in 1944?
as far as possible voiceovers go (as in both battles, estonian forces took up to 50 percent of the armies batteling alongside germans with german equipment), im willing to make some estonian language voice files (tough im not sure how to make them compactible with bf1942)
if you agree to this, i do reccommend creating new flag for this (diagonally split flag between german flag and estonian one as estonians who fought there were actually resistance fighters who answered the call of estonias legitimate goverment (yes, estonia had legitimate continous power even tough land was occupied for 50 years by the soviets) to defend Estonia against oncoming forces of USSR).
i would also reccommend battle of Kautla, where basically same situation happened only that it happened in 1941 and it was german offensive. sides would be same. Battle of Kautla was not so important in large scale tough, but it did inspire one of the world's hardest military exercises- Erna tour. it was also noteworthy, because small group of joint forces of both germans and estonian forest brothers (latter, btw, only seeked for opportunity to fight against occupiers) managed to break out of siege of owerwhelming soviet forces
i would be willing to help any way i could (which is sadly nothing that would include actual coding) to get these battles included and as you might've noticed, there wouldnt be any extra equipment/textures needed
let me ask you this- will there be campaign as well at some point? would like to replay SA campaign on this mod
I really like this mod, however i will ask this- will Finnish and Polish armies be included in some point (that is, if you still develop it, wich i hope is the case)?
Also, if you are interested, i suggest also adding Battles of Narva and Tannenberg line (i can help with historical backround).
in any case, its one of finest mods i have seen
well, he said that he isnt forgetting about FS missions, but currently his main focus is TS missions.
i like your idea about crates with cross-universe units btw