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And now that I've finally beat the mission, let me tell you that I greatly enjoyed it despite the ramped up difficulty. It was a nice touch to introduce the older GDI units in place for the ones GloboTech stole back (though I wonder why you changed the name to "TW1 Unit-name" instead of the model names).
In fact, I would suggest you let the players have to use nothing but TD1 units (unless they are simply that much weaker) as it would really push the point of how ****** GDI would be without GloboTech support (and I love micro-managing small groups of stronger units like the Goliaths and Walkers one starts with) and only get the newer units back when one recaptures certain buildings or data.
Though, I was a bit dissappointed when I did not get the GDI base back when I recaptured the Construction Yard, nor access to the Railgun tanks.
All in all, a good, long and hard mission that took me all day to complete. It was really satisfying to beat.
The mission can still be completed however.
Bug found in GDI Mission 11. After sending the second convoy truck up to the top-right facility, but before I sent the last to the island base, the truck I had left in my base was the one made unmovable, while the truck in the top-right was still controllabe.
Oh, they are pretty strong as it did take the fighter two runs before the truck got destroyed.
Hm, and I can't repair the Convoy Trucks on the repair pads.
It certainly made it hard to recapture the GDI base let me tell you! :P
Ah, I see. Thank you.
Oh, though I just noticed one of the Convoy Trucks got itself destroyed somehow, likely by an GT Super Sonic Fighter, but without any notification or mission failure.
This was after I got one to the Research Center below the GDI base.
(And what is this Big Daddy V thing I see running laps around my troops?)
Additional, is GloboTech suppose to be able to rebuild the captured GDI base's defenses?
Sorry if you've already answered this or its stated somewhere, but on GDI Mission 11 "Insurrection", I captured the northen GloboTech Barracks, Hospital and Airstrip but I could not train any GloboTech Infantry until I got the hospital, where I now could train the GloboTech Medics.
Additional, the GloboTech Gunship and Fighter/Jet both lacks an icon.
Awesome. And I think the Scatterpack are part of the end sequence.
On another note, is the two Globotech APCs suppose to show up so quickly in GDI Mission 11? I barely have time to either take out the big cannon or sneak around it before they have caught up. And by then I have far too few units to deal with them all.
And that is on Easy.
Ah, I see. Speaking of that mission, is the Ion storm going to let up or does it last the entire mission? Additional, there is a trio of Scatterpack walkers near the top left of the map, over the main base that are uncontrollable.
Additional, there is a cluster of three medics and two riflemen stacked ontop of eachother to the bottom left in GDI mission 10. I suspect the way they are placed was not intended.
Oh, and the little Nod mini-outpost in GDI Mission 9 with the radar, powerplant and laser to the right of the collapsed tunnel near the bottom keeps being rebuilt despite being fully cleared.
This might already have been asked about / reported, but during GDI Mission 09: Flight, I noticed the Nod "Hall of Faith" building popping up in my construction list (possibly after having captured a couple of buildings). Its crossed out however so I realize you may already be aware of this.
On another note, after I land the MCV on the other side of the tunnels, I am attacked by several subterranean APCs and Artillery units without any forewarning (despite the sensor arrays I had). A bit later, I however got a message that Nod was aware of my presence and was about to attack, leading me to wonder if the message might have been delayed as nothing actually attacked me afterwards.
Say, is the Globotech APC suppose to be amphibian?
Have you tried right-clicking on the .exe and selecting "Run as Administrator"?
Marvelous mod, but I´ve run into a small issue. Sent you a PM about the problem Aro.
Well thats odd as my computer is barely a year old and is one of the later models, not to mention that the graphics card easily able to run Dishonored and Skyrim on high.
Oh, and its running Win8 64bit.
Oh, and it appears to happen when I load a save too.
Great job on the GUI!
Though I'm getting sporadic .NET errors now and again relating to "out of memory exceptions". First one usually pops up when the White House is blown up, but also a few minutes into the third challenge.
I am however unsure if its related to TI or not as I get the same error in the latest DTA release.
... and look! There to the right, perspective errors!
Nitpicking aside, everything is looking really good!
Can't wait to finally play it.
Deployable laser fences/barriers? Now thats pretty awesome.
Looks good, but I am unable to get past the second chamber due to a:
"Too many verts for a dynamic vertex buffer (xxxxx > yyyyy) Tell a programer to up VERTEX_BUFFER_SIZE." error.
This happens to me too. Have not been able to get past the second chamber (the chamber where you are shown the first cube) because of it.
Yes. Its empty.
Quite a strange mod. Totally OK, but I don't really understand whats it all about. I think I missed the point completely.
If you are looking for an action mod where you kill people and scare civilians, this is not it. If you like a short psychological nightmare, go ahead.
Oh! And what little speech exsists is all in german (I think).
Excellent mod! Only one major problem for me so far, namley GDI mission 7. It will not load, giving an "unable to initiate map selection" error before restarting the placeholder mission 6.
Nice map, reminds me of the first two GDI missions.
Here is a perhaps strange question though, something I've always wondered. What is that building in the middle? A civilian construction yard?
Grymt imponerande att ni fått det så likt!
This will be SO worth the wait!