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Just wondering mod creator, are you closing the mod because it's done or because you didn't have the community constantly talking to you as to how they would want to have fun with your mod? As you can see in your closing post, lots of people are still watching/playing/enjoying the work you've done, if you've lost interest in the mod no one here has the right to tell you what to do, have fun in your future projects and thank you for making this mod.
May I suggest graphically updating Emperor: Battle for Dune or Z or maybe for fun Worms 3D. XD Would love to see some old games receive your visual optimizations/enhancements! :)
Will they have different speacialties?
-Gaseous (Toxic Fumes - Acid = Damage Armor)
-Heals Fast/Armored (requires high caliber Headshot)
-Plays dead by crash sites/buildings
-Comes From/Spawns in water
-Herds/packs spawn from woods/buildings
-Fast or Stealth or crawler or jumper (wishful thinking)
Bite marks/missing limbs/torn flesh-clothes/blood soaked textures would also be welcome variety. Great work on the zombies, just wanted to see if you'd be able to add these in too. :D
Final Version as in no v1.1x bug fixes/additional patches or add-ons if you really find something fun/interesting to put in? ;D
See the hospital entrance? Could Infantry be rescaled to fit into that entrance and have the speed to match the realism & make players actually need to use transports?
lol, some of those flags are not representing actual countries, but I guess some people wouldn't mind destroying those type of factions in game.
Why did you take out the marines? It's good to have diversity among the factions, different troops with different load outs for different situations. Although they're not in combat attire, just change up their model & rename them captains.
Mmk was worth a try, I know previous C&C games had animals scripted and animated to attack infantry.
Says swarm.exe stopped working everytime I try to load a game even tried regular jacob's campaign.
I noticed some buttons had "#"[Button Name] next to it.
(Located Bottom Right of Screen) - Main Menu
(Mainly Bottom Right of Screen) - Mission Prep Menu
Hope this helps, would love to play the mod.
Can you have wolves & bears and other predator animals attack infantry?
Sounds Great, Will Skirmish AI also be affected?
-Assisting AI needs a "Pause" Button so that I may purchase what I need or attacks with the units I want before they are utilized.
-Err...Umm... Legolas & Thranduil should disappear into mist once their time limit runs out, so it doesn't look like they dropped dead.
-Galadrial Ring Hero doesn't have epic power? She knocks down trolls but no major damage. Would have been awesome to see 5 of those epic tornadoes descend upon a base in the shape of a pentagon "weather witch" style and blow the base away... or at least strong enough to blow away weak wooden structures and severely damage stone structures.
-Flood power should wash away all structures except fortress within a smaller radius
-Would prefer to know what the packs "powers" contain before using them, unless they're random powers that change everytime they are used?...
-I understand that if elves used siege, it would most likely resemble a ballista "giant crossbow" so I'm assuming the catapult is a place holder. Still that unit should be built by the forge. You could have a repair model/animation outside look like he's hammering together the siege weapon by the forge where it would ascend.
-Wildmen Pillage ability not working
-Corsairs Firebombs ability not working
-Not all Heroes/units should have the ability to throw incendiary bombs or attack buildings for that matter with the exception of fire arrows, also building type should matter mainly stone structures shouldn't go down fast from fire such as lumber mills & farms and other wooden mainly wooden structures.
-Flood Gate Expansion Doesn't Give 500 Command Points as Stated in Description
-Giant Eagle Doesn't Spawn
-Outposts should heal nearby units or have the option be purchased, So I was wondering if you could give the outpost, fortress like options such building towers or a healing well or statue
-Inn Should also have the above options, both buildings should be able to garrison units.
-I think the Inn should have a time limit of the types of random units the are currently "staying" at the in that can be hired as mercenaries. Once the time is up, new units will appear in the Inn to be able to be purchased. The Inn would be good as a mini-hero/individual purchase, while the outpost hires battalions.
Add On Thought:
-Dwelling would after a random amount of time rebuild OR a new Monster Dwelling would spawn somewhere else on the map outside of fortress buildable zones of course. This would be a neutral hostile faction as depicted by the hostile spiders in The Hobbit.
Also unit type AI tactics would be cool, archers that stealth/cover would have hit and run & lay & wait "ambush" tactics.
I had a different idea for the lair's, or variants:
-Dens, Lairs, Caves are usually hidden in the wilderness so it would be logical to have them "hidden" invisible to players unless they are discovered by units that can detect stealth. Those hidden dwellings would periodically produce units that "hunt" or wander the map attacking any player they come in contact with. Should a hidden dwelling be discovered and attacked, that dwelling would spawn a realistic swarm of the dwellings monster type to defend against anything hostile, some monsters would continue the chase while others give chase to a point before they head back to their dwelling. The dwelling could also spawn by the dwelling when attacked, then disappear after a certain amount of time aka "return to their dwelling" after some time of not being attacked.
-Currently Monster Dwellings don't re-spawn monsters after a certain amount of time. Would be a nice expansion choice.
Sorry, Playing through the factions (Starting/Currently on elves), I will post my previous ideas here soon:
Would be nice to have the eagles flying out of the fortress tower rather then the ground.
AI Feature is interesting to play with, improvements, would be nice to have battalions have "Fortitude" or a type of auto retreat for human faction AI & scatter like AI for monsters when their health becomes low or their battalion losses to many men. That way it pays to rank up your units to give them more "Fortitude" to obey your commands/stay and fight. I could see the fear/terror abilities playing a part in this or seperate coding expansion that you're currently using with AI assist mode. Would also be nice to have Human/Elf/Dwarf factions have a tactical retreat to base button in their abilities. If it's possible utilizing code for formation (Wedge, Line, Box) code from BFME1 would also be a welcome feature.
"Screenshots contain an excessive amount of blood. If you are under 18 years of age, insistently do not recommended for viewing!"
...Too Late... (:P)
From what I've read/seen I believe they are done making this mod.
Hoping the Modder would kindly incorporate all files needed into one file to download that includes previous comment of said bugfix/patch, thank you for your improvements on the game.
Can it also be a salvage upgrade?
XD ...Too Late...
Does the debris do damage where they land?
You Flooded Cordon!!! XD
LoL, now just gotta port it all to Unreal Engine 4! XD
I can, GIMME GIMME GIMME!!! XD
0.0 ...Wow...I really think you guys need to create your own Fantasy Strategy Game or get hired by some of the well known Fantasy Lore game companies out there.
Wow, knew there was a reason to continue 'watching' this mod, hope there will be a version 1.0 in the future with tons of new features/units to rival/surpass Contra mod! Welcome back General! XD
Agreed, I was thinking it would have to do with their AI strength. As for the comments below, was going to ask if the unit could add a stealth attachment when it either acquires a stealth tank or gains elite status, since NOD is so fond of hiding.