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Nope, Carnius is single handedly working a new faction into the game, and that takes a while, this is not a mod you should expect frequent updates on, since it is a single persons passion project they work on in their spare time. It's worth it though, as Carnius does a very good job of polishing and balancing things. And in my opinion it's the best Tiberium Wars mod out there.
It's quite amazing it's all been done by one guy in his spare time as a passion project over the last 10 years or so. Admittedly that makes it a fair time between updates, but the quality is beyond reproach.
Probably is, he is only one guy working on this mod by himself in his spare time, a passion project due to his love of C&C that he has been building on for over a decade. Of course, the level of this Mod is a indication of the passion he feels for C&C, which is why I am a eternal fan of it and always vote it Mod of the Year. But I doubt he would have much time, or inclination, to work on other mods.
I'm personally imagining a giant hunk of Blue Tiberium with a bunch of old style rockets strapped to it propelling it towards it's target.
Hmmm, could be interesting, having the Tiberium Harvester be a artillery unit as well....though maybe that could be a upgrade for it rather than a default state.
Also would be interesting if it becomes far more dangerous if it is harvesting a Blue Tiberium field, with it's shots using that Tiberium gaining more power an a bigger blast radius.
Hmmm, perhaps no release this year, ah well, the mod is still alive and that's all that really matters to me, as long as it is alive, there likely will be a release, eventually.
And I'm the patient sort, I can wait. Given this is the best mod for C&C3;, it is definitely worth the wait.
Hmmm, what about instead of a vehicle, something mechanically interesting (though I'm not sure if it would be possible.
A Super Unit pair, a Forgotten telepath, that would have control of a giant mutant Tiberium Fiend of some sort, a huge highly mutated Tiberium lifeform, and the two would act as a set, though if the Forgotten Telepath got too far away the Beast would be stunned until he got closer, and if he died, the Beast would go out of control, attacking everything around him viciously. Maybe something reptilian with big tiberium crystals, like some big Tiberium Godzilla. And if the big beast was killed it would cause a psychic backlash that would kill the Telepath as well.
Eh, just another odd idea. Would like the second Forgotten Super Unit to be more unique I suppose.
Personally I would really like it if the second Super Unit was some big hulking jury rigged weapon, like maybe a Ion Storm compression cannon, that would use a series of blue tiberium crystals to create a miniature internal ion storm, then fire it out of a barrel as a vortex of tiberium energy and lightning, and where it hit would result in a small but very intense ion storm. Ah, but I'm just pondering, very excited for what the future of the mod holds.
There already are some new units for the other factions added in 1.6, the only problem is 1.6 suffers from a fair number of bugs.
Hmmm, does that four barreled mortar cannon rotate as it fires? And if so, does it "spin up" like a minigun and fire more quickly the longer it is sustaining fire?
Very neat design. Would be fun if they had a secondary attack in which they launched the crystal as a kind of artillery round that would lodge in the ground then violently explode after a bit.
Welcome back Carnius, I never doubted your return, and shall eagerly await your next release, whether that be 1.61 or 2.0. I loved everything you added in 1.6, and everything you are adding with the Forgotten faction looks simply resplendent. Happy Holidays Carnius!
Hmmm, would still like a 1.61 though, with the bugs ironed out, After all, I really love the look of the new Tripod.
Maybe, but not necessarily, as Carnius has been working on this mod for over 8 years, and sometimes has long periods with no news or updates, he works slowly, as this is a hobby of his he does in his spare time, and he is the only one working on it, but the results cannot be disputed, I would only feel it is dead if either he himself says it is, or two full years pass with no posts from him.
Voted for this one again, of course, it is the most enjoyable C&C mod I have ever encountered, and have played it ten times more than any other mod for C&C3; I have tried. Carnius doesn't update often, but he truly does quality work and really knows what makes C&C great.
Well, good luck, but for that, you shall need to have a mod as well done, well balanced, and fun as the 1.5 version of this. Which is not a easy task, given Carnius did a resplendent job on it.
Still would have liked a 1.61 that ironed out the issues with 1.6.........
My thanks for answering, sadly I am a old C&C fan, and prefer a strategy game have faction specific superweapons. As the base game has them, I was curious what sort of superweapons might fit with the Star Trek universe......but it seems they don't fit with the Star Trek universe. Ah well. And again my thanks.
Does that mean there is another type of Superweapon?
Hmm, this mod looks interesting, does each faction still have a Super Weapon that can be built in orbit around a planet and used for interplanetary attacks like in the base game?
Hey Carnius, have you thought of maybe starting a Patreon? I am sure there are a few fans who would join it, I know I would.
Would be neat if instead of a stream of flames like what NOD has, it pumped out a Blue Tiberium gas (or powder) and then sparked it's natural instability, like a Blue Tiberum fuel air bomb, but in a stream form.
Would be neat to see it pump out a blue glowing stream of gas (or particles) then see it explode in violent blue flames, each time it attacked, and allow it to create a trap of sorts by filling a area with the Blue Tib gas but not yet detonating it.
Eh, just rambling odd ideas really.
It is a little odd, at least to me, that the Laser Generals units and defenses seem to mostly fire condensed plasma rounds rather than lasers. I admit, that is neat, but lasers are heavily focused photon streams, and it strikes me as a tad wonky the general named for such a tech doesn't actually use it as his primary weapons tech.
True, it would be neat if they had a few units that could turn into immobile fortifications, thus allowing a small army to instantly turn into a small scale base of sorts, then create more and move closer, or something to that effect.
No, if you click on the picture for it up in pictures, it mentions that the Forgotten vehicle is for the future 2.0 release where the Forgotten will be a playable faction.
That could become part of the tactics for the map, trying to destroy the Tacitus Archives further away from your base while trying to defend the one closest to it.
Hmmm......maybe he will turn those into Tacitus Archives as well....would actually rather like that, and make them available on many more maps.
It shouldn't have surprised you to be in the top 10 Carnius, after all, I, and many others, absolutely love your mod, and consider it one of the best here on Moddb.
As for potential delays, no worries, I'm not sure if I speak for your other fans, but I at the very least am willing to wait patiently for as long as it takes, there's no pressure. I am fairly sure your other fans feel similarly though, whenever your next update comes, no matter how long it takes, we shall be excited and happy about it.
Seems to have quite the firepower, does it deal as much direct singular damage as the MKII's Railguns? Or does it deal a bit less but in a AOE?