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Your life is your life, to do with as you so wish, that a part of it was spent in the pursuit of something that entertained us is vastly appreciated, but it is understandable that eventually something may come up that would cut short that endeavor. Regardless, know that I still consider this the best Mod for Generals: Zero Hour given how wonderfully unique the sides were and the imagination of the units and defenses, and know that I, and other fans most likely hope that all goes well for you, ah, and I hope you had a Happy Holiday.
Huzzah, the final 008 is out!
Hmmm, sadly the Laser General didn't get anything new to add to their bag of tricks, but one must take what one can get.
Hmmm, we need to make a Holiday based on Kane.......what about Nodica, or Kanemas? Happy Nodica/Kanemas everyone!
Ah, I miss this mod, it came so close to completion, and it was so much more than any other mod, even Contra didn't have it's level of variety and complexity, I loved the escalation system. Oh well, sadly many mods are started and then die, it's just a shame this one came so close, only to fall near the finish line.
Ah, if only the mod had made it to completion, now it is but one of the ghosts of mods, and Christmas, past. Happy Holidays to you as well.
Will the final version have a few more units or defensive structures for the Laser General, compared to the other USA generals his unit options are a bit skimpy.
Kind of sad that the Remix: Escalation mod died, that had some really interesting toys for the Laser General.
Hmmm, though on further investigation, it seems it got picked up by another group....http://www.gamespot.com/articles/command-conquer-multiplayer-saved-from-the-demise-/1100-6420950/ If that is the case I am not sure what is wrong for you, my apologies.
I have played multiplayer, the thing is the only way to play is through Lan, by linking the computers with a modem or such and cables, unfortunately, if memory serves, there isn't currently any server or such supporting this game online anymore.
Tiberium is a alien element with unusual properties, there is no way of knowing if the creatures that normally are highly adaptive to elements on our world would be adaptable to something completely alien, for all we know, the creatures shown are the "ONLY" things that have survived the changes Tiberium causes in creatures. And again with the human mutants, most humans die due to tiberium exposure, only a rare few end up surviving and mutating, and Tiberium is not a part of the environment, but something completely alien, it is taking the place of humans in that it is changing the world to suit it, humans along with it......those that survive the process that is.
Eh, after thinking on it, not such a good idea, it would look a bit funny having them pop up and down, like the NOD got part of their tactics from playing too much whack a mole.
If it could be implemented, which is a big if since I don't have Carnius's skill set, maybe the SAM could have two modes of fire, the normal one we have now, and a mode where it fires all it's missiles in a rapid salvo, but then takes a bit of time to reload. Maybe tie it to the SAM's hiding, if up constantly, it would fire at a steady rate, if set to hide underground till a enemy is nearby, it could pop up, fire off it's missiles, then slip back back underground while reloading....would make it kind of like a Stealth Tank, but with increased defense rather than stealth between shots.
Hmmm, what if rather than stealth, if the Sam turret was shielded underground, with higher defense, until a enemy appeared, or otherwise manually activated, then after a enemy showed up and possibly got off it's initial attack the sam turret would pop up out of the ground and then pump out a salvo of missiles.
Sounds like it would be a Scrin unit, like a Hive Ship that has a flying variant to buzzers or some such.
I imagine a giant chunk of blue Tiberium with a bunch of old tech rockets strapped to it, maybe with more rockets fired afterward, with the big chunk of blue Tiberium crashing into the target location, then getting hit with the followup missiles and detonating.
Eh, fire is NODs thing, but maybe Carnius will give them a tiberium gas weapon that crystallizes enemie units and structures. Whatever he does, Carnius has not disappointed yet.
Does anyone know if Carnius is going straight for this additional faction release? Or if he will end up releasing a 1.61 that has the bugs ironed out of 1.6.....I really liked 1.6, there were just a few small issues, heh, like the Annihilators being bigger than their shields.
Hmmm, a idea for a Forgotten Superweapon, what about a big chunk of blue (or green) tiberium with some old tech rockets strapped to it?
Heh, maybe with the Blue Tiberium one having a massive blast radius and damage.....but at the risk of possibly blowing up during launch in your own base.
Voted for this mod for Mod of the Year....as I do every year. This has always been my favorite mod, heh.
I'm imagining some sort of giant Tiberium Mutant beast, maybe with some rough cybernetics, as in building artillery cannons on it's back. And maybe as it is damaged parts of it can be blown off and turn into small tiberium fields, but then it can syphon back up tiberium to repair itself.
On a less dramatic note, any chance of a 1.61 release?
Yes! More is coming! Let us thank Kane for the return of Carnius my brothers and sisters in the service of NOD, for today the green crystals shine brighter than the sun itself!
Ah, I misunderstood that, however my second point stands that initially it was considered impossible to put walls in C&C3; at all, so there may be engine or programming issues that cause the inability to connect existent hubs to new ones, and also said issues might be the cause of the collision issues.
1. Others, like myself, like the new walls more, as they look more unique, lasers being more interesting than normal concrete like what GDI uses.
2. Vanilla C&C3; doesn't have walls, and if memory serves even implementing them was considered impossible by many modders with the games engine, until Carnius achieved it, given that walls were not even considered possible initially not being able to connect new ones or small problems with collision seems minor.
Nov 10 response: And Carnius can sometimes go months or a year without any update, but that doesn't change the fact this is the best and most polished C&C3; mod out there as far as I know. Good things are worth waiting for.
Eh, the three Epic Units from Kanes Wrath are a bit too similar in both form and function in my opinion. Each is a big trundling ground unit that gains bonuses from troops and has a unique skill.
The Epic Units Carnius has implemented in Tiberium Essence are far more unique and fitting, a large flying behemoth of a ship for the Scrin, a stealthy and dangerous cyborg commando for Nod, and of course the classic MKII Mammoth Walker for GDI.
Well, even if the glorious Carnius is finished with this mod, not to say he is, I respect and honor him for bringing this mod to this point.
This is the definitive Tiberium Wars Mod, the most fun, the most polished, at least in my opinion. And while I would like a 1.61, I am satisfied and quite happy with 1.51 when me and my friends get together to play it.
So hats off to you wherever you are Carnius, and thank you.
My previous computer died and I no longer have one of the discs for Generals, can anyone recommend a place where I could re-obtain C&C:Generals/Zero Hour so that I can play this mod again?
And not EA/Origin, I swore off ever giving money directly to them ever again after C&C4.
Eh, I personally greatly prefer tactical games like C&C over FPS games. Commanding a army has always appealed more than being a soldier in that army.
Carnius is the one who stands nearest to Kane, if ever there is a true C&C4, a final installment in the series that is truly worthy, I hope they give Carnius some part in it, for in my mind he is more worthy than nearly any other to be a part of such a endeavor.
Truly Carnius, you honor us with your creativity, skill, and diligence.
The Scrin seem to be a hivemind, at least from my observation, rather than individually sentient beings. That being the case, certain sentient elements of the Scrin control all other Scrin, and like how a trooper would wield a rocket launcher or a machine gun, or even get in a tank, depending on what he was meant to do, the Scrin combat elements are entirely physically molded towards the purpose desired by the sentience that guides them. Each one of the units individually has no more true individuality or sentience than a gun or bazooka would, that Control Node you go after in the final GDI mission that sent special particles to all Scrin was likely how the HiveMind controlled and guided all of the Scrin, and without it, it was the same as if they all suddenly were brain dead.
I couldn't agree more, this mod has the Mammoth MKII walker, there is no need for a feeble little brother version of it.
Of course, I admit to a bit of bias since I loathe C&C4 with all my heart and everything that came from it.
The Mastodon is from C&C4, and in my opinion everything that originated from that game, and the game itself, should be buried beneath the Earth and forgotten forever.
In my case, and I am sure in the case of others, we enjoy what Carnius has made in TE and would just as soon not see anything created for C&C4 in it.