nothing of intrest
I told Uri before why the sensor array is not with GDI but with the mutants. but seems not to have taken anything of what I said to him before.
This is not for me a reason to go hard on people for me. but makes me agree with Oaks. (text can be difference interpreted then was meant, unless you start to spray around with CAPS)
Most of what told on that site, is already been changed in TE.
But it is indeed all what's wrong in C&C3; vanilla.
please less CAPS. SCREAMING GETS LESS ATTENTION.
and try to write English a bit better. (I know this can be hard, but right now it's hard to understand with you all try to say)
Mobile sensor: since all defenses already got a build in stealth sensor they didn't needed the old one anymore. Mutants took it in their advance.
also this makes sure there is still balance to the game that not 1 faction got a wide range sensor advance over another. until you capture a mutant tech building.
(reason tech buildings are there)
RA series are made to have land and sea battles.
C&C series do not focus at water at all. most (actually all) maps not not have the amount of water / dept to even add ships.
It's not worth to add time and work into something that can't be used most of the time. (in tiberian series ships were never controllable, why suddenly now?)
looks good :)
The one you ask your questions to is Carnius. (although he is most of the time not here)
We here can answer a few of them.
1. Carnius does not want to make Mutants to be a separate faction. This because the use of the tech buildings is going lost then as a support faction.
2. This has been requested in the past and might be reconsidered again if this is possible.
3. not sure what you mean by this. That trees can catch fire?
First of all: This is a global site, most of us can only read English.
Also try to put the questions in to ONE comment instead of spamming the page full.
Last: Tiberium Essence is as C&C3 had suppose to be. so no big things out of other C&C series are in here (or they are next step in C&C evolution. or placed in because they were missing from the original game)
copy/paste stuff of other C&C series would just make a mess of things.
your welcome :)
the "Mods" folder is never created by the game itself. not in XP not in vista and not in 7.
But you need to create one in Documents. (this works best if you played a small game of the vanilla version 1st. then things most of the time work out better if you want to create the folder after that. also ones that is done Unzip the TE folder inside of the Mods folder to a normal TiberiumEssence folder)
I think Nod is capable to handle themselves pretty well. They got a Montauk, banshees, 2 commandos versions and stealth carry-alls. I do not see Scrin and GDI having those.
already pretty a while. tip for BF3 and BF4... not to buy them.
They look cool, but gameplay is not what it has been. (especially if your a low lvl VS high lvls)
probably also BF2 and before.
Well we could have seen that one coming with those "new-****-gen money-making" BF games.
Love for BF1942 is IMO still the best of all of them. (my opinion)
Just to let you know. here in the Netherlands they shut down one of their main office buildings because of "negative feedback of customers" (Dutch guys just showed their hate towards EA already) "deal with it EA... deal with it..."
Well, it are the gameSPY servers. It's still a wonder they were working.
normally you needed 1 SW and something more to kill the enemy super weapon. GDI's ion cannon can destroy a SW right now in 1 blow but does got a smaller radius then the others I thought. (nuke and rift are not tested on that yet VS other SW)
so in that case the superweapons does also gain more variants on where they are good against.
sometimes it works to play a vanilla skirmish game before installing the mod. (and indeed, you do have to create the "mods" folder yourself)
play 1st a small normal C&C3 skirmish. then look in my documents if a C&C3 folder was created by the game itself. then make the "mods" folder and place the mod inside of it (unpacked in a *NAMEMOD* folder)
Which C&C3 folder? the one in "My documents". or in "Program files(x86)".
Because it must be placed in the "Mods" folder in "My documents". (and unpacked/unzipped)
... have you done as I said and started the game?
If I'm correct it does not start the game right away. it opens a console. WITH a button "game browser".
- open steam
- right click C&C3, then properties
- press "set launch options"
- and then fill in "-ui" (without the "")
Now you start it up. With opening the console center, now you can select your mod at "game browser".
well, I like the squads way more just because it does make a bit more sense in this game.
You do not run into the battlefield alone like everybody is some kind of master chief. you go in as a team. :)
besides if one survives he can join into another squad (refill the squad)
no, the more soldiers get killed in the squad. the less damage that squad eventually will do.
It's how you look to it of what's old and what's new :P (because the "new" ones are actually the traditional Tiberium crystals)
But I do not have any knowledge of how to create mods, and so neither how to turn things around.
PlyrCreeps automatically attacks any player.
You do not have to edit anything on that. Just place the buildings/units under control of this team/player.
and besides, Now the map is a little asymmetrical I got a nice chance to create some different locations in the map. Otherwise the map do becomes a bit.. to much the same?
Well since a "small" Tiberium outbreak the stadium is closed for maintenance.
So not match tonight G.D.ies VS Noddies.... or is it?... city wide...? :P
Ever been Nod and placed a bunch of missile-squads around in buildings with a stealth generator in between? (some rifle/black hand to fight ground troops)
Aircraft, tanks and etc. Never know what will hit them until it's to late. :)
Well, normally it's because the game is on origin that you can't play mods. (Origin does not support that kind of things)
Lucky for you, a few found some way to make it possible.
It's on the TEF forum here: Moddb.com
I can say this in many ways. but I think you are not that long have been following this mod. :)
The mutants are a support faction, with all kind of units that can help the main faction to get victory. right now those buildings are also pretty a must to capture for these outcomes.
If you make of the mutants a full faction. that magic is totally gone. since it is no longer a "support" faction. and tech buildings.
This is a reason most of this community does not want to happen.
Tiberium essence is not a remake of Tiberium Sun.
Tiberium essence is not the forgotten mod. 2.0
Tiberium essence is how C&C3 Tiberium wars had suppose to be. :)