nothing of intrest
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. :)
I just want to say "BRAVO" to the makers of Renegade X to bring new life into an old C&C game. Much better work then a main developer (kugh kugh EA kugh) ever will.
It looks nice, it sounds nice... only if it plays nice... We have to find out.
That sounds like a good idea. although then that also means I have to make major changes for that. in the 8p version
I think its better to focus on the map now first :P
ooow, ok, ok, I'll work! ^^ :P
depends on what your about to do with it.
building a city map for 2 players can be already a handful. while a desert map for 6 can be quiet easy. :)
That is a good start, maybe also find a way that the 3 areas flow over more natural. (textures)
At this point it looks like you threw 3 colors on a map like colors of a flag. :P
If there maybe is a more natural flow to the three areas is might already look a lot better :)
Engineer: looks for me to much like the elites of halo.
Commando: It's still a mastermind, I do not see how he will take over a unit/building in this state. (not that the model is bad for a other unit) Those need a better idea IMO.
The others are pretty interesting.
Probably not that hard, just drag and place the unit from one game into the mod .big file (thought in the most easiest way)
Now the real question:
Do you want a downgraded, joke making version of the MK.2 being added in a game like this!?
flaws of mastodon compared with MK.2
- tiny weapons compared with massive damage does not make sense.
- tiny weapons on even smaller joints (1 shot and the turrets should blow off that very instant)
[this is also the reason I suggested the juggernaut needed a bigger neck-joint a while back]
- the way it walks makes it look like the dog Pluto (no really, it looks like that)
Just look for other mods, there are enough that planted that 'thing' in there.
This mod is how C&C3 had supposed to be. no room for EA fails that do not belong in the 3rd Tiberium war era.
I believe that are the 3 main factors to me.
But I'm still with what is the minimum/maximum of players map will be needed? started a map out of scrap. and the amount would be a nice thing to know then.
something tells me that it still needs some work.
(yes, I see there stands beta but really does not looked finished)
Set is nice, but just 1 for the contest!
- Maybe an amount of players capacity.
- maybe a basic map settings? removal of some structures allowed (SW example) (just not the the map is totally scripted, it's still a map, not a storybook)
Thats for me mostly important at rules, so that also maybe beginners got a fair chance.
Just did a test round with Super weapons. It's hard but beatable. and since there is a constant money flow those AI's build (at some point) banshees like crazies (hard AI's)
and the Tiberium fields? not to much.. and yet not to low also.
Lot of people wanted the escaping transports back since it cost to much and you kept units that you no longer needed most of the time. the transports that stay are in the airfield tab.
I really like how you worked with light and shadows. :) seems I have to work at that a bit more.
working on that already. :)
This can probably help you out :)
A tutorial: Moddb.com
it does use the disruptor weapon.
1. That's odd because I see the building clearly standing. it must be a error on your side, removed the past TE folder entirely and the placed the new TE folder in place?
2. Montauk not strong enough? It's a bloody support unit. made to call in troops at the front line. not to go in full force. (why people think they need just 1 unit to wipe out an enemy. that's what I call using half of your arsenal)
3. no comment, I played with a friend VS 2 nod mediums (turtle and a random, also to test out) and they did threw a lot of different type of units at us.
You need to take over the "tacticus archive" neutral structure to get those new units.
you can find one in the map "TE Arctic Desolation" 4 player map.