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another minor problem i found, with GDIs dropship command abilities, the mammoth stomp etc, these can all be activated at once if you have the money, and causes 4 dropships to descend at once, and the models overlap. Like i said its just a minor thing as in a real game it's going to be unlikely you have over 12000 credits available, but could there be some kind of 'lock' on the abilities until the dropship has re-ascended from the structure to prevent this?
a similar thing happened to me, i just reinstalled and re-patched to 1.09 and this fixed it
You forgot about the mutant pitbull and the new mutant marauder models in the readme, which by the way are pretty cool!
Also how amazing is the scrin assault mothership, fantastic work Carnius!!!
To give the GDI engineer uniqueness perhaps give him an ability to create repair drones that can 'attach' (follow) itself to an infantry/unit? If this isnt possible perhaps just give him repair drones that heal nearby vehicles?
just an idea, for future (1.5+) versions...
p.s i voted this!!
if the hovel had an anti infantry gun on top, how would engineers capture it without being shot down?
isnt someone working on a KW SDK?
they should have a phrase when the ability is activated, something like: 'Everyone hold on tight!', 'Strap in soldier!', or just yell 'YEEEEHAWWWWW!'
yea now that i think about it, firing dual miniguns from a jetpack would blow you the hell outta the sky from the recoil and stuff, so a smaller gun may be more realistic. But then again it is the future and jetpack technology has probably come a long way...
an upgrade of missiles to the predator, as well as the railguns and Carnius's machine gun upgrade. Total ownage to tank, unit, and aircraft (providing the missiles are AA)!!!!
'Tiberianised', what a cool word!
sorry for double post again,
ideas for kodiak and montauk:
Kodiak could be a bit like the PAC, with a squadron of orcas perhaps, as well as long range missiles?
Montauk is like an underground train i think, so why not make it like the mechapede in KW. Have each section of the 'train' upgradeable to have different weapon modules?
Just my imagination wandering, tell me what you think....
I was thinking that GDI could use the Kodiak, but i dont think either of those were combat vehicles. I suppose they could be redesigned to have weapons, imagine bombarding a NOD base with a MkII and aerial support from the Kodiak!
is the shredder turret new model an upgrade? lasers like in KW? or something else?
and also, does this just build out of warp sphere, or get its own build queue like the other uniques?
so now, in effect, scrin have two 'epic/unique' units. The mothership and this crazy monster. And i suppose the mastermind commando too, why not make a second epic for both NOD and GDI as well?
Kane (tiberium story) should meet Kane from RA1!!!!!
i spy meteor support power!
stupid question, can it carry juggernauts?
this is highly unlikely, they would have done so before now i would have thought
wish those boats were usable
hmm if Nod has nuke already, who gets to keep it, ie to keep superweapons unique, or will Soviets and Nod have it?
This looks like a great idea, but the way the maps are looks a little strange. I think the combination of the two universes is cool (Apocalypse Vs Mammoth!!!!) but it just looks like 2 maps stuck together.
I understand this is a concept but could the 'divide' be a little different such as a more gradual approach instead of that blue line, i.e. a faded transition of Tiberium-ness to Red Alert-ness
And perhaps a rare resource where tiberium has combined with ore occurring in the 'rift' areas....
just played a round and have noticed something. I was on one of the maps where you start near a mutant hovel, and so i captured it obviously. From there i could build the mutant commando from tier 1, and then went forth to take out the enemy base while they were also tier 1. Could a tier system or pre-req not be created for the mutant commando to prevent players from doing this as he can be a bit overpowered in an early game?
mutant vehicle sounds cool, will it have the rockets and mortar like GDI had, or another weapon?
well GDIs uber unit is a vehicle class, NODs is a soldier(ish) class, therefore i agree, Scrin should have a super airship, with that said, isn't the Scrin air force already OP?
to fit two squads in the retarded mod had to remove the apc mine ability, so the 4 abilities were call for transport, drop off, and evacuate squad A and squad B. This was cool when using retardeds engineers as they had repair drones, alongside another tsquad, self repairing apc with extra firepower! Have you thought about adding repair drones to the engineers?
My AA defense is APC with rocket squad so i never found a use for hover MLRS, but i get you know, nice model btw
could it not be replacement for pitbull, ie early anti air unit?
That would mean a turret change i guess though...
in the cnc retarded mod im sure they managed to get two squads in, and i do recall some smaller mod titled super APC i think, where they claimed to have something like 6 squads in an APC
ah i get you now, these models look absoultely fantastic btw, keep up the good work!
With regards to the new harvester design, i think it looks ok. However if the community doesn't like it as a harvester, and you decide to create a new model for it, how about changing this slightly for a mutant transport vehicle? Maybe lengthen the model, re-skin, and make it a futuristic battle bus? I know the 'battle bus' has been done in generals and cnc4, so maybe a different name, but it would make the mutants even more of a useful force, although, if any more mutant units are added, they can soon be referred to as a true mini-faction!
in the description it says it works by converting energy to matter to produce the units, so does that mean no 'human' infantry, for example are they robot infantry?
you should show a video of the dogfighting code in action
maybe this guy spells it the english way?
i just looked it up, its in this directory
C:\Program Files\EA Games\Command & Conquer The First Decade\Command & Conquer Red Alert(tm)\RED ALERT they're called tesla1 and tesla2
you can get the original sounds in the file directory in cnc the first decade i think, and probably in the original red alert as well.