Crap, I forgot to log in.
Crap, I forgot to log in.
Then at least have you updated the mod with the same scripts that Twisted Insurrection has allowed for transports to not go haywire? It is a public utility, as far as I recall.
Why aren't there any water transports like in the original Red Alert?
I went into the Rules INI and changed this, it was fairly simple. I made it to be 100% for Easy, 300% for Medium, and 900% for Hard. Giving them an infinite number of tiberium is really silly.
Is it a code issue or a glitch that the AI can build three strike forces and its entire base in four minutes with only 3000 starting credits? I build my refinery and barracks, then boom! My construction yard is blown up by 20+ infantry.
Marginal line, haha. Maginot Line, but those railgun juggs are very "marginal."
The level of work going into this mod makes me very excited. When I found out that Halo Generals was cancelled due to Microshit, I was very depressed. There are still some videos of their trailers on youtube that I often look at. Shortly after Microshit revealed Halo Wars which could have been a thousand times better. So, I have some very strong expectations for this mod!
I love Forerunner structures. But if you have forerunner planets, will there be flood? Hehe.
This is what I was looking for. I can't wait to call in my low-level strikes with Longsword carpet bombs.
If anyone wants to argue the timing of the Mammoth, Cortana says in Halo 4 that the Infinity was in development after the start of the Human-Covenant War using high-tech upgrades that no other ship had used before, but she had figured it was scrapped when it was more cost-effective to retrofit older ships with new weapons.
I love the Mantis. Probably one of the reasons I played Halo 4 after I was bored with the game. This should definitely be buildable. I'd rather see it as a good anti-infantry/anti-tank instead of the other tank variants. The Scorpion is my go-to tank, and the Mantis my go-to middle ground between the tank and the Warthog.
Like TibEssence, there should be buildings or "artifacts" on some levels that will give you bonus powers or units. For example, if there is a map of a Forerunner planet then capturing one of the relics will give you a Legendary Unit for use. In human cities or covenant planets, instead of relics there could be control points that could turn the tide of battle.
The director and story makers of Tiberian Dawn, or "Command and Conquer; 1995" had declared that both the NOD and GDI campaign endings are simultaneous. GDI did have to reclaim its right to own the world, and it did so by conquering. It later used totalitarian and martial law politics to contain Tiberium, promised the "Blue Zones," and marshaled the hope for the Yellow Zones. Technically, this "alternate reality" of NOD being victorious is not so alternate, except that it is the modder's vision of how a more improved pre-sequel to Tiberian Sun would be approached. For this reason, I love the mod. One should not speculate on "who" won the first Tiberium War. Nobody in later installments mention the Ion Cannon/ Whitehouse incident because it is a banned story by GDI. That is why in Command and Conquer 3, it was important for NOD to take the White House to "expose" the truth of GDI corruption.
Tl; dr, the storyline is not as alternate as you think.
I have only played the GDI mission so far, on mission "Walk" on Normal. To get a feel for this game, I played around 20 skirmish battles against the AI. I have to say that this modification is very fluid. Everything for the most part feels as though it was created with common sense - failing that are two small bickering thoughts I have about the Railgun Commando and the mission Isolation.
First, the Railgun Commando is extremely powerful, and the C4 is a setback rather than a benefit. This may be intentional, forcing us to think about the consequences of letting the commando be over estimated in ability.
Second, many missions become extremely easy after you establish a base (in those missions that apply) and turtling becomes extremely lax. I was able to sit on "Isolation" while producing 30+ units because all of my defenses were impenetrable against the simple and common air strikes. I left my computer, came back four hours later and everything was in the same condition, minus a few Gatling towers were lost.
Tl;dr, Twisted Insurrection is an extremely fun, hopeful, and challenging game that has proven its potential.
It is actually a fairly simple mission once you realize it is about attrition until you finally reach 50,000 credits. I noticed that silos in this mission are modified to contain the total amount of tiberium you need, but this is foolish. The AI plans to target your harvesters, refineries, and silos once they breach base defenses. I have two suggestions:
One, turtle this mission and don't focus on how quickly you can save up tiberium. Reach 20,000 credits and start spamming 30 Goliath Tanks, place about 10 at each base entrance including the far east edge of the tiberium field. Once you do this, build another two harvesters and start raking in tiberium, focusing on blue crystals for the 50k but green crystals for the production of your units. Turtle, maintain, and repair defenses quickly. The north west corner of your base is probably the most necessary to defend, as units only have to move around 10-20 cells to reach your refineries, and will always attempt to destroy the power plants first.
Second, be very patient. Don't worry about making the end goal immediate, this is a war of attrition. There are several GDI missions that waiting and patience is key. Other times, the tactic is completely obvious but hardcore gamers totally miss what needs to be done. On this mission, you will not fail if you reach 0 credits at any time, but you will fail if your tiberium refineries and silos are all destroyed simultaneously.
zarektlek
sean joined
This member has provided no bio about themself...