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Without limits? No.
Granted, you can do a lot but only within the limits of the game. For example you cannot make a new gui, you cannot add a secondary resource to tiberium and other things like that.
But if you want to make a game that is fairly similar to KW, yes there is a lot you can do. Just not everything.
the internal builds are accessable for beta testers.
you might be right about that
I do want to replace the MoK commando at one point. I just think that MoK already is very powerful at the moment and I want to finish the other parts of the game first.
1. Yeah, the CnC4 models make some problems with the animations sadly. I actually put A LOT of effort into making it look as good as it is. I can live with a few bugs, even if that means it is not perfect :P
2. I think the rig bug has been fixed in the most recent internal builds.
3. I think that has been addressed already as well.
1. What makes you think that is necessary for Mantises?
2. Hmm, probably. I suppose I read the wrong definition when I changed it. Any suggestions?
3. That is actually already partly possible with MoK, it's just a lot of work which is why only few units can do it. But I don't think it is too big of a priority.
4. Actually Zone Shatterers already deal more damage and get the armor upgrade. Moreover, the Echo Trooper is their artillery unit.
5. Auroras cannot be upgraded with Hardpoints :P. Yeah, maybe I should change the Firehawks slightly. Still, not a huge priority.
6. What makes you think Scorchers should not have EMP?
7. I am very hesitant in changing names because I want the voice of the unit match the name of it.
Thank you :)
Sadly, the way the mod is set up you cannot simply switch between languages. Sorry for that.
I'm honest, Kane's Wrath is less mod friendly than ZH because the threshold for modding is a lot higher due to the xml format.
However, if you have already modded ZH in the past, I don't think it would be quite as hard. The most difficult things are how you set up the tools and the modding environment and know where you find everything. After that the modding is pretty straight forward. Still, it needs some time till you get there.
Yeah, death animations would be awesome. Sadly, I can't do these kind of things as I can't animate models, nor can I create models to begin with.
And while blood/gore would be cool, I think the time is better spent working on actual contant. I am the only developer after all.
I can't promise anything, I am very occupied with my studies and hardly find any time to work on the mod.
Most of all I want a release that is completely free of bugs and as well balanced as possible. That is more important to me than meeting a deadline.
T4 units will work exactly like the Scrin PAC. You can make as many as you want.
Everybody is invited to participate and I will dismiss nobody. I think it is not too much to expect minimal effort to be made.
it is a fast Rocket-Cruiser that can be upgraded with Tiberium Core Missiles. It costs less than a PAC but also has less utility and higher movement speed.
yep they do
well, just wait until you see what GDI gets ;)
yeah, that's why it's called the Basilisk despite having the Salamander model.
I can confirm now that GDI Eingneers can now repair neutral garrisons as a special ability ;)
Like you suggested, they don't die in the process, but they don't heal all garrison 100% but more like 4000 HP. It's still a lot, mind you and most garrisons will be fully healed by this.
it's already built in. You just need to start the mod and go.
yea, I have a couple of different nicks :P
They are very dark ingame, it's just hard to get a proper screenshot of it.
Yes, I should probably do that :P
What do you mean with, Fusions are cool but kinda different?
We will see. Bikes are still superior in firepower, range and speed but they only have about half the health of a Pitbull.
I think most noticable will be the increased range, which makes them much more enjoyable to play.
Also, regarding the Pitbull I noticable increased damage and weapon range. It is still no match for a Seeker, but it can hunt bikes much more reliably now.
it's an old Thundermods model made by Golan. You also find it in Tiberium Wars Advanced.
not if I tell it to deploy into a veteran Battlestation ;D
I know it's silly, but I thought I should just go with it.
Just copies. They don't deal damage. It is more of an escape mechanism or to draw fire towards the decoys.
Interesting. Over time I created my own interpretation of the factions. It's interesting to see that Traveler is among the factions that have changed the least in how the faction is perceived since then.
So, for those who can't be bothered to read the (admittedly long) description. Traveler-59 will gain 2 new assets for the next version:
- T2 "Phantasm Device" Tank
Devourer counterpart with longer range, no charge but more damage and speed. It cannot fire on the move but can create copies of itself.
- T3 "Phantom Army" Support Power
Basically a copy of Nod's "Decoy Army"
You are doing something really amazing here.
Keep up the great work.
The engineering ability has long been on my todo list. I always thought there was bigger fish to fry, but perhaps it is time to try it out already. It's not something I am targeting for the next release, but probably something for the one after that (guess that would be version 1.0 :O)
However, I suppose it would be a GDI engineer exclusive ability that kills the engineer in the process and it's not quite as easy as one might think.
On the bunker thing, I have a vague concept on how to make buildable bunkers, but they would not be created by the construction yard. If it is about to come, it'd probably be along with a minor redesign of the infantry forces. Or maybe just a ZOCOM specific thing.
I am talking in vague terms, but I think I got an interesting concept planned that only time will tell if I ever bring it to live.