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for further questions please make use of the forums, okay? ^^
It's much more convenient.
There is a patch 1.9 for KW? Sure you don't confuse it with Tiberium Wars?
Just use 1.02 as anything else (like 1.02+) will make problems.
I'm aware of the issue with the AI. I'm currently using a stable but old version of WrathEd (modding tools). I can change neither the AI nor Global Conquest with the version I currently have.
This might change in the future, but for the next version I will still be using the current version (never change a running system, it will only cause bugs and problems).
Fortunately, the AI is programmed well enough to dynamically make use of all units it can build. I'm not sure if it is even possible to let it make use of special abilities, though.
Yeah, I frequently hear that people don't like mutants ^^
But I think that this is a necessary unit as well.
I think your idea with RRF using transports without the airfield sounds cool.
However, having this from the start would be unfair. I think I will incorporate it into the ox transport upgrade to make it a bit more useful, I feel like it is only "nice to have" at this moment anyway.
I want to change ZOCOM a little bit in the future anyway, but at the moment I want to focus on other factions who are not so advanced such as Renegade.
And Firestorm Trooper are about 50% stronger than Zone Troopers upgraded with their Auto Injector upgrade (forgot it's name). However, I think this unit will slightly change in the next version.
yeah, I think I should really do that... I just hate making so many small little changes ^^
But I think it's about time to actually implement that.
thanks for reporting, it will be fixed in the next version.
I'll be redoing Firestorm Trooper eventually but for now I want to focus on different factions which are not so advanced as Steel Talons and rather even out the gaps between factions.
Well, if you'd give me the Sandstorm model I'd be happy to implement in one way or another :P
sorry, I have no idea what you mean.
you can get the modding tools from here:
This mod seriously deserves more attention.
It's not a real nuke of course.
The ability costs 1500 to use on a single unit, it barely doubles damage/area of effect and has serious drawbacks (no stealth, explodes on death).
I tried to implement them into global Conquest once but the modding tools I had access to couldn't affect global Conquest.
However, it might be possible with the recently release version of WrathEd. Can't promise anything.
well, do you know something about modding?
The next version will feature a reworked system which is more similar to Corruptors.
The main thought behind the current mechanic was that you cannot spam gunwalkers to make aircraft unkillable, but it's just not very user friendly as it is.
If you shoot with only one Gunwalker, it should slowly heal the unit. If you take more gunwalkers, the damage will be greater than the healing effect.
Ah, yes I can see now. But under the "related games" tab on the right side, it still says "CnC 3: Kane's Wrath", right? That really sounds quite strange what you are saying.
Nonetheless, the next time I will write an article I think about mentioning that it is in fact for Kane's Wrath. ;)
interesting, thank you for letting me know this.
Where exactly did you this artcile, then? That would be helpful to avoid further confusion.
sorry for taking so long to reply but I have a lot to do atm. Regarding that, I made a small basic guide for WrathEd.
I will send it to you via pm as soon as I can.
Edit: found it, you should get a message any minute.
Oh I think I see what you mean. So, instead of the prophet's Blessing upgrade you'd place this building to get transports and the Support Power. I suppose, a reskinned hangar could fit the bill quite well.
But I'm not sure if it's worth constructing a building which only exists to give some support powers. I think most players would simply ignore it.
I think if it could do more than just that it would be worth a consideration. However, that would involve quite a big change for what the Black Hand is capable of and to be hoenst, I want to focus more on other factions for now.
I also think it would be a bit weird to give a faction dedicated to strong ground based assault an extra structure for aeral support ^^
Modding Command and Conquer 3 differs from what you know from previous command and conquer games. Important files are no longer allocated in the bigs. For Kane's Wrath and Tiberium Wars you need modding tools.
No, it's not on purpose, this is unintentional. Thank you for pointing out this bug. It will be fixed in the patch I'm working on.
there is no big file. I assume you have problems with running the mod on the ultimate collection?
If you play One Vision with 1.02+ the mods conflict with each other and cause more harm than good. So, I'd advise you to run only one mod at a time.
Does your friend have the unoffical patch 1.02+ or 1.03 installed? If so, tell him to switch them off. They cause problems when you run one vision.
thanks for covering so many question sindex, I'm currently quite busy :)
I got some other questions which might help finding a solution.
First, is he running the mod launcher as adminiatrator, second do you both use the latest version of Bibbers Mod Launcher?
well, I still should have a look at it, I guess ^^
looking backwards it is interesting to see that you correctly predicted some of the things which were really implemented later.
it's mentioned in the description. It are mainly visual changes, but it is also that Grenadiers throw sonic grenades.
Another thing I changed was that Snipers are now affected by Tiberium Field Suits as well.
I couldn't resist starting working on a the mok Commando, here's a teaser:
well, I guess not everybody has the privilege to be in possession of a powerful PC to play games ;)
It's good that this is mentioned, I'm sure I can optimize it for people with weaker machines.
Thank you, reading that really makes me want to go even further with my One Vision :)
Tbh, the campaign missions are of no real concern when I make the changes, but I will have a look at it and see if I can make a fix for this issue.
Regarding GDI commandoes, that's a really good question, it really might be too strong, but I'm not quite sure what to do against it.
And as monstertaimer already mentioned, yes it certainly can be considered ;)
I think a unique MoK commando could be an interesting addition to the faction and be completely unlike other commandos.
sounds interesting, what do you mean exactly?
But if I happened to forget fixing a bug, please let me know.
Where it will be built?
New York, right after it has been taken over by our soviet comrades!
I really like the look and feel of your mod!
What? I've never heard about such a problem. Does it only happen with One Vision or is this a general problem? You should try to reinstall it.
Otherwise, you could also try the new version of the modlauncher that can be downloaded here: Bibber.eu
do you start the mod launcher as administrator?
Originally my idea was indeed to make different buildable mutants, however I cannot do that because of modding limitations. See, every code in KW can belong to a certain "stream". About 98% of the relevant code is saved in the "Static" stream, which is the part that can be modded.
However, the Mutant Hovels (and things like Tiberium Spikes) are saved in the "Worldbuilder" stream, which is one I have no access to. I simply can't mod the mutant hovel with the tools I'm having.
I also completely remade the whole infantry part of Steel Talons and gameplay/lore wise, I simply wanted something differently. In Tiberian Sun, GDI has some mutants as well and I wanted to make a different starting unit for ST.
finally the subfaction I was waiting for since the beginning
walls are high on my priority list :)
The end is at hand
Will you realease the themes if they are finished before 3.0 is out?
I love the track that is played when Rahn was shown
I've never been a big fan of this mod.