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Very impressive. I did not see that there is a playable beta available, I'm surely going to have some harkonnen matches the next couple of days.
I am very impressed what you've done so far and unlike others Dune mod attempts, your mod has survived for a long time. A really great achievement!
Wish you only the best for the future of the mod and much fun creating it :)!
Thank you a lot for your feedback! (even-though I prefer them as posts in the forum).
1. I don't know about issues with Militants or graphical issues with the Socpion, I will have a look at both.
2. I'm aware of the ZOCOM guardian cannon problem... I have really no idea why it is the way it is, it's not intentional. Because it's only a graphical bug I decided to leave it for now and focus on other issues meanwhile.
3. Yes, my goal is to make unique content but gameplay is more important to me. On page 3 of the comments I explained it detailed why thermobabric rockets are not different.
4. That's a valid point. I've already had a small revamp for MoK infantry in mind which covers points you mentioend as well.
5. I admit, the gameplay design for Scourges is terrible. I'm already working on a new one.
6. I will also have a second look at the two points you mentioned last.
Thanks again! :)
omg, I need to reinstall Quake 4 asap. Thank you for creating this :)
Any next projects in line?
Cool. Now I'm waiting to see Hell's superweapon >:D
I cast a deadly shadow
such a unit is planned, but not the Corroder ;)
Unfortunately, the engine doesn't allow stealing tib :/
Initially the idea really was stealing tib (from refineries). However, I liekd the name and later applied it to this unit.
Leeches are scout units, every faction will have a dedicated T1 scout. Normally, scrin factions really have a scouting disadvantage since Seekers are slow and Buzzers have a bad vision range.
It has indeed the same model as the Visceroids, however they are called "Leeches".
All factions will get an additional starting infantry unit and Scrin factions get "Leeches".
there is a Cryo Legionaire in MO 3.0 ...
What's the difference in TWA? Also, to animate the Mechapede KW uses new code extra for the Mechapede. Stygs is a more experienced modder and I don't think I have anthing to add there...
Colors? Should be possible
The mutants are a gameplay design decision. ST does not have infantry heals but Mercs can heal in Tiberium. Also ST infantry is an offensive force with no armor upgrades, that's also one reason why I did not want them to have Foxholes/Riflemen.
Initially I wanted to give ST Gatling Troopers but I don't have the models and reskins on Mutants look aweful.
I'm afraid it is not possible, not with the tools I have :/
I really like the look and feel of your mod!
I'm sorry the inconvenience, the creator of the modlauncher removed it from moddb. You can download the latest version here: Bibber.eu
Omg, that must be the work of China's Hackers.
Thanks :) and sorry for that I have nobody to proof read it ^^.
It would be really great if you could tell me what things are exactly wrong so I can correct those things.
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
I'm sorry, the creator of the modlauncher decided to move the download to his personal website: Bibber.eu
The download button is at the buttom.
I will create a news about that in the following days
Sorry, the file has been removed from moddb but you can download a brand new version from the creator's website: Bibber.eu
There is a way that works everytime but it is not that easy. First, go to your Kane's Wrath folder an right-click "CNC3EP1_english_1.2.SkuDef". Click "open with" and choose Editor.
There you add this on top of the file:
add-search-path C:\Users\*\Documents\Command & Conquer 3 Kane's Wrath\Maps\
add-search-path C:\Users\*\Documents\WrathEd\Mod Launcher\Kane's Wrath\Mod\
add-config C:\Users\*\Documents\Command & Conquer 3 Kane's Wrath\Mods\One Vision\One Vision_0.7.skudef
Replace the * with your user name.
This is odd but it seems like a part of the mod is not loaded. Can you have a look at your mod folder? There you should see Skudef, Misc and Streams.
Skudef tells what to load, Misc contains language and writigns (faction renames) and streams contains 99% of the mod.
If you have all three inside your folder, could you try to redownload the mod? Maybe your download was corrupted.
Well, I haven't had a look at the changelog of 1.02+ to know all the issues, but everything I know about and stuff people reported is fixed.
let us better try to solve this via pm, here is only limited space
do you start the mod launcher as administrator?
this is odd, I just made a few additional test matches against the AI and everything worked. Was it on a custom map, maybe?
I don't know exactly, but the mod was not designed to work together with 1.02+ and even if both mods would be launched the result would probably only cause errors.
However, many bugs have been fixed in One Vision, if there are still bugs present, please let me know.
Actually, it is a completely different model for the Titan done by Golan. This model doesn't have an upgraded weapon part but you can easily distinguish the Grey Wolf from normal Titans ingame.
What is exactly the problem? Doesn't the modlauncher start or can't it find the mod?
Also, there is an alternative way described in the textfile which starts the mod as shortcut, did you try that already?
I am curious to see how this will work out, I think it's a logical step but the shp doesn't look that crisp and in-line with the other structures.