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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.
are you still having the same issues?
be assured that the Manhunters will be brought to a reasonable level. However, I also have to say that the player's response to them was rather poor, as they should have used infantry or aircraft against them... before a critical mass of them was reached.
Btw. I was present at the stream ;)
I know, a new mutation for Devs is in schedule and the Splicer is already implemented (say hallo to vampire corrupters ;) ).
The purpose of Red Tiberium is not to be harvested, it just exists so you can charge your tiberium based weapons. Making it worth a damn would be pretty stupid since you could heavily abuse it on your side or give the enemy cash when you killed some of his stuff.
It is indeed T4, it will be the Black Hand's unique unit. It costs 2400 with 6000 health and 67 speed.
Regarding the Specter, you need to use them like a hit and run unit. Being Nod, cheap and having stealth it is obvious that it will lose in a straight up fight with Juggernauts. However, it outranges them (750 range vs 600) and if I am not mistaken 2-3 Specter shots can decimate a group of Juggernaut a fair bit.
the Juggernaut actually deals cannon type damage which is why you can use it to melt away enemy epic units.
It does not give them a "flamethrower type damage" (which would be grenade damage).
I am aware that you think you know everything better without even playing with said units, however there are major differences between the units. Most of all is that Specters primarily have an anti-unit purpose similar to Juggernauts due to their cannon damage type. They are fast and cheap but most often they are used to counter epic units or enemy artillery units. They do find use in sieging structures, but it takes them a rather long time to actually finish it, even hen upgraded.
The new unit, on the other hand, does rather little damage to infantry and vehicles and deals grenade type damage which is designed to kill structures primarily. Moreover, the splash is easily twice of not triple the size of a Specter and can lay whole chunks of a base to waste.
It is like you compare a Juggernaut to a Devastator Warship, they are completely different units with an entirely different purpose.
The reason why I chose this unit is because BH has more than enough frontline units already. However, what they lack is aircraft or rather a reliable way for surgical strikes in the heart of an enemy's base. Like, killing a superweapon behind heavily fortified defenses.
This is why this unit provides them with a reliable way to kill structures, something BH has lacked ever since (Flametanks are more gimmicky than reliable and every other sort of flame unit dies too fast). In terms of speed, range and health it is more comparable with a Juggernaut and because it is so expensive you need to take better care of it.
Same for the Beamcannon, it is a completely different unit. It's an infantry support unit that can be used in a deadly combo where you got a lot of anti-armor rocket militants in the front and a handful of long range anti-structure beamcannons in the back. As a designated artillery unit it cannot be used because it dies too fast on its own and cannot even shoot over obstacles or structures.
You don't want to use them and keep killing structures with Specters? Fine, but I am designing this for the meta of high level play as there balance is much more fragile.
what units do you have in mind?
we will see, I suppose. I have no plans to make another full scale conversion very soon, as it is very time intense. But regarding the ST colour scheme I'd be more thinking about brown and green (similar to the Harvester).
It works very differently from CnC4, here it will serve as an artillery unit with massive aoe.
Excuse me, but I just read your comment a couple of times and cannot figure out what you are trying to say
This such a brilliant mod. False Dawn would really deserve much more recognition. I have only played for a couple of hours but so far I have had a couple of great moments and the quality is extremely high.
You don't see many mods like this and it clearly surpassess the already very good original. I've seen enough to give this a 10/10.
thank you, that means a lot to me :)
Please, be free to write some feedback or a review if you want to.
that's a neat idea actually. CnC 4 models are a bit tricky to be made look good, but I am sure I will give it a try and keep it if it looks good enough.
Good to see it is still alive, it looks interesting to say the least ;)
what do you have exactly in mind?
yeah probably. But right now I actually like that Steel Talons have a slight weakness when it comes to aircraft and infantry, it really makes them emphasise more on their mechanizes forces.
Fun fact: My inspiration for the name was the song "Mindphaser" from the band "Front Line Assembly"
of course it went under many balance tweaks since its initial release
I would suggest you browsing through the images ;)
sadly, problems with the mod launcher seem to be widely spread. Since I am not the creator of the Mod Launcher I cannot be of help, I am afraid.
However, I plan on making a custom launcer for One Vision in the future. Expect a release in about 2 months.
uh, you are aware that Avatars can be upgraded with Laser Capacitors? In fact, I've got complains from various people that the Avatar is too strong because of this upgrade. 4 or 5 of them can easily kill an epic unit.
My issue with the Beam Cannons was that every time you used the Commandeer on it, you actually made profit.
Using a Flame Tank or Stealth Tank, you make a terrible loss. However, using a Beam Cannon you pay 3200 for stats you would normally pay 3400 for. This was just broken and had to be fixed, there is no excuse.
As for the Redeemer: As far as I remember he does not have an animation to begin with, so there is little use in theorizing about a possible melee attack.
I've actually thought about it a few times, but never too seriously. When Tiberium Wars was still new I was a fan of Tiberium Wars Advanced which also gave Avatars a melee attack and the idea has been stuck in my mind ever since.
As of now, I think the Avatar really is an excellent T3 unit, especially when upgraded. If I were to implement this feature, I think it would do a bit less damage but heal the Avatar in return. I just love the idea of life stealing in video games ^^.
However, I think the Avatar would then need a little bit of a rebalance. It is a very fast unit right now and already deals a lot of damage, I think with that ability on top of it it would be too much. Still, it is very much in the realm of the possible.
Btw. I've also been thinking of allowing the Avatar to Commandeer EVERY unit in the game.
Revived a Tripod? Always wanted to have one of those Annihilator Beams.
Aquired a Mammoth somehow? Those Railguns will look sexy on the second arm.
It would be more of a gimmick, but you get the idea.
Btw. as of now I am working on large scale reskinning two factions.
sorry, I don't have any of your mentioned issues and I know nobody who does...
Does that really only happen when you play One Vision? I am afraid I cannot help you in that regard, as I am not the maker of the Mod Launcher.
not yet. I plan on doing that in the summer and aim for a release in late summer/early fall.
Of course ;)
In the summer or fall I plan on releasing version 0.9 that features new T4 units and better balancing.
Feel free to watch the mod and give it a review if you like.
does "Huzzaa" mean that it works now? ^^