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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.
I didn't change the speed of the rockets. In fact, apart from the visual effect and the higher damage the weapons are completely equal.
nope, I thought about that ;)
Thanks for posting this odd bug. It didn't appear during the tests and I will fix it for the next version.
It's actually a feature and not a bug as it would be too overpowered if you could stealth it. However, thinking about it, making it explode might be a a little bit too extreme...
do you have the latest version of Bibber's mod launcher installed?
Question: if you researched the ion supercharge upgrade and place a storm column directly into your base. Do the strctures around the storm column start to glowl in a white pulsating light? like here: Moddb.com
I can test the range of Troopers ingame but I just had a look into the weapon files. Actually, the weapons of Troopers have more range than Cyborgs (unupgraded). And yes, Firestorm Troopers and Zone Raiders have about 5% more range :P
I can see that you are not familiar with the engine. First, there are no "AI tools". The AI is just another part of the game's xmls in which most of the gameplay is scripted.
I can only work with the files I can extract from the game with a tool called WrathEd, however the AI files are not among the ones I can extract and therefore change.
Second, the AI dynamically purchases units and upgrades which is why the AI sometimes spams completely new units like Leeches. It has nothing to do with unit id.