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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.
Short question: are you playing on maps using the 1.02+ patch? This is known to cause (a lot of) problems. This might explain your issues with the Ion Supercharge on your side.
I cannot recreate any related problems to this upgrade.
Btw. Gun Walkers don't receive extra damage but gain a new weapon once the upgrade is purchased.
Yeah, looks I screwed up the scourges ^^
I will consider your Plasma Disc suggestion
I think some mutations are a matter of taste. Some are people actually really like the Carnage Tripod mutation, especially in combination with Corrupters who heal them automatically once they get out of control ;)
If you want more range on your Zone Troopers I recommend you warmly to purchase the Scanner Packs upgrade, it's an awesome upgrade for little price.
AI: I also just played against Black Hand AI and it built Commandos, Purifiers and a Redeemer against me.
I agree that many epic unit upgrades are too weak, but I want to adress that in the version which features the mentioned infantry rework.
With the WrathEd version I have, modding the AI is not possible, as far as I know. If you know what you are doing, I can give you the modding tools so you can have a look at it.
It has a very clean look, I like it.
That's a lot, thank you for posting.
I think I should have provided more information about the Corruptions. Actually, units dont need to physically stay inside them, it's enough if units are close to the building casting corruptions.
However, due to the way the engine handels individual upgrades (mutations), you always need the amount of credits before you can start the mutation. So, if you want to mutate the Hexapod, you first need to have 1000 in cash. this might prevent somebody to initiate a mutation.
What's wrong with air units? The testing hasn't shown anything wrong with them.
If you are referring to the Orbital Ion Storm, it has only attacked air units so far and only buffs buildings if you purchase the "Ion Supercharge" upgrade.
What's wrong with Scourges? I think they are a very powerful unit through-out the game, similar to Hammerheads and Venoms and are reasonable strong against vehicles as well. However, I might change the second mutation to something more anti-armor focused.
I agree, I like the concept but I think there are better ways to implement it.
I will start working on a rework for all infantry units. I think the disc Shock Troopers are too strong atm, but I wanted to change it later when I'm doing the rework. Same applies for Agonisers and Ravagers, however I will surely have a look at 1.03.
I think bringing back the drone hives is a reasonable suggestion. I already have something in my mind.
I'm afraid that I'm fairly limited when it comes to the AI, as the tools I have access to cannot do much about it.
do you mean you cannot give them targets or don't they start attacking enemy aircraft on their own? I just tested the unit again and seems to work fine for me.
Actually, the Mental Omega device would fit the bill quite well xD
If you are a good boy, Scrin Santa might make a visit on Christmas ;)
the MRLS could be a bit more menacing but the particles certainly make up for that :)
I really like your model and the awesomeness of having a quad barreled tank, but lore wise I don't see it quite fitting.
You know what? Just make that thing like the GLA Marauder thank so its amount of barrels can increase over time, I'm sure you can find a fitting gameplay mechanic for it ;)
Scrap, veterancy... or anything
they will probably release it once they got so pro they can pwn all the new players :P