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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
Most things planned for the next release are implemented, but I'm currently busy with my studies.
Unfortunately, it are the time consuming this which are still left, finding/fixing bugs, polishing and balancing.
Where it will be built?
New York, right after it has been taken over by our soviet comrades!
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 :/