Just like Kane's Vision, this mod aims to perfect the gameplay experience of Kane's Wrath. With countless new faction unique upgrades and units, this is a comprehensive overhaul of this already great game. Every change that was introduced in this mod was with quality gameplay in mind and do justice to the lore of the factions. Furthermoe, One Vision is keen on maintaining the game's high visual level and improve upon it wherever possible.
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Suggestion - Tiberium Cruentus Fields | Locked | |
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Mar 29 2016 Anchor | ||
After playing many games with the Reaper-17 faction, I began to think why not bring Cruentus into the game fully? Tiberium Cruentus currently is a great visual effect when the Hexapod kills an enemy and I'm always tempted to bring along a harvester or two with my attack force to harvest it. Here are four suggestions I have for this mod: Suggestion 1: Tiberium Cruentus should be added into the game in the form of a Tiberium field. Here are some ways I envision that happening:
Suggestion 2: Give One Vision world builder support. Currently when I try to load KW world builder by editing the configuration file to include the One Vision mod world builder crashes. Maybe I'm not doing it right or its just not possible with KW world builder to load objects from mods, but assuming neither then:
Suggestion 3: Exploding Tiberium
Suggestion 4: More mutant units for Mutant Hovel (re-texture existing units)
Edit: elaborated on point #1 Edit 2: added suggestion #4 Edited by: MarkSW |
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Mar 29 2016 Anchor | ||
Suggestion 1: Interesting idea with giving turning the big Tiberium Rifts into Cruentus. However, I have reservations against that since currently Cruentus only conveys very little economic value because otherwise converted units might give your enemy a big advantage. I would obviously need to change the value back to normal, as I don't want to mess with the economy of the game in a major way. But I really like the idea of making the Tiberium Rifts more menacing. For a long time I've also considered if I should replace the Seed Ichor ability with a "Depleted Ichor" support power which seeds Cruentus. However, it still doesnt convey an economic boost but you can use it to charge up your units and heal infantry on it. In return the support power would be cheaper and had a faster cooldown timer. In return, I'd change the "Overlords Wrath" into "Overlords Gift" which seeds a medium sized Tiberium Field that may or may not grow back. Suggestion 2: I am currently in contact with people from Gamereplays and are currently working to make One Vision work with the Worldbuilder. It's a known problem that OV cannot be run with the Worldbuilder but I'll see what I can do. Suggestion 3: I just don't want to mess with the ecosystem of the game and making it explode would affect gameplay in a major way. Even now it is often worth it to destroy blue Tiberium Crystals which are located in the vicinity of an enemy base. Making it explode would only make this more popular. While it really would be cool, I see too many problems to actually change it. Suggestion 4: I was at the point to make new mutant units but there is a technical problem. You see unlike most other units and structures the Mutant Hovel is not part of the normal game files (the static stream) but rather it is part of the Worldbuilder stream. Because of that changes of it are not loaded when you play a normal map and any changes done to the Mutant Hovel just don't take place. The changes you make to a Mutant Hovel are only ingame if you play a custom map. I didn't want to have different options available depending on whether you play an official map or an unofficial on. I might be able to find a way around this, but in any case I want the mod the be consistent. But you can believe me, if I do find a way I am sure I'll add some more options for the Mutants |
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Mar 30 2016 Anchor | ||
Suggestion 1: If the enemy was to harvest the converted cruentus, and it was worth more, then that would give them a major economic boost, at the risk of losing their harvesters Maybe Cruentus is not the best example to use as it is associated with Reaper-17. Let me rephrase in general terms: I suggest the introduction of a third harvestable resource into the game (we'll just called it Tib-3 for now) that can either be of economic or utility strategic value. Tib-3 isn't necessary from a gameplay standpoint but if added would give the game world more variety (and in One Vision, variety is king). Let me address some concerns about it below: Tib-3 with strategic economic value:
Tib-3 with strategic utility value:
Depleted Ichor and Overlords Gift:
If you do choose to add in "Tib-3" down the line, I'll be willing to provide custom skirmish maps (they do take a while to make to look decent). I've been enjoying One Vision the most of any mod I ever played and I think we One Vision fans are here for the long haul Edit: and I really like the idea of a building that unlocks secret technology! Edit 2: I think if official maps can be extracted, edited, and then repacked into the .big file, I am willing to also change all the mutant hovels (if they exist) into a newer version that will allow the construction of new units, in addition to changing tib fields, etc. Edited by: MarkSW |
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Apr 3 2016 Anchor | ||
A multi-colored Tiberium field sounds interesting. I suggested adding a third type of tiberium field because back when I played many Tiberian Sun mods, I really enjoyed the different types tiberium implemented. In my opinion, for a game that has this much variety between the subfactions, it only makes sense to bring that same kind of variety to the game world as well, whether in the form of new Tiberium or Tech Structures (or both ) Edited by: MarkSW |
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Apr 3 2016 Anchor | ||
Sorry, too many threads and posts to respond and I didnt have that much time. First, a new and separate resource is technically not possible. Many modders have tried creating a second, unique resource apart from credits but that does not work because the game was not designed with that in mind. However, I could do a simple colour change. I could also say that there are differently coloured types of Tiberium (like yellow, purple, red or orange) and every time a game is loaded a different colour is assigned to a Tiberium Field. However, that could be very confusing as many probably won't know the value of each colour (yellow and orange could be derivations of green whereas purple can replace blue Tiberium). And after having second thoughts I am not so sure if I can actually change Tiberium Fields to begin with, there might be issues similar to the Mutant Hovel. |
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Apr 3 2016 Anchor | ||
This is one of those things where it'd be great if it was possible but if not, then no harm done, this mod is still great. I do remember seeing a mod where the developer added a vein hole monster using re-textured dead trees and it functioned as a third resource. That was why I thought it would be possible to add in a third resource for One Vision as well in the form of a Tiberium Field. Regardless, I'm pretty excited for the future of this mod. |
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