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12 comments by flashknight33 on Sep 20th, 2013

welcome back commanders in a new update !! , this time i'll speak shortly about how Nod mechanics within vortex will work , as you guys know vortex represents each faction as one faction only with no real sub-factions however as you play you will get more specialized with more sub-factions technology , speaking about Nod each sub-faction will be represented but two tires upgrades representing The Black Hand and Marked of Kane as you can see below :-

The Black Fire Essence of Light

every one of them as demonstrated above is divided in game to two tires or levels , in each tire u can chose only one of these sides , so in short as you advance you can turn your base into either pure MoK or BH or mixed technology depending on your game play style , generally....

The Black Fire will enhance your infantry and flame units while The Essence of Light will provide more air support and enhance your laser and Tiberium weaponry technology beside that they are vital to provide more powerful units and building as the coming tech trees show :-

Buildings Tech Tree :

The first Tire upgrade can be granted from the MCV while the second one is granted from either one of two high tech labs , the tacitus library for MoK and the Blach Hand Battle Lab for BH and once u have chosen one there is no turning back so decide wisely , open the images in new taps to see them bigger

Infantry Tech Tree :

Vehicles Tech Tree :

Aircraft Tech Tree :

Navy Tech Tree :

and before i forget !! , The Redeemer , Megalith and The Kraken also require level 5 general promotion to be unleashed

coming to the Mod status , we were recently working full time on fixing and enhancing nod making ready for the alpha release and here is a slight taste of these improvements
BH Rocket Silo revambed
totally remodeled ,uv mapped and texture to fit more in nod style rather than the old ugly one

MoK mobile stealth generator new model

and i believe u have seen the new Nod CommandBar before :)

on a side note , the empire of shifting sands got some new toys to play with

Maats Wing air fighter

The AirField

at the end all i can say we still working on the mod to the end and be patient for the release it needs a lot of work to be done and actuality we are only two guys who are working on this behemoth mod and above all of that uni starts next day from the time im writing this , so we all want to say thank you for sticking with us all this time , the mod wouldn't have survived except with this passion to it , and dont worry the alpha is coming closer and closer as time goes but its coming slowly though due to uni stuff

any way the mod need any help it can get to post its speed up , so if you are interested and have a talent you want to share with community through rhis mod then you are welcomed as one of us :)
currently we have these places free and need to be filled
- mappers
- sound artists
- professional coders "a history of working with other mods is required "
- 2D artists
- Digital Paints artists
- or any other talent you think it can help the mod
in this case you can Pm me with a sample of your work

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gdi power plant

gdi power plant

May 12, 2010 Prop Model 13 comments

gdi power plant modle for common use and if u want to use it it is ok but credit me

Post comment Comments  (10 - 20 of 1,053)
masterfu678 Jul 9 2014, 2:26am says:

some more ideas I thought of but don't know if you did it already.

Each Generals sides have their respective generals to choose, but only one can be chosen per game. This is a tier 3/4 upgrade, the player of the General sides still starts with a balanced army, they get the benefit of that general after the selection.

+1 vote     reply to comment
flashknight33 Creator
flashknight33 Jul 14 2014, 2:36pm replied:

Sorry for late reply have been too busy and yeah u got the idea right its similar to how nod mechanics r done but wat r u saying summarizes it more or less , the full plan is not made yet due to some coding limitations concerning the upgrade mechanics in game :)

+3 votes   reply to comment
masterfu678 Jul 24 2014, 10:19pm replied:

Will General Ironside, General Mohmar, and General Leang appear as one of the choices? I played Shockwave and Ironside is armor, Mohmar(Deathstrike) is junk recycle, and Leang were the artillery and special weapons.

What do you plan to make them specializes in if they will be made available to play?

Also what about the RA sides, they are the only ones that I can't come up with sub-factions. Maybe a mixture of RA1, RA2, and RA3 units?

+1 vote     reply to comment
flashknight33 Creator
flashknight33 Jul 28 2014, 5:16pm replied:

Look im not concerned to cross over with another mod , SW has my respect but plz dont mirror any ideas from other mods , beside I said as how nod works , do u see generals for nod ? the answer is no , there will ve upgrades with laser , air force and so on themes but no generals and this is the same for RA factions if u r interested in viewing old pics in the gallery there few concepts for allies and soviets content , but as an overview ideas concerning gen zh and ra factions are not fully made yet so I can't give a word about them at this poin but dont worry u ill see in time ;)

+2 votes   reply to comment
masterfu678 Jul 29 2014, 1:20pm replied:

oh no, I don't suggest you to mirror ideas for SW. These three generals are originally planned to appear as playable generals in ZH, but was scrapped because they were too overpowered(except Leang but she has all three bases and only appears as the final boss for Challenge), mods such as SW only did their own take on what these three generals should be like. you can do it too, but do it differently. plus it is won't be too much work since they are only upgrades to enhance their respective side's arsenal.

I'm still on your work in 2011, man you have a LOT of pictures.

+1 vote     reply to comment
Dark_Assassins Jun 29 2014, 11:41am says:

This is a great mod..... Can't wait >_<

+1 vote     reply to comment
OrangeNero May 19 2014, 8:40pm says:

wow is this still going?
keep it up man, best wishes!

+2 votes     reply to comment
flashknight33 Creator
flashknight33 May 21 2014, 8:41pm replied:

its alive but frozen due to studying and lake of free time , waiting my vacation to defrost it lol XD ,,and thx :)

+3 votes   reply to comment
masterfu678 May 8 2014, 8:36pm says:

you mentioned serveal times in the image that some abilities will not be available due to limitations of an older SAGE engine.

Have you tried working this project on the Spring engine? It is basically a free engine that was developed to create RTS games.

Could be useful if General's SAGE engine ever stops you from continuing this project.

+1 vote     reply to comment
flashknight33 Creator
flashknight33 May 11 2014, 6:09pm replied:

Unfortunately thats not an option for 2 simple reasons
1 - im a doctor not a computer engineer so I have no idea how to make this work

2 - c&c universes are a copyright of EA Games as a moder I have a permission to reuse these factions within SAGE engine otherwise I don't want to see lawyers at my door footstep bothering me with copyright violation issues lol :P

+1 vote   reply to comment
masterfu678 May 18 2014, 1:32am replied:

I guess then you are forced to stay within this engine. This reminded me, I wonder how is the creator of Renegade X doing right now. (it is a remake of Renegade, which is made possibly without EA's permission)

+1 vote     reply to comment
masterfu678 May 4 2014, 2:17pm says:

also remembered something, and it is a crucial gameplay concept since you are going to include RA sides and I'm sure you will have spies and tech centers in this mod.

How would the stolen tech units be made?

15 factions means 15x15=225 stolen tech units.

+1 vote     reply to comment
flashknight33 Creator
flashknight33 May 7 2014, 7:13am replied:

sorry for the late reply I'm really busy these days , anyway thanks for your support and yes most of your wishes are already planed or even done , but just few points to clear though

- the resources in game's brain doesn't differ u cant make some gems of higher values than others it has one currency and what we can set is how much harvesters can take in each load and and how many cash each resources zone can have , so it just a visual issue to be addressed and I see the best solution is that either each map has its resources type like RA remade maps have ore , TW maps have tib , or that every player see the resources in the form that his faction used to harvest but I'm not sure yet how far this can be practically done

-for Dune I know its factions I already played it but the game is taking beyond its capacity already that yet to be seen I just wish I can finish the factions I have in my hand 1st

- for the crawlers I dont want to make a hard template for a faction design and force it to happen in every faction that will kill the fun , some factions will have crawlers others will have epic units and some will have semi epic units that are less powerful but in higher numbers in the battle field like u can have 3 or 4 but rest assured that u will have so sort of super mobile unit under your command in every faction

- the cross tech is limited to each universe which means nod can steal tech from gdi and scrins but not from the Soviets and so on ;)

+2 votes   reply to comment
masterfu678 May 7 2014, 10:50pm replied:

well it is your mod after all, whatever you do to make it fun :D

The Dune factions can be neutral buildings in some maps available to capture, but like I said, it is not the main thing to worry about right now. When you did decide to do Dune stuff, make sure to make the Ixian projector bug present(holograms that actually do damage to units but disappears after taking 1 damage), it is fun.

I think it would be more fun to have cross universe cross tech units but it is still your call lol.

awaiting release of this mod.

+1 vote     reply to comment
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