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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

FlashKnight33 signs out

 

Thank You for Reading
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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 1,049)
masterfu678
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
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
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
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
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
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
masterfu678
masterfu678 May 4 2014, 12:39am says:

been looking through your concept arts and I'm amazed, you got most of it done already, so I guess most of what I had in mind are already outdated?

+1 vote     reply to comment
masterfu678
masterfu678 May 3 2014, 11:09pm says:

3. For the sake of balance, please include a crawler and epic unit for most of the sides that doesn't have it already. I have some in mind.

Allied epic unit, a super battle fortress. Have a dual prism laser turret, can load up to 10 troops and they can fire while inside.
Crawler: have 4 mirage turrets while deployed.

I see you already have a soviet crawler so I don't need to address that.
Soviet epic unit: a giant tesla tank that fires a lighting attack that does area damage. Can kill all infantry and do major damage to vehicles caught in the area. The shock can also chain up 3 infantries that are nearby. It also does damage to buildings, but the attack don't chain in this case. Each attack have a 30 second cooldown.

Yuri:
Epic unit: a tank that fires a shell that unleashs a psychic blast in the area. Similar to Yuri Prime's psychic blast but much bigger, kills all infantry within the area and deal major damage to vehicles and disable buildings if there is any in the proximity of the blast. 30 second cooldown.
Crawler: have turrets that mind control units.

Japan already have the Shogun Executioner, but please nerf it, it is too OP in the RA3 camapaign. They also don't need a crawler since they are basically a crawler on steroids.

That is all I have so far, hope you enjoyed reading this one, and hope to get to play this mod soon.

+1 vote     reply to comment
masterfu678
masterfu678 May 3 2014, 11:07pm says:

1. Have all three resources, the supplies, ores, and tiberium. With supplies being the least amount of funds yielded and tiberium being the highest. Have three types of resource gatherers for each side, with supplies gatherers being buildable in tier 1 etc.

2. Factions(or Houses) from the Dune games. You can do this by having their Construction Yards available to capture in some maps. The Houses are: Atreides, Harkonnen, Ordos, Corrino(Sardaukar), Ix, Tleilaxu, Fremen, and Spacing Guild. You can acquire the 3D models from Emperor Battle for Dune. Maybe include some Dune style maps(desert template), with same enviromentd as in the original Emperor Battle for Dune. The resource on these maps are of course, the Spice Melange. This can come in much later releases of the mod since the main focus is C&C.

+1 vote     reply to comment
masterfu678
masterfu678 May 3 2014, 11:04pm says:

this is the worst mod I had ever seen, TERRIBLE!!!!!

lol just kidding, hope I didn't hurt your feelings. Truth: this mod is beyond awesome, I always liked the idea of a cross universe mod of C&C. I had played C&C Reloaded for YR, which is great for a 2D game, also played C&C All Star. Which is good, but not exactly up to my expectations.

I have some suggestions for this mod, it is up to you to use them.

+1 vote     reply to comment
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