The End is a total conversion for Tiberium Wars. Additional factions, special powers and units. The End is the story of happenings within GDI, Nod and Scrin during the third tiberium war. The seemingly perfect GDI suffered a slur to their name when a rogue commando by the name of Onslaught went insane and killed countless civilians during a simple recon mission within America. Despite his dismissal and a rapid cover-up of the incident and following media coverage, Commander Onslaught was not out of their hair. He infiltrates and confronts the Nod prophet Kane. But instead of attempting to kill him Commander Onslaught demands control of a Nod army with which to gain revenge on GDI. Kane agrees and what followed was a bloody and unnecessary war between Commander Onslaught and his ex co-commander which rages across the whole planet. At the same time there is an unnoticed infiltration into the Scrin mothership, a genetically modified human who is unkillable.

Post news Report RSS Ok, I'm putting this to a vote.

Before I continue with fixing up all the audio and sorting out any buggy coding that I have done (whoops =/) I want to put this to a vote.

Posted by on

Before I continue with fixing up all the audio and sorting out any buggy coding that I have done (whoops =/) I want to put this to a vote.

As you all know in Tiberian Twilight *spits* there are a few units that will leave a husk when they are destroyed. I wan't to put this to a vote right now because this mod is for EVERYONE and your input is always welcome in my eyes.

Here is the list so far of TT units in game, should they leave a capturable husk? Should it have a lifetime limit or be permanent until captured/destroyed?

GDI Juggernaught
GDI Mammoth Tank
GDI Mastadon

NOD Avatar

Those are the few that are complete enough for the option. I'd also like to know your opinions on the Crawlers leaving behind a capturable husk. It would possibly unbalance everything a lot, especially on hard or brutal but I'd like your opinion non-the-less as it could add some interesting touches to gameplay.
Also take into account that Crawler husks are an option for SP only. When I manage to get started on the campaign for the 3 new sub-factions that is.

No need to bite your tongue on this one, say it straight and give me your opinion.

Thank you all in advance!

Post comment Comments
Gregthegen
Gregthegen - - 777 comments

I say leave the crawler husks, (will be cool for SP!) but leave the others out because of multi. I dont have an Issue with them in multiplayer but I know alot of people will. Best to leave them uncapturable in multiplayer.

Oh, and as far as the campaigns go. Full campaigns for the subfactions sounds amazing!

Reply Good karma Bad karma+3 votes
[ITM]hammie
[ITM]hammie - - 223 comments

i agree with Gregthegen

Reply Good karma Bad karma+1 vote
PurpleGaga27
PurpleGaga27 - - 2,066 comments

Leave the husks. They were a good option to stay on the ground.

Reply Good karma Bad karma+1 vote
xGUNZ89
xGUNZ89 - - 161 comments

I think it might be more realistic to make it a hust

Reply Good karma Bad karma+1 vote
hafizushi
hafizushi - - 30 comments

my vote just limit to GDI juggernaut(in steel talon behemoth) and NOD avatar(in markofkane purifier)for capturable husk.

it will be to much for opponent to handle if unit like mastadon can be captured

Reply Good karma Bad karma+1 vote
pokipoki
pokipoki - - 2 comments

does it works with KW ? i putted the mod to the mod folder launched it via
WrathEd Mod Launcher and when im in skirmish i dont see any new factions .

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: