Beta 1.3
Feb 26, 2013 Full Version 43 commentsOpen beta, basically. I won't be able to work on TA for up to a month as of next week because I'm moving to Germany. I'll release a new version around...

Tiberian Apocalypse is a Partial Conversion for Command and Conquer 3: Tiberium Wars with the goal to create a true Tiberian Sun sequel. GDI, Nod and the Scrin are getting a complete overhaul.
The year is 2050, Earth is largely uninhabitable and split in three kinds of zones: Green Zones, here Tiberium contamination is relatively low, few to no Ion Storms, most of these are at the Polar, and other very cold, regions, Yellow Zones, where Tiberium contamination is moderate, and Ion storms are frequent, most of these are desert, yet house more than half of Earth's total population. And finally, Red Zones. These no longer look like Earth. Tiberium everywhere, unbreathable air, constant Ion storms, near the borders between Yellow and Red zones, winds can rise to speeds that can tear the flesh right of a human's bones. Recently, Red Zones have started to grow dramatically, and so far nobody has been able to understand why. Samples of Tiberium from the growth areas gave no clue as to how or why this rapid expansion happens, but one thing is for certain: If it isn't stopped quickly, soon the entire planet will be uninhabitable.
GDI Took to the skies, mostly. They operate from huge command-ships, the legacy of the Kodiak, and from the Philadelphia. At the beginning of the Third Tiberium War, that was about 5 years ago, Nod tried to destroy the Philadelphia, by taking offline one of the ASAT hubs, and then attempting to nuke the Station, the system was returned to service just in time to intercept the missile. Since then, 5 more stations similar to the Philadelphia, have been constructed.
Nod is operating from the Temple of Nod in Sarajevo, and several Montauk-like vehicles. Their tactics haven't changed much since the second Tiberium War, relatively cheap and fast vehicles in elevated numbers at first, later then equipment that doesn't look like from this World. As opposed to what many assumed, Nod did not move away from Cyborgs, to the contrary, it is now frequent that even basic infantry may have a cybernetic eye, or artificial muscles and bones in some parts of the body.
Not much is known about the Scrin other from what was learned from the Tacitus: They are a species dependent on Tiberium for survival. They first seed Tiberium on a Planet, expecting it to eradicate all civilization on the planet and transform it into a ball covered in the green crystal which would then be reaped by their Harvesting fleets. When they first arrive on a Planet ,they build large portals, these have the aspect of three intertwined towers, with a bright light shining from the center. Lately, more and more people claim to have seen UFOs and otherworldly 'beings' near the borders of red Zones, but none of these have been confirmed so far.
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Faction-gameplay styles:
GDI: Slow moving steamroller with many guns.
Nod: And suddenly...NINJAS!
Scrin: Shoot that man! And some more please. Almost there, shoot him some more. Wha-? He is already dead? Oh well.
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Forums: Forum.falloutstudios.org
7 comments by Sarge_Rho on Feb 17th, 2012
'Been a while since I've last posted a proper news update, and I thought now would be a good time for one now. The Moddb page now has OVER 500 THOUSAND views.
I've done a few dramatic changes to the gameplay of GDI, Nod and Scrin. Most notably there is now not a single stealth-detecting units other than the Mobile Sensor Arrays, however all units reveal stealth units that are very close, standing on their noses basically. Radar has been move from the construction yard to the Command Post, Operations Center and Nerve Center, respectively for GDI, Nod and Scrin, so no access to Radar without these structures anymore.
The powerplant upgrades no longer require the tech center, but War Factories instead, I might switch that over to the Command Post and equivalents however. Airfields now require nothing more than a Tiberium Refinery. Superweapons have gotten some changes too. The Ion Cannon when hit right on the spot, will almost destroy a powerplant, but the damage falloff is pretty extreme. At the very edge of the AoE, the damage is not enough to fully destroy a powerplant. The recharge time for the Ion Cannon is 4 minutes, and 7 for the Nuclear Missile and Rift Generator. Disruptors damage everything in their line of fire, both friend and foe.
Next up are a few ballance changes. Both Avatar and Mammoth are notoriously vulnerable to bombers, that's Orca Bombers, Vertigo Bombers and Devastator Warships. Mammoths will most likely leave husks in the future. Nod's Heavy Artillery deals more damage per salvo than the Juggernaught now, and is faster, but takes longer between shots and doesn't have as much armor. A salvo of the Heavy Artillery is only one shot, while the Juggernaught fires 3. The Juggernaught has a bigger AoE thanks to that. Nod SAM Sites firs 3 missiles in stead of 6, and half as fast as before, however the missiles deal 110% more damage to compensate, so this is mostly cosmetic. Tiberium Silos give a bit of build radius again, and so do Power Plants and Barracks, Portals and Hands of Nod.
And last but not least: Some more screenshots.
That's it for now, I hope you enjoyed it.
Open beta, basically. I won't be able to work on TA for up to a month as of next week because I'm moving to Germany. I'll release a new version around...
Includes the Banshee model and textures. The code and the projectile aren't included.
I nearly lost all of my progress of the past 2 or 3 years is gone, and I don`t know if I will continue TA - so I think it would be best to release what...
This includes the Textures, their respective .XMLs and the .w3xes for the new Tiberium.
This .rar file includes the Green and Blue Tiberium and Blossom Tree Art and XML assets. Just credit me.
Highest Rated (5 agree) 10/10
Very nicely designed units coupled with great ideas. So far, it accomplishes its goal of becoming a true sequel to Tiberian Sun.
Dec 27 2009, 9:00pm by Phoenix848
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Any plans on making this work with the campaign, or will it remain skirmish/multiplayer only?
It should be possible to play the campaign with the mod.
still waiting
I said I would try. Obviously, I couldn't get it done by Christmas. I'm working on this alone for the most part.
Totally understand, I was just trying to say: WE ARE NOT GONA GIVE UP WAITING!!!
sure take your time Helge129, and shock us when it release!!!
I apologize if this was covered already but Desura does no have a search function in the profile page.
Is there something I am no doing right because my GDI Air Defence turrets seem to not be doing anything? NOD bombers fly over them at will and never get shot at.
Didn't work properly in the release here...and the description thereof states why a lot of things don't work.
I had always thought that solid state munitions was sort of GDI's thing, using various types of munition as well as propulsion systems for it (Railgun tech and all) But it seems this mod is focusing more and more on giving them beam weapons just like the alien particle weapons of the Scrin and the lasers/tiberium particle beams of Nod.
Sorry, sorry, it is your mod and you are free to do whatever you wish with it of course, I just always liked the GDI because by and large their weapons and technology seemed related to things that could hypothetically be created in the future, or is tech currently being experimented with. The Ion Cannon superweapon and the Firestorm shield generator are the most out there systems they have ever possessed, but they were rare, the superweapons and limited use items.......but now I am going on a tangent, sorry again.
No need to apologize.
GDI still uses mostly projectile weapons, but they get their share of DEWs as well.