After years of work, with several breaks and delays due to engine limitations, lack of time or lack of motivation, Tiberian Dawn Xtended finally and officially sees the light of day.
Tiberian Dawn Xtended (in short, TDX) originally started as a project to add missions and units to the original C&C95, but eventually jumped on the OpenRA bandwagon when hitting a wall with regard to the original's engine limitations.
TDX remakes the original C&C on the flexible OpenRA engine, staying closer to the original in terms of gameplay compared to OpenRA's own implementation of C&C1, while adding more features and audio-visual enhancements.
While this will probably remain the only major release of TDX, that doesn't exclude future bugfixes and smaller improvements.
New Units:
Mobile RPG Launcher (GDI):
Fires a barrage of high-explosive grenades over long distance
Medic (GDI):
Heals injured infantry in the vincinity
Nod APC:
Armed with machinegun, carries infantry, worse armor but cheaper and faster than GDI APC
Scorpion Heavy Tank (Nod):
Dual-barreled heavy battle tank. More expensive and higher tech requirement than GDI Medium Tank, but also more powerful
Chemical Tank (Nod):
Based on the Flame Tank, but much heavier armor and deadlier firepower, corrodes structures, light armor and infantry quickly
Hind (Nod, replaces Apache):
Nod lost the few Apaches they had stolen, but gained access to a larger supply of heavy Hind helicopters as replacement, armed with a heavy machine gun
Tiberian Dawn Xtended v0.51 requires OpenRA release 20160508.
To install, simply download tdx_r051.zip, unpack it, and copy the 'tdx.oramod' package you find inside into the 'mods' subfolder of your OpenRA system directory. If the mods subfolder is not yet present, create it and then put the oramod package inside. Important: If you have the older release v0.50 installed directly in your OpenRA installation directory, remove that old TDX installation first!
Launch OpenRA and choose TDX from the mod list.
Note: TDX v0.51 is not forward-compatible with later OpenRA releases, so I recommend to install OpenRA release 20160508 into a separate directory.
Forums and download mirrors can be found here.
Changelog of update to 0.51:
- Migrated to installation via .oramod package
- Removed an empty map folder that could crash the mod when selected
- Fixed titlelogo.png compatibility with Mono/Linux
- Downsized veterancy insignia
The full changelog of release version 0.50:
NEW FEATURES
- Day/Night cycles (only enabled on the shellmap, Break of Day and Lost in Paradise)
- Caribic tileset (including 2 exclusive MP/skirmish maps, Pirates of C&C and Lost in Paradise)
- Revamped balancing (leaning closer to the original than OpenRA's C&C)
NEW UNITS
- GDI Medic
- GDI Mobile RPG Launcher
- Nod APC (replaces regular APC for Nod)
- Nod Chem Tank
- Nod Scorpion Heavy Tank
- Nod Hind (replaces Apache)
AUDIO IMPROVEMENTS
- Stereo music (can be downloaded via the in-game Jukebox)
- added several sounds from RA1 and TS for more variety
VISUAL IMPROVEMENTS
- added directional cannon muzzle flash (16 facings)
- added RA1 napalm animations (smoother and more 'complete' than their TD counterparts)
- added RA1 water splashes
- added variant of MISSILE with red nose and fins (for use with SSM launcher)
- added different explosions and explosion sounds depending on what terrain or target was hit
- added alpha lighting to several explosion effects
- added blending to some fire effects
- added blinking lights to some buildings
- increased facings of minigun muzzle flash from 8 to 16
- increased facings of flamer and chem spray animations from 8 to 32
- increased power plant and adv. power plant main cooling tower height
- fixed mammoth tank antennae position
- fixed missing shadow on one of moebius' running frames
- tweaked medium tank barrel to point straight forward rather than slightly upwards
- tweaked mammoth tank graphics (replaced shadow on barrels and tracks with real color)
- tweaked adv. guard tower graphics (slightly)
- tweaked helipad graphics (very slightly)
- enabled shadow for all missiles and large bullets
Happy Commanding & Conquering, Commander!
This is really cool! Is there any chance that you and the Dawn of the Tiberian Age team could merge or work together? You guys seem to have similar goals.
Unlikely, they are still using the Tiberian Sun engine, and while they've done an outstanding job with their mod, some of the stuff they've added is not my taste.
Hm doesn't mean you still couldn't exchange some assets.. Be it their houses and train tracks for your new tile set in exchange etc.. I'd like to see some sort of cooperation between you guys as well. Us fans could only benefit of it.
Anyway fantastic mod you've got here. Any chance you will implement simplified naval warfare as well? There were plenty nice assets seen in Renegade which would make for fine units in your mod.
GDI Cannon boat, NOD Stealth ship etc. I think one of the main reasons why barely anyone plays Tib dawn in openra is the lack of units and therefore strategic limitations and lesser fun.
excuse could you help me with Tiberian Dawn Xtended and how to fully install the mod?
I seem to be have a problem with it?