Tiberian Sun Remastered is mod for Tiberian Sun which improves graphics, audio, gameplay and other not fixed things of the game. The goal is to make Tiberian sun more realistic, enjoyable and make units like they are seen in the cutscenes and/or on the icon.
Tiberian Sun Remastered:
continues....
4th release contains, music what was left out TS, redone units, and many gameplay changes. Still a beta and needs some configuration. Just want to share...
Tiberian Sun 2.05 third release, includes more vehicles and other grachpical and gameplay improvements.
Tiberian Sun 2.05 second release, includes more vehicles and other grachpical and gameplay improvements.
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Is this still being worked on?
Im trying to restore lost content. I had hard drive problems.
Hi! Is there a way to install only the graphic changes? Not to disrespect your efforts, but I rather have a vanilla-like experience, without adding more units/music/etc. and just with those cool new models u made
Sure, I can put something together. Only some units have different data with voxels. Buggy has turret, MLRS is larger and needs a new turret position etc.
Why remove the sensor array from Nod? How are they supposed to detect stealth and subterranean units from enemy Nod players now?
My logic was that Nod focuses to fight against GDI, GDI doesnt have any stealth or subterranian units. I wanted to give pavement a bigger purpose in the game.
But Nod is well used to having to civil wars in the absence of Kane (as shown in the first few missions of TS Nod campaign), backstabbing by ambitious rivals (like Seth getting envious of the player in the middle of the TD Nod campaign), and even simply having to put upstarts in their place (as shown in the TS Nod campaign when Vega's forces are considered hostile and expendable, likely as punishment for Vega acting without Kane's approval in commandeering the Scrin ship to "settle an old score").
Besides, having sensors doesn't take away from the importance of pavement; knowing that the enemy has sent burrowing units is one thing, but being able to limit said enemy's options for where they can surface is a whole other matter. And pavement also protects against heavy ordance deforming the terrain (which can and often renders it impossible to build structures on), which wouldn't change if you kept the sensors. Also, wheeled vehicles move faster on pavement, and Tiberium can't spread over it.
Still think that having sensors devalues pavement?
BTW... at least in campaign, you made some of the missions impossible, due to some units easily getting owned by some infrantry with rockets... you made the mammoth tank mkII litterally a pussycat... this might me an insult to the latter, and guard towers are useless against rocket troopers... 2 rocket troopers just walked up and blew up my rpg tower or whatever that thing was... also, attack bikes now (along with their insane speed) are crazy killers. They wobwobwob in blow stuff up, and then "zoidberg" back out again. I understand that you wanted to make rockets and grenades strong against vehicles, but they are now effectively over powered. the only thing useful against infantry is the flame tank (suicide mode technically)... i think you need to take another look at the balance of theese units... and most defo give more power to special units, cause they pretty much suck now... on missions, they are effectively a liability...
Sorry to hear that, and yes Im working on a new more balanced overhaul version.