Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Improved Tiberium Growth (very early) (view original)
Improved Tiberium Growth (very early)
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Cule_R_uliT
Cule_R_uliT - - 15 comments

So, it means that there would be more Tiberium. We have already seen the TibSilo for Scrins, but what would you do with MARV? It is straightforward buff to GDI late-game economy, but did they deserve it?

Reply Good karma Bad karma+1 vote
Burakkuhāto Author
Burakkuhāto - - 433 comments

New limitations on stored resources will help rectify that.

It turns out there was a "magic" storage amount for each faction which was basically the amount of credits that could be stored without the need for a silo, for GDI and Nod it was 3k, for Scrin it was 10k.

I removed this entirely and now any credits are completely reliant on the buildings themselves. (2000 cr for each refinery, 1500 for each silo)

Any marv user would quickly hit their RSS cap in any case, and I can always nerf the resource percentage per crystal that the MARV earns. :)

Reply Good karma+1 vote
Promie132
Promie132 - - 171 comments

Brilliant work, it makes them look more natural!

Reply Good karma Bad karma+1 vote
Burakkuhāto Author
Burakkuhāto - - 433 comments

Yup. They're a little tiny bit glitchy (in the most recent version) with harvester behaviour, but that's to be expected when you're pushing beyond regular hard-coded engine limits. ;)

I managed to get it even more natural though in the recent version, it feels much more like Tiberian Sun with its fields able to expand as big as they have room to move. :D

Reply Good karma+1 vote
Post a comment

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

Description

Using some incredibly hacky editing, I've managed to get Tiberium to grow outside the boundaries of the perfect little "circle" seen in base C&C3;.

Its very early stages atm, with the outside Tiberium appearing instantly, and not growing like the rest (which can be easily fixed).

I also aim to make it so it doesn't cluster as thick with other Tiberium crystals... so this is very early atm. x)