This modification offers an alternative gameplay to Tiberian Wars involving many Tiberian Sun units which many CnC fans (like me) missing in vanilla CNC3 and add even new my made units which you can't find anywhere else. Story is quite the same like Tiberian Wars, but is all about what if GDI and Nod do not abandon technologies they have used in Tiberian Sun era and instead of that further developed them. But it's not only that, there are many visual, sound and balance changes which I want to see and hear in my mod, new sounds, new music, new effects (like blood and gore, new infantry deaths, new more realistic missile trails) and many more.
Wardozer is going to be interesting unit. Early in game its role is similar to some sort of light tank - cheap but weak anti-vehicle unit. Later in game you can upgrade wardozer with repair tools and it become also valuable support unit so its not going to be replaced by stronger units.
Nice idea!
I can hardly wait to play Forgotten!
Has that been made from a Renegade Nod buggy?
They did not pay the construction bill.
-about to state that tiberium weapon should be effective against infantry as well-
-remembers that in C&C universe weapons don't make sense, as tanks and rockets with actual explosives are needed in hordes to actually kill one infantry in most C&C games-
....
Aside from that, I like the idea of this and can't wait to see it in action
Always found that strange. You'd think a rocket or tank shell exploding in the ground right beside the infantry would.... you know.... kill the guy who's standing there firing a riftle... yet gernaders kill them really really fast.
Then again, have one riftle man stand there long enough firing at the strongest building firing his little rifle, he will bring it down....... where does he store all the ammo?
movie style guns.. they never deplete out of ammo until the moment you come face to face with your nemesis.. so, that can take a while before they run out.
(most movies they fire AT LEAST 30/40 shots before they reload.. while the pistol they use can normally just hold 9 till 15 shots)
I believe in tiberium dawn rockets and tanks did a good amount of damage to infantry, but i suppose if rockets and explosives were everything effective there'd be no reason to use guns. I always thought they tried to fix it in C&C3; by having infantry squads, so explosives would do great damage to single infantry in squads, but because of multiple infantry it'd take longer than a single tank.
Nod Tiberium missiles don'affect infantry as well so it's better t'han this unit is focused against vehicles. Instead of the repair ability I suggest to use the rear excavator. It can dig trenches or male temporary bunkers for infantry, so it can be more original and versatile to use. And since it's a dozer, what about a special armor upgrade that gives tracka? :p
Sorry, I mean "tracks". u.u
Perhaps a "dig in" ability like the Tick Tank, but Nod already uses that in TE if I remember correctly.
Not for the dozer itself, but for other units.
That sounds pretty cool actually. Having it dig out garrisonable trenches might make it double as a utility unit.
That is awesome!
Oh... it's Anti-Armor unit, not the Anti-Infantry(Because it's look like Toxin Tractor in Generals)
ok anyway, I am waiting for this awesome mod :)
But it's will out very soon? Or it's will taken 1~2 years?
Reminds me abit from the toxin tractor from CNCG.
Good work tho digging the style you have going for them :D
I like how it looks like a repurposed buggy but without looking too much like Nod's buggy.
Can't wait to see more.
Fresh from the lab?
I thought this unit is a Bowler.
Marvin Heemeyer 2.0