Varios minor changes, fixes, and improvements. Super Weapons reload timer have been reverted to vanilla values and gates have been improved and added to all factions.
1.8 Beta 9
-Reload time for all SuperWeapons (Nuke, Ion Cannon, Rift Gen and so on) has been reverted to the vanilla value of 420s instead of 300s
-Anti-infantry infantry that deals splash damage (Grenadiers, Zone Raider, Black Hands and so on) now deal reduced damage to units of the same type owned by the same player. This should help with clumped units and friendly fire issues.
-Tiberium harvesters should now have blue Tiberium particles effects while harvesting blue Tiberium
-Added two new Tiberium spawner for mappers: A blossom tree for green Tiberium and a large blue crystal for blue Tiberium
-Overhauled the gate code:
*All gates (build and preplaced on maps) should default to the auto mode setting (open unless an enemy is near). This should make them easier to use and avoid problems for the AI in custom maps.
*Various bugfixes related to gates
-All wall parts (wall, hubs, gates) can now be repaired like regular buildings
-Added a new EVA voice file: "Select Tiberium field". Its used for special powers like the catalyst missile.
-Added a new EVA voice file: "Destroyed unit sightened". Its used when spotting a huask instead of the generic "enemy unit sightend". Sadly, there were no existing EVA voicelines that use the word "husk", so I had to come up with something else.
CABAL:
-Fixed some model glitches with CABALs infantry when stealthed
-Added gates for CABAL (just like the walls, they are identical to the Nod ones atm)
-Switched buttons for MCV and Souvereign Tank in the Nano Assembler/Replication Center around
-Mole APCs now require a Communication Hub again
GDI:
-Removed the weapon inaccurancy from the GDI Commando - dealing with infantry should be easier now
-Fixed an issue where the Tiberian Twilight Mastodon would not use its turret
Forgotten:
-Added gates for the Forgotten (just like the walls, they look identical to the GDI ones atm but are affected by the building armor upgrade)
-New "Crystalisation" special power: Can be cast at a tiberium field and increases Tiberium growth for a bit (imagine a powerfull Growth Accelerator with a limited lifetime). Best used on depleted fields to regrow them quickly.
-Edited the sounds for all Forgotten aircraft and removed all mentions of Orca, Firehawk, Hammerhead and so on
-The button for the passive "Horde Bonus" abillity is now disabled to avoid confusion. Its a passive skill, it doesnt need to be pressed to be activated.
-Fixed some stuff for the Outcasts to make them more usefull:
*They dont get the Horde Bonus anymore
*Removed the "Scavenged Weaponry" upgrade - it didnt actually changed anything related to the weapons, it just increased the armor. From now on, the improved armor will be the default
*Added the "Basic Training" upgrade to them
*Increased weapon ranges. This should fix an issue where their molotov range was lower than the molotov range of upgraded Forsaken
-Various fixes for the Commando. The Commando can now also be used as spotter for Juggernaughts, Specters and the Hailstorm Launcher
-Hailstorm Launcher require the Armory again. Seems like that setting was removed for testing once and overlooked. Also fixed their "Bombard Spotted Target" abillity to work like you would exspect and removed all mentions of Juggernaughts from their sounds
Nod:
-Increased the research time for "Tactical Nuke Warheads" from 48s to 72s (aka +50%) as it was to low for its price
-Fixed an issue where Specters "Bombard Deployed Beacon" abillity would still fire their regular shells when the unit has be upgraded with nuke warheads
Scrin:
-Made the upgrade holograms over scrin buildings a bit brighter and moved some a bit for better visibility
-Added gates for Scrin (and buildup anims and damage textures for Scrin walls)
YOU MADE MY DAY.thank you!
Thank you
игра вылетает если поставить врага кабал
Excellent work, thank you.
Bugged? Why?
When playing CABAL, there was no EVA/CABAL voice. Has been fixed now.
I have some ideas about my favorite fashion. You'll miss some, and you'll take note of some. And so.
1) Add more units for GDI from C&C4;, preferably air, ground and infantry. I'm not talking about NOD, since you used models for CABAL.
2) Adding 2 epic units to each faction would be much cooler. Most players would like to see this.
3) If I'm not mistaken, then Carnius allowed me to take my models from the mod, So you could use FORGOTTEN models for your forgotten faction. As for me, the current models do not fit into the FORGOTTEN style
4) I liked your idea of using building textures from RA3 for CABAL. For example, you can use the barracks texture from the Empire of the Rising Sun faction, for CABAL...
Crashes to desktop without error when the map is finished loading, damn really wanted to try this.
Try setting model details to high in the options
I have the problem with sync when i played in this mod with my friend in the LAN games. Is it normal for mod or that only my trouble?
downloaded the Tiberium Wars Advanced 1.8 (Beta 9) [Hotfix]
but its CTD everytime it finished load a map ( custom and original )
is there something i missed or do wrong?
holy crap it's great to see that this mod is still being worked on
Awesome mod man. But I found 2 issues. First, the grenadiers don't do anything, literally nothing, they can't attack. Second, the GDI Hammerhead is like surrounded by this extremely bright white box.
Is it just me experiencing this, or are they bugs?
I'll try and download a previous version, see if it works.
Still loving playing the campaign with this mod.
how do i install it?
In the tiberium wars mod folder in documents.
Might be a dumb question, but how do you install this latest version? I had the 1.72 version, so do I just overwrite that or is there another way?
You delete the old one and put the new one instead.
I did that and almost all the new contents disappear, and when I choose CABAL I don't even have a base. What am I doing wrong?
There's a bug with the firehawk not being able to switch loadouts
Hello. I have the basic version of the game. I also have windows 11 and I don't know how to install it. Could you make a video on how to install these add-ons on steam? Please help. I'm from Poland and I love this game. I can't handle the installation.
Please help.
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I really love this mod so much thank you.
However, the APC unit can not attack airborne, I am not sure if is there a bug or a kind of game balance.
Hi there, Just letting you know that the GDI White House mission still doesn't spawn a MCV in this hotfix patch.
+1 I also stuck while playing GDI White House mission
I am several months late on this one, but a friend of mine found the issue. the MCV does technically spawn, but just out of bounds. Flip the camera 180 degrees so it's facing the south part of the map, then box select the black zone. Try to move it then it will teleport onto the battlefield and you can set it up as normal.
Same here, managed to complete mission with out a base, possible but need proper tactic's, armned apc with mg gunners, and drove them to the west side of the map, and direct north to the power generators, avoid combat, destroy the housed building near the power. and take out all 6 power stations. with troops left over bunker up near the enemy buildings and destroy those, with the apc`s drive carefully to the enemy structures and take them out one at a time, engage 1 enemy troop at a time. with the ones on foot gather them up and help support the apc`s. by the end, was left with 1 rocket troop and 2 max rank apc`s. getting rank is important as got self repair, both apc`s were 90% damaged before getting the rank, just had to wait for full repair and just finished the mission
I found a bug from Forgotten faction's Engineer that cannot repair bridges. :(
how do I get cabal faction to start with an mcv? If I pla as Cabal or the forgotten I just auto lose because I don't have an mcv.
Feels not very good.
* Cash-generating structure must be unique, otherwise it is OP. Maybe, let's superweapon give cash? (GDI send cash from bank via sat uplink, NOD's prayers give cash in Temple).
* Hammerhead has white square over it, unusable.
All other things look interesting. Played only 1 skirmish as GDI vs NOD, captured them, developed all possible tech for both.
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Shouldn't all the CABAL units have immunity to tiberium and ability to heal from it? Makes no sense them dying in tiberium fields while being injected with it...
Found a bug, near start with GDI with white house retake, destroyed the air turrets, got reinforcements but no base building gear, so only had a few units. virtually impossible to complete mission
I always get Out of Sync error when playing with a friend
very nice mod I always play with it , I really appreciate your work
, In future plans can you add the GDI MARV tank , I really miss it , thanks man
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