Twisted Insurrection is a critically acclaimed, standalone modification based on the Command & Conquer™ Tiberian Sun™ engine. It features a complete redesign of the original game, set in an alternate "what-if?" timeline where the Brotherhood of Nod was victorious during the first Tiberian War. Do you have what it takes to drag the shattered Global Defense Initiative out of ruin? Or will you crush all who oppose the will of Kane and his Inner Circle? The choice is yours commander.
Our new Base Props option was met with more positive response than we expected, so we decided that since so many of you enjoyed it, we'd begin expanding upon it.
As some of you are already aware, there is a new patch in the works that fixes a few bugs in the last release, adds a few new things here and there and improves performance. This upcoming patch will also include some changes to our Base Props section, some of these include the following:
- Faction-Themed light posts for GDI and Nod.
- Themed and separate Spotlight Towers for GDI and Nod.
- Numerous Faction Insignia structures.
- New/Improved sidebar icons
This naturally adds some extra scrolling length to the sidebars when Base Props is enabled, so we'd rather not add more clutter unless necessary, but feel free to share (reasonable) ideas with us.
Pictures: A Nod base featuring some of the new features.
i love it! keep this up
are you guys able to add custom MCV models?
Not yet, most work-arounds are pretty buggy. But they will be done eventually, they'll probably be one of the last things done tbh.
What is stopping you from doing it? It isn't just a simple set of sprite edits?
EDIT: also, will the flamethrower tower ever make an entrance int Nod's defenses?
Actually, the game has been programmed to only use one MCV for all sides, so a "simple sprite edit" would affect both GDI and Nod, and it's hard to make an MCV that would suit both.
There are workarounds that enable different MCVs for different sides (which actually aren't buggy at all when done right), but implementing them takes some work.
I kind of wish I kept up to date, I used to tinker in SunEdit2k and found out how to do it using that. It's certainly possible, but I just wish I could share that insight.
Bittah Commander of DTA has a perfectly usable method which he said that he'd be happy to help us impimplement, it's just not a high priority to us at the moment like Erastus claimed.
i would definitely suggest Cyborg Container Tube for NOD! something like YURI power structures from RA2 YR but with a floating cyborg in it!
Wouldn't that be indoors, though?
transport would work you know for cyborgs needing repairs or tweaks or encase of berserks
If anything it be like the tech lab and have lasers that don't really protect it from anything, but hey they look cool.
Just like Kane in FS's ending
Decoy defences, card board cut outs to confuse attackers or a sign saying look over here, invisible lightposts that turn on when enemies pass by - prefab buildings for off duty soldiers or labs air control towers garages, or buildings that spark bunkers viewing platform drop ship bay and subterranean docking bay mess hall armourer facilities or bomb dump exercise yard recreation center detention center church hospital chemical laboratories tiberium reclamation hub
I found a bug when playing on ultimate insurrection mode. When you have all of the unit factories and capture a Globotech armory and warehouse the game crashes. I think the unit list is going beyond the max limit.
I'm not sure where I should report this so if anyone wants to link me to their bug support forum I'd appreciate it.
When you have more than 75 buildable units / structures, the game crashes. There is nothing that can be done about that at the moment.
I don't actually know if Ultimate Insurrection hits the limit of 75, but it's a possibility.
As for support forum, Ppmsite.com
Thank you. I'll count them out the next time I play it.
is there a plan to make the laser turrets hide in the ground when not in use? (making its Armour harder)like it did in TS fmv's
is it possible to make a defense structure out of a unit? think of a cross between the avatar from C&C3; and the tank bunker from yuris revenge. permanently incorporating it to the structure. (oh its a vehicle version allies multi gunner turret)
also a previous suggetion i said before, what if the supply creates could give rate of fire boosts to units in the vicinity?
or buff whatever structure they were placed next to
Tiberian Odyssey has achieved that, but Orac said it has "irritating side effects" and I doubt it'd be possible to give them an armor bonus.
That's unfortunately impossible.
TS has no bunker logic.
The only workaround would be using the obelisk charge logic, and use the charge up animation to raise the laser. BUT, that logic makes using a turret completely impossible and allows only some kind of fixed pillar like Tiberian Odyssey is doing on the laser pillar. (the SAM Bunker is using the same logic btw, to open the hatch before it shoots)
Area effect bonuses provided by buildings or units are entirely impossible in the TS engine. (unfortunately)
The only exception is some kind of healing/repair effect which is basically an area-effect-weapon with negative damage. But balancing that can be a pain, since a player could place dozens of these close to each other and thus make them almost invincible when each heals each other into a cumulating heal effect.
How about directional Obelisk Of Light? That would be pretty cool.
I could render the obelisk again for the other 3 directions.
IIRC I even tried that years ago when i made it, but the other facings turned out quite bad, since many details are lost or not very well visible.
You would also have 4 obelisks in the sidebar, which i find quite inconvenient.
How do the directional signs work? Do they take 4 slots in the building section?
What if you made the direction buildings upgradable like the old gdi power plant - build light tower facing south - add upgrade faces west again north again east, it would half the number of icons
or use only omnidirectional stuff :)
Touche
Each upgrade would still need a sidebar object/icon, so you can build it ;)
The TS engine has no upgrade logic, where the image changes depending on the number of installed upgrades.
In addition can an upgrade not replace a previous placed upgrade, thus you would see in the end 4 different facings over each other on one cell.
Okay, makes sense
Is there any way you can design it so that they orientate facing away from the HQ or align with gates if build adjacent to them
No, the TS engine is very dumb when it comes to object/object interaction.
With the exception of weapons (and unit pathfinding), there is no object "aware" of the existence of other objects around it.
Wall logic might be actually a possibility.
If the flag is coded as some kind of wall, it would orientate itself (use the right frame) according to a few buildings (GDI Gate \ and /, Nod Gate \ and /).
When multiple of these are placed next to each other they would orientate itself like a wall too.
BUT
-A wall has only 2 facings: \ and /
It doesn't know a east, west version for / or south and north direction for \.
So the flag has to be mirrored along the x-axis to look good in both directions.
-If the Flag would be a wall, it would still not orientate itself concerning other walls near it. Only against itself. So you would have to place always 2 of these next to each other, so they both align to \ or / direction. (it's like a concrete wall between 2 sandbag walls, which don't connect into a line too)
Walls are not possible to animate. Things like a waving flag are not possible.
Fair enough thanks