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.
Hello again everybody, we're very pleased to upload and release this patch as we are very happy with the number of new features added to the engine recently (not to mention all of the bug fixes!). Some of these new features include the following:
- No more reconnection errors, instead the player out of sync will be removed
- Several precautions made to prevent online sync loss
- Visible veteran/elite insignia without selecting a unit
- Being able to see health bars by hovering over a unit or structure
- Automatic harvesters (begin harvesting after being built)
- Enhanced Spectator Modes
And many, many more. For the complete list of changes, view the changelog here: Ppmforums.com
A massive thank you to AlexB, Rampastring and DKeeton for their hard work as of late and helping to make all of this possible.
The patch has been applied to the complete download package here on ModDB. If you had troubles running the game before, try again with the fresh installation: Moddb.com
That's an awesome changelog. Big thanks to those who made interface hacks (I think it'd be a good idea to mention them in the changelog or in news announcement), and I hope the reconnection issues will indeed dissapear. Good update!
The engine contributers are already listed in the description box and have entries in the TICredits.
It turns out I'm blind :D
*facepalm*
I paid so much attention to the patch notes and accidentally skipped the middle part of the description in the process, lol
Please make the campaign easier the GDI globetech missions are insanely hard even on easy. :(
Is there anything you can do about harvester pathfinding? I'm trying to play Walk, but my harvesters keep getting confused. Ones from the main base try to go to the GT facility, and ones from the GT facility try to go to the main base, causing problems with trying to keep them safe. I can't watch the six or seven harvesters I have be dumbasses when there's a huge Nod force sitting outside my doorstep.
I'd imagine the AI for that is pretty hard-coded and would be hard to find where it starts and ends in the code (Since they can only read the code through hex or binary or whatever, I think)
Theoretically they could make something completely new without even having to touch the AI code for that (Since I'm pretty sure they can inject code at this point and all that would take is finding if a unit has Harvester=yes and if their current order is harvest) but it wouldn't be ideal.
While playing the mission myself I found it easiest to completely sell all refineries from the GDI base after I got control of the GT facility. When properly utilized, the GT facility alone gives you more than enough income for killing Nod.
The harvester refinery-selection itself would be difficult to fix, so it likely won't happen anytime soon if ever.
Holy ****, that's some very big improvements right there. Particularly the health bars and automatic harvesting.
Could there perhaps be an option to ALWAYS show health bars, no matter what, or maybe what SC2 and ORA does, always show health bars but of damaged units only?
(I wish I wish upon a star that TS/TI will get tabs even though I know that is insanely unrealistic Q.Q)
Holy moly, it's like converting to RA2 engine without moving everything into one