The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.
Just wanted to upload a few more pics to you guys, showing the Avatar in a squad with the Purifier (yep, put it back in) and showing the NOD superpower in full action. The power is called Nuclear Launch Codes and works like this - A nuclear missile is dropped on the target just like the old NOD power did (though this one is more powerful at the point of impact) but it also grants the Talos Destroyer Ships (used to be called the Salamander but that name didn't seem to fit the unit anymore) the go-ahead and it can now fire its nuclear missiles at enemy structures / mobile armors / capitol ships. They have this go ahead for 3 minutes and then they have to wait for the next 'launch ok' to happen to fire again. But be careful, just because these missiles can only be launched at certain targets anything caught in the blast will be hit obviously.
What the hell! lol that's pretty awesome, how many can one fire? Is it a special ability or it shoots it automatically?
I kinda feel ill build like 25 of them and in 3 minutes there will be no more enemy lol.
So is this basically a super power forged into the unit itself like GPO2A did back then?
Yes, its a trial run at gundam x with the sat cannons basically.
One launch within the 3 min window, and it automatically fires but again only against specific targets. I may have to go in and reduce the nuke fx to lower the blast effect a bit lol.
Once again, the Xenoforce Reborn team wows us with an impressive new concept/feature for one of the original 3 factions.
On a side note, you may want to consider making it a targeted ability so that players can choose to save their nukes for the targets they want.
Also, I don't see anything wrong with using the name "Salamander" - after all, nuclear fire is still fire. ;)
We could make it a targeted ability, thats true but we find the AI doesn't like to use those very often, we basically have to trick it to get it to work. If you simply wait till your talos is in place and then fire the main nuke then what will happen is you get a massive explosion in the base followed by multiple nukes being launched from the talos units leading to a very overpowered and amazing show of force from NOD. We may end up going back to Salamander, you have a point about nuclear fire lol.
And while I do say it's overpowered what I really mean is its a real threat, if you know your enemy is about to launch a nuclear strike because his timer is getting low and you see the Talos units flying in you know you have to go out there and stop them in the field before they get to your base, otherwise it will be game over man. :)