Post news Report RSS C&C3; Tacitus Revolution Beta 0.56 Released

I'm back with a new update since Christmas 2017 and my C&C series modding career is nearing the end.

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It's been about a decade since Bibber released the C&C Asset Extractor tool and me getting the KW Mod SDK that changed C&C3 modding forever. From C&C3 Reloaded to this C&C3 Tacitus Revolution, this mod has reached many feats than most C&C mods. With the 13th faction as GDI Russia nearly complete as well as all other factions finalized with their units and structures, hopefully the 14th faction as The Forgotten will become the final but most difficult of all factions. The end of modding this mod is near. As I said before, I may not have the proper time to do mission maps as well as skirmish maps, unless if someone pulls a "Cities Skylines" gargantuan effort there with all the proper civilian assets, then detailed maps will be the real thing of the future in C&C3. Some mappers recently have done many mission maps specifically for Carnius' Tiberium Essence mod.

I don't know what brought me back into modding this long-time mod. I may have removed my Twitter feed here but I am still there. Cities Skylines and Synthwave music pretty much changed everything how I look into C&C, the future of RTS gaming and open-world games. Thanks to a new custom PC I had built, I was able to come back and start over from v0.52. This is probably the biggest release since v0.5, four versions were done in the midst of a few weeks. Most bugs have been fixed except for the more common issues. It took me an average of 7-10 minutes compiling a huge mod instead of 20-30 minutes thanks to a faster SSD and a Intel Core i3-9100f.

Patch v0.58 download link:
C&C3; Tacitus Revolution 0.58 Beta

Main v0.56 download link:

C&C3; Tacitus Revolution 0.56 Beta


The alternative download link:

Drive.google.com


YOU MUST READ ALL INSTRUCTIONS BEFORE PLAYING THIS MOD!

Notes when playing this mod:
1) If you are still getting an “out-of-memory” message error regardless if you used the 4GB RAM tool or not, you have to set your texture quality setting to medium and the anti-aliasing off to reduce RAM usage. Also patch cnc3game.dat (not CNC3.exe) to use 4 GB, only if you have 4+ GB of RAM. To get the 4GB tool, grab it here from Egozi44: Moddb.com
2) If you are getting the UI screen ingame stretching out on other monitors/TVs not on 16:9 ratio, then I suggest you need to disable the TacitusAptUI_0.4.big line in the skudef file of the mod. If you are on a 16:9 ratio HD monitor, you need to run at HD compatible resolutions in order to see all of the UI ingame. There's nothing I could do to fix it, unless I reverse the command UI ingame back to its original state like in C&C3.
3) To run KW maps with KW textures, this ArtKW.big file comes with those KW textures. Just place it in "Core\1.0" folder of your C&C3 directory and re-edit and rewrite the config.ini with the line "add-big ArtKW.big" without the quotes.
4) For unlocking all Intel Database entries and changed hotkeys ingame, an RAR file was included. You put them in "your user name" profile in C&C3 where this path lies within: C:\Users\your user name\AppData\Roaming\Command & Conquer 3 Tiberium Wars\profiles. Same goes with hotkeys.ini file if you want to run C&C3 using the modified key bindings.
5) For civilian assets, you can put WBData_1.1.big in "Core\1.0" folder of your C&C3 directory and re-edit and rewrite the config.ini with the line "add-big WBData_1.1.big" without the quotes. I wouldn't recommend running this mod with WBData_1.1.big in the skudef because C&C3 recognizes as another mod itself and not a combination of the two-in-one.
6) To run the mod with the Eurostyle UAW font shown correctly, you have to extract and install that Eurostyle UAW font that’s inside the TacitusA_0.56_Misc.big file (as an example).
7) To change the C&C3 TA launcher splash files, extract/replace them in the Launchers folder of your C&C3 directory.
8) Still as of now, only GDI/NOD/Scrin factions have skirmish AI. The Forgotten faction will become the fourth faction to have skirmish AI.

Anyone is welcome to finish on what I have started and it's better off with a new team doing this huge project that I could not handle on my own. I decided not to do a tutorial how to run mods on C&C3 and KW because I am losing interest in C&C lately. But since Bibber has retired from the C&C Community altogether, it'll be more difficult to get the C&C Ultimate Edition launcher fixes in order to run mods for C&C games that use them.

So here the changes of C&C3 TR Beta v0.56 through 0.58 (all changes in older versions are in the readme file):

============================================
Beta version 0.56 changes
============================================
• Added Scrin Archon, a tier-4 infantry unit available for all Scrin factions, temporarily using Shock Trooper Plasma Disks upgraded weapon, and also a Scrin Shrike which is a suicide unit, however its attack doesn't work at this time. (credits to Stygs for the units)
• Steel Talons Gauss Titan has been replaced from the one from C&C4 and still retains the weapon from the old Gauss Titan.
• GDI Zone Lancer can now fire with strong gauss rifles instead (used a weapon from the old Gauss Titan). However, the tracer of firing the weapon is still missing.
• The original civilian assets from Kane's Wrath have been re-integrated into the mod, rather than the worldbuilder version.
• Most sub-factions' remaining issues have been fixed including a work-around edit of the mod.str defines and sound effects.
• More experience veterancy levels are added to all other new structures and units.
• The following additional assets are cancelled for this mod:
-- All Crawlers including offensive/defensive/support. Very difficult to pack as mobile war factories and then unpack, unless someone has done all of those three in C&C3 and released the toughest source code in that way.
-- The Orca Harbinger was attempted to be put into the mod but some special codes from RA3 prevent it to work in C&C3. Someone may have done it but in a different way.
-- The Shogun Executioner to have its ultimate shockwave ability.... I believe someone has done it in C&C3 but I don't know who did it and it's a tough ability to work on.
-- Giga Fortress was considered but like the Harbinger, the special codes from RA3 prevent it work in C&C3.
-- Yuriko Omega was considered but even a psyonic or mind attack doesn't work in that old engine.

=============================================
Beta version 0.57 changes (patch)
=============================================
• Fixed an issue where the Steel Talons Behemoth doesn't show it's full model after it's built on the battlefield.
• Fixed an issue where the Steel Talons Orca Minigunner cannot activate the Pulse Scan ability.
• Fixed an issue where the LEGION Crane cannot be built in-game.
• Corruptor can now heal Shield98 units as well as some new Scrin units. Applies to all Scrin factions.
• Russia Tesla Coil, Heavy Tank, Hind and Helix now have their own portrait icons.
• Any new ground unit that isn't capturable by Engineers before will be captured by Engineers. Units with no driver (ie. Sniper Drone, Mantis, Mechapede) and epic units are excluded.
• Any new unit that doesn't move/attack automatically with aggressive AI itself has been modified to have AI by original default just like every other C&C3 unit. Some units such as the Mastodon and Cyborg Reaper have yet to work which requires manual attack.

=============================================
Beta version 0.58 changes (patch)
=============================================
• Fixed an issue where the Russia MCV cannot deploy into a Construction Yard and Surveyor cannot deploy into an outpost. In addition, they can use the Call For Transport ability in case you want to build a base on another island or section of a hill or mountain you cannot reach.
• GDI Russia faction now has all units with a build limitation on the battlefield, most at 50 and some at 30.
• GDI Russia faction now has all units with logic command set defines which previously has all units not having command functions.
• NOD Kane, SRF Chemical Warrior, Russia Boris, Russia Tesla Trooper and all LEGION Cyborg units are now immune by the Cloaking Field effect.
• GDI Zone Lancer, NOD Enlightened and Scrin Archon are now immune to the Cloaking Field effect as well as the Tiberium Hive weapon effect if they are on Tiberium.
• Scrin StormRider Plasma Autocannon weapon now affects new SRF, NAF and Shield98 units.
• The effects of the Scrin Storm Column Lightning Weapon as well as the Ion Storm weapon now applies to Shield98 aircraft.
• The Red Wind support power effect from the Iron Curtain now applies to all hero units including Prodigy, Kane and Boris. Somehow I don't know how Madin managed to make that a cloaking field effect similar to how the NOD faction did it, but it didn't even work on some infantry.

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Comanche_Prime
Comanche_Prime - - 1,926 comments

thank you for pointing at mod that should be tried out

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Shamazoo
Shamazoo - - 89 comments

Glad to see this mod back in action again, any future fixes for the Mastadon and Cyborg Reaper to fire in aggressive mode?

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PurpleGaga27 Author
PurpleGaga27 - - 2,066 comments

Not sure about that. I may have to look into it's AI stances.

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comradevolkovboris
comradevolkovboris - - 85 comments

I want to report a critical bug for 0.57 version that GDI Russia‘s MCV and surveyor do not have a unpack option,which means that GDI russia can not expand the base far.Also,I suggest that a limit of unit production should be set like the other factions for GDI RUSSIA'S air base.

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Guest
Guest - - 690,332 comments

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comradevolkovboris
comradevolkovboris - - 85 comments

Report a new bug that the NAF's scopin tank has a upgrade "said upgrade in the tech center" that can not be found in the tech center.

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Guest
Guest - - 690,332 comments

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CC224
CC224 - - 12 comments

Hi! Can you make the UI layout to be like the original CNC 3 one. I prefer that Tbh than the CNC 4 style.

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CC224
CC224 - - 12 comments

Hi! Can you make the UI layout to be like the original CNC 3 one. I prefer that Tbh than the CNC 4 style.

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