Here is version 2.7 which brings many client improvements and the next chapter in the Second Tiberium War campaign.
Update 2.7 - Turning Point
Here comes update 2.7 which brings some very important changes and improvements. The previous update saw a large addition to the unit roster with naval warfare so this update focused on other area’s such as client improvements and gameplay polishing.
Campaign
The next chapter of the Second Tiberium War story has been revealed as you follow along with Vega’s challenge to defend the remaining Temple Ruins from Kane and his plans to complete his mysterious Genesis project.
The campaign list has been reworked to consist of more organization with smaller chapters which helps me focus on each chapter at a time with each release.
Sorry no the difficulty slider does not yet work.
Updated Client
The client has been updated to the newest 6.0 client version which brings bug fixes and client hacks which the community has been developing over the years. Some of the fixes now available for the project include:
- Smart Harvester AI
- No veterancy from killing friendlies
- Burst weapon fix
- Too big for carryall
- Oil derricks
- Mechanics
- Spies
- Dropships carry vehicles
- Faction unique MCV
- Factions unique harvester
Visuals for the client are remastered as the new client has been scaled to a 16:9 resolution ratio. I have also added GDI and Nod theme packs to the client.
Major Changes:
- Client updated to 6.0 with hacks
- Client visual clarity and color improved
- GDI and Nod theme for client now available
- (Campaign) mission 15 released
- (Campaign) mission 16 released
- (Campaign) mission 7 completely remade
- (Campaign) mission 1,2,3,13 improved visually
- Added urban barrels and chemical barrels
Minor changes:
- Green Tiberium now provides 1000 credits per load (up from 900)
- Blue Tiberium now provides 1400 credits per load (up from 1200)
- Harvester movement speed and rotation increased
- Skiff does more damage and fires burst shots
- Hammerhead increased rate of fire
- Stealth tank weapon and movement improved to be more powerful
- Marine weapon fire and audio improved
- Cyborg rate of fire improved
- Pulse Cannon name changed to better explain it's an anti-air weapon
- Pulse Cannon weapon damage increased and audio improved
- Heavy bullet fire vs infantry damage increased
- Tiberium Eruption no longer collides with structures when fired
- Die animation for infantry in fire works properly
- Die animation for infantry with ion weapons works properly
- New veteran symbols for promoted units
- Improved structure pips for hit points and cargo
- Ground clipping for Obelisk, Nod factory, and Stealth hub fixed
- Building height adjusted for Obelisk, Temple of Nod, and Nod Radar
- Some tree pixels cleaned up
- (Map) Best vs West overhauled
- (Map) Oilfield overhauled
- (Map) Treasure Isle overhauled
- (Map) Scorched Oasis overhauled
- Grammar fixed on some missions and briefings
- Game speed default fixed
Version 2.71
- Campaign 16 ending sequence now triggers properly.
Version 2.72
- Campaign 6 can now be completed.
Thank you for supporting this project and enjoy what this update has to offer!
- Ever_Valiant
wow, a lot of changes and improvements in this mod. know it for some time but did not tried, although i will in future
massive improvement after massive improvement :O
Congrats on the release
Thanks for all the amazing hard work, as always
Faction unique MCVs and harvesters, oil derricks, spies and mechanics... Amazing new features as always. And the 16:9 client looks really nice in fullscreen.
Congratulations on your release my Brother. Can you tell me in the name of Kane why updater and component options are disabled?
They are not functioning very properly in the older releases so it should be a good practice to temporarily disable them for the sake of Nod.
I don't use the updater, If a update is needed I will upload a new version here on Moddb
I can't wait to see the final missions. I honestly feel this mod has some old c&c magic i loved so much when i was just a kid. Now as a 40 year old guy i feel it again playing your mod. I really appreciate all your work.
Thank you, I'm almost 40 myself :O
Is there an ending to the mission 16? Is there suppose something to trigger it? I can't find the ending.
There should be an ending sequence, a very important one unless the trigger isn't working. I'll get a fix out for that asap.
2.71
Mission 16 is now fixed, the last ending sequence trigger had two activators and it only needed one.
I having problem with mission 6.It keeps on showing that it cannot continue and I could not finish it.
The map appears to be glitched, I've tried the fix the triggers but they continue to crash the game. I need to remake the map entirely but I do not have time for that at the moment so I'm sorry for the inconvenience.
Do you have a discord?
Sorry I do not.
I have tried everything I can think of to download this file. Every single time I try the download fails a virus scan. Any alternative ways to download?
There are no "virus's" in my mod, it probably just triggers your antivirus scanner as a modified or unrecognized program.
Hello, everyone. I would like to give you my feedback on the current version of The Second Tiberium War 2.7.
First of all, I am once again amazed at how much work has gone into this project. The missions have been revised and it's always fun to play the missions from start to finish. I noticed a few things in your mod that could possibly be changed.
Nod Mission: Power of the Crystal. I've played this mission several times and just before reaching 80k the game crashes or an error message pops up.
Nod Mission: In Defense of Technology. This mission was much too easy for me and the respective waves could be managed without much effort. It would be more interesting to design the last three waves like in V2.5.
Nod Mission: Hostile Takeover. Even on the highest difficulty, the GDI was very easy to beat and came with very little resistance. I would have preferred a slightly more agile GDI with good punch.
In itself, the new version was a lot of fun and the last two missions in particular were a bit tricky at first. Especially the last mission confused me a bit, since I hadn't seen a Tiberium field and it was a pure "tower defense" mission.
I'm still looking forward to the V2.8 and I'm curious how it ends there. ^^
Thank you for the reply and sorry for the belated response. I do wish to completely remake mission 6 - Power of the Crystal and Mission 14 - Hostile Takeover as I'm not too satisfied with how they turned out. As for mission 11 - In defense of technology, I'll gladly make it more difficult if everyone agrees it's too easy.