Version 1.0.1 of TSRT (initial release) - should be compatible with any TS version you can get running.
Intent: make Tiberian Sun fun to play vs AI (and maybe in MP too, though I haven't tried that) and implement more modern mechanics inspired by OpenRA. Reworked a bunch of features to try and make the game more balanced and overall more enjoyable. Tried not to add or remove too many units and restrict units added to where they make sense. Tried to stay true to Tiberian Sun's feel. Divided tech trees more clearly into T0 / T1 / T1.5 / T2 / T3 with a power spike and gameplaychange for each tech level.
Generally, sped up the game and economy and increased vehicle costs so that squishy infantry actually have a use, being cheap to produce. To compensate, vehicles are now much tougher, meaning that the investment pays off whenvehicles are used properly. Teching up has also been made more expensive / distinct (though quick tech to Radar is basically needed). Also implemented a rough counter system where units fulfill defined roles and counter other units better than in the original game. Also refined GDI / Nod balance so that the gameplay for each faction is more unique and in line with the faction's ethos: GDI is slow moving and hits hard while Nod is more mobile.
This mod is uploaded primarily in the off chance someone wants to play a more modern take on Tiberian Sun in the original Tiberian Sun engine (tested with the C&CNet version). I do not plan to support this mod in any dedicated capacity - updates may occur if and when I ever get around to them. Still, seemed sensible to make the files available somewhere rather than just let the content sit around on my hard drive.