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Comment History
AedisToru
AedisToru - - 3 comments @ Dawn of the Tiberium Age

Alright, I'm going to post it on the forums. The map's name is Floating Fortress.

Thanks again for your support. It's really helpful to read your posts and I learned a lot from your mapping tips.

Good karma+1 vote
AedisToru
AedisToru - - 3 comments @ Dawn of the Tiberium Age

Thank you for replying. There is only one question I have for mapping: How can you remove wrongfully placed tunnel entries and impassible terrain?

Also how can I make tunnels work best? I noticed my ships disappear under some bridges but not on others. I didn't have more than 64 tunnels and I always had 3 tunnels in parallel to get better pathfinding. Is there another limitation?

There are 16 Bridges with each 3 tunnels. So 48 tunnels in total, but the tunnels I connected last did not work.

Good karma+1 vote
AedisToru
AedisToru - - 3 comments @ Dawn of the Tiberium Age

Hi there,

I discovered this mod about two months ago and I've been playing it almost non stop. You did a really good job recreating the original feel and improved it with all the necessary aspects of modern RTS games. I'd like to know if there is a way to contribute to the developement of this mod? Being a die hard CnC fan since the first game I'd like to offer my help.

An interesting thing I noticed when I let the AI factions battle against each other (on all 1v1 maps) was that GDI AI always won against all other factions. The A10 planes are really very effective, especially when targeting the construction yard first. The other AI factions don't do this. So for balancing I suggest you change the AI behavior to always focus construction yard with air units and build enough of them to destroy it. (Soviet planes fail to destroy a building most of the time)

I started using the Map Editor and created a map that I think could be a great addition to the mod. Where can I upload it for you to review it?

Good karma+2 votes