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Alex_06
Alex_06 - - 1,126 comments @ Dune games vehicle prototypes

Just saw this like 2 full years later and realized that the Dune 2000 MCV:
Cdn.cnc-comm.com

Looks like a bunch of mobile cranes I’ve seen before. I can’t quite find an image of one, but it’s based on a real vehicle.

Good karma+1 vote
Alex_06
Alex_06 - - 1,126 comments @ Scrin Wormhole = RA2 Chronoshift Power + Smart Teleport

So...They eat souls? x)

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ Scrin Wormhole = RA2 Chronoshift Power + Smart Teleport

Wait, so when units die upon teleporting, the death fx becomes a homing missile?

Good karma+1 vote
Alex_06
Alex_06 - - 1,126 comments @ PRC 3rd version Logo

Still not a fan of the gear design personally :/

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ image

Fair enough - glad to see you came to a common accord!

Good karma+1 vote
Alex_06
Alex_06 - - 1,126 comments @ dragon logo v2 5

Ok, here is a quick, 10-second mockup I made, to illustrate my idea:
Imgur.com

Good karma+1 vote
Alex_06
Alex_06 - - 1,126 comments @ dragon logo v2 5

Not sure I like this design, it's too busy and the Dragon's face is hard to see.

I'd go with the original China logo:
Cnc.fandom.com

Or something entirely different, like a Dragon facing sideways, sort of like a "Coat of Arms":
Img.freepik.com
Shutterstock.com

My recommendation: Try the crown (the edge of the circle) from the last picture in my post here, with a Chinese Dragon facing sideways, either over a star, or facing a star to its left, inside the circle.

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ image

I mean, I get that you're a RotE dev, but it's literally the China logo from Generals with a minor edit (the star being being and the dragon being on top of the star in the middle, instead of above it). You cannot claim ownership of a logo you made a minor edit to and he made the same edit to.

Proof:
Cnc.fandom.com

The same thing happened to the "CABAL" logo I made (which was really a light edit of the Scrin logo from Incursion) that the C&C Legions devteam ended up using. I asked nicely if they could just mention my name, but I ain't half mad about it - I don't own that logo, EA does.

Though to be fair, I think he could've simply mentioned/credited you guys, as well. I still feel like both of y'all should make your own "China" faction logos from scratch. I think it'll be better for everyone that way and would promote more creativity and the logos would be more unique and they'd stand out better. It would also mean having a logo that better represents either of your factions, in each mod. Especially a mod like RotE, which essentially has a larger "Asian Alliance" type faction.

Good karma+3 votes
Alex_06
Alex_06 - - 1,126 comments @ TE2 Cabal ingame siege cyborgs

I think a lot of the models have bits and bobs from cnc4 and ra3 models, but were heavily edited, as well. So I think it’s a mix of kitbashing with his own 3d modeling work.

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ Tiberium Essence

I’d wager the Cyborg Destroyer, Cyborg Hijacker and Cyborg Commando were also given to CABAL, which is why I didn’t list a T3 Infantry. Though the Cyborg Commando is more of an “Epic Unit”, so I’m unsure if we won’t get another Commando unit that’s more akin to the regular Commando units of GDI, Nod, Scrin and The Forgotten.

I think it’d also warrant getting new Tacitus Library units (I think Nod could do with the Centurion from CNC4 + the Basilisk, Inferno and/or Shade from C&C Rivals), or just re-working how that building works. Nod has the most units total, so it’d make sense to cut some. I think, give the Toxin Soldier to the Secret Shrine and keep maybe the explosive Limpet Mines (BTW they're bugged in the TE 2.0 Forgotten alpha build and don't have an attack) as well. They’d lose cyborgs, but I can see that working. Perhaps giving Nod an Awakened Cyborg that can be upgraded to the Enlightened with an upgrade at the Shrine could work, in replacement, too.

EDIT: Now that I think about it, maybe CABAL doesn’t need an Engineer and he can hack buildings with a unit or ability remotely instead of capturing them with an infantry. It’s also possible the Cyborg Hijacker has that role now and is a CABAL unit, instead of a Nod one. Perhaps that APC with the crane thing can also turn into both a crane AND an expansion outpost. Perhaps that’s OP, but it would explain Carnius’ words, that the CABAL faction is essentially done.

Good karma+5 votes
Alex_06
Alex_06 - - 1,126 comments @ Tiberium Essence

Yeah, I think expecting a release this year was a bit too bullish, I think we’re still missing a few CABAL things before an official full release from Carnius:
- Expansion vehicle/Outpost
- Tier 3 Mech Unit
- Crane
- Adv. Defense Turret (Sonic Emitter/Obelisk of Light/Storm Column)
- Adv. Support Defense (Stealth Gen/Storm Column/Firestorm Defense)
- Epic Unit/Core Defender
- Walls/Gate
- Bomber Aircraft
- Engineer
- Commando

This can only mean that we’ll get something that’s a lot more polished. And I think that’s a great thing! Good things take time and Carnius is human, so let’s give him all the time he needs and be patient and respectful!

Good karma+8 votes
Alex_06
Alex_06 - - 1,126 comments @ Tiberium Essence

No need to downvote me, I was just joking.

Good karma+1 vote
Alex_06
Alex_06 - - 1,126 comments @ TE2 Cabal ingame base23

Agreed on the CABAL head idea, I was thinking the same

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ TE2 Cabal new units

What’s the beam cannon-looking thing? Looks like an APC that can transform into a crane/repair depot?

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ Tiberium Essence

Us when it's Dec 10th of the year and Carnius hasn't posted his yearly update:
Imgflip.com

(Carnius, if you're reading this - I'm just kidding, I hope you're doing great! No need to rush to the finish line, take all the time you need and take good care of yourself. <3)

Good karma+3 votes
Alex_06
Alex_06 - - 1,126 comments @ Tiberium Essence

Carnius always posts an update every year on December 8th or 9th. Patience - We're a mere 2 weeks away! ;)

Good karma+1 vote
Alex_06
Alex_06 - - 1,126 comments @ Nod Mission 05 (updated visuals)

What does "Crazy Graphics" refer to, exactly? Do you mean the bloom, water reflections and environmental fog?

Good karma+3 votes
Alex_06
Alex_06 - - 1,126 comments @ EDA Engineering Facility

You guys work fast, WOW!

Looks great - I like that some of the buildings have more iconic and unique elements. However, some of the buildings, like the Airfield and Drop Zone, as well as the Barracks, War Factory and Supply Center, look a little *too* alike to each other for my liking - I feel like they could use more varied and unique elements, so they're easier to recognize apart from one another during fast-paced gameplay. Power Plant and Radar look good, though, although the Radar could use a detail or two more, it feels a little...flat? Still looks good, though.

However, the Engineering Facility looks absolutely fantastic! Wouldn't change a thing.

What's left now, the 3 Defenses, the Superweapon and Command Center? You're almost there! GJ

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ Global Crisis | News #2

I was thinking the exact same thing - this could be its own game rather than a mod. It doesn't even look like a C&C mod anymore - the engine has been altered enough to look like something new.

I could totally see something like this on a modified OpenRA.

Good karma+1 vote
Alex_06
Alex_06 - - 1,126 comments @ Updated Galactic Conquest Map and GUI

Looks good now!

My advice would be, make the blue part red for Republic and Blue for CIS (as that's their main color), unless the CIS will have a totally different UI design, then I suppose it's fine keep the blue one you have now.

My only concern is the text at the top left is not readable enough, although that could just be the quality of the screenshot.

In any case, huge upgrade from the one that was originally posted when I made that comment! GJ

Good karma+1 vote
Alex_06
Alex_06 - - 1,126 comments @ Updated Galactic Conquest Map and GUI

It’s very evident it’s the Terran UI from StarCraft 2. I think the old one was far better. :/

Good karma0 votes
Alex_06
Alex_06 - - 1,126 comments @ What would most excite you for a future release?

Tech Buildings, epic units and a third faction would all be neat. Plus, you can make an original third faction - no need to have it be CABAL, The Scrin or The Forgotten (although a fresh take on these could also very much work). You could make something entirely new, original and unique to your mod, something different from what every other Tiberium mod out there is proposing (with the exception of maybe TI), which would help it stand out on its own and garner more attention. It’d also help give TSTW its own flair/unique spin.

I would personally avoid voice acting, as it takes a lot of time and effort and may not come out right. A lot of mods and fan/indie games have cringy voice acting IMO.

If I may suggest, adding mobile buildings/deployable units and units with new mechanics (IE Mines and Minelayers), perhaps adding subfactions, could also spice up the gameplay in interesting ways.

Finally, I’d highly recommend a more complete and diverse water arsenal (both units and buildings) for both of the factions. I think it’s one of the mod’s more unique propositions to the TS formula and it feels sort of incomplete or lacking at the moment. Maybe take a look at what Tiberium Odyssey and RA3 or RA3 mods are doing and take inspiration from there.

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ Con-Yard Capture Mechanism Update

Digging this mechanic. Very original!

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ TE2 Cabal ingame power plants

Yeah, it looks good! Looks like those tower thingies were power plants, after all. It was one of my theories as well. At first I assumed it was a defense turret with 4 barrels, though.

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ TE2 Cabal ingame base overview

I wonder if that’s like the Stealth Generator/Firestorm Generator equivalent. I feel it may be CABAL’s radar, and that it might work similarly to the Psychic Radar from YR, which also didn’t look like a regular radar building.

Either way, it seems we’re still missing a T3 Turret like the Obelisk of Light, Storm Column and Sonic Emitter.

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ Tiberium Essence

Readjusted calculations:
Year 0 (2010-2018) - 4 assets (Cyborg, Cyborg Reaper, Cyborg Commando, Cyborg Hijacker)
Year 1 (2019) - 6 assets (Conyard, Refinery, Barracks, Warfactory, Buzzsaw, Assault Trike)
Year 2 (2020) - 7 assets (Heavy Cyborg, Bio Reactor, Human Resources, Plasma Turret, Obliterator Heavy Tank, Cryo Tank, Prism Tank)
Year 3 (2021) - 5 assets (Hunter Killer, Prism Gunship, Air Factory, AA Laser Turret, CABAL Core)
Year 4 (2022) - 9 assets (Harvester, Cryolator Cyborg, Laser Turret-looking defense, Tiberium Silo, Repair Drone, Superweapon, Unknown tower thingy (Radar/Sensor?), New Power Plant + Tech Lab) (+ more WiPs)
Total: 31+

What is probably left to do for CABAL:
1-2 defenses - Walls, maybe Heavy Turret?
2 buildings - Radar, Crane (I’m still assuming the CABAL Core is the T4 Support Power Structure)
4-5 vehicles - T3 Mech, AA Specialist, Outpost/Expansion Vehicle, T2 unit (garrisoncleaner/transport/artillery), T1 unit (MBT/Transport)
2 air units - Transport, Heavy Air/Bomber
2-3 infantry - Engineer, Antipersonnel, AA/garrisoncleaner
1 epic unit - Core Defender

13-15 assets at most. Could be at best 11. (probably around 11-12 still need to be done, 2-3 units are WiP)

Looks like next year (or late 2024) is looking more and more plausible.

Good karma+8 votes
Alex_06
Alex_06 - - 1,126 comments @ Tiberium Essence

I take it all back, looks like there's been a lot more progress than I thought!

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ Tiberium Essence

Ok, readjusting my own expectations...

Given my calculations:
Year 0 (2010-2018) - 4 assets (Cyborg, Cyborg Reaper, Cyborg Commando, Cyborg Hijacker)
Year 1 (2019) - 6 assets (Conyard, Refinery, Barracks, Warfactory)
Year 2 (2020) - 7 assets (Heavy Cyborg, Bio Reactor, Human Resources, Plasma Turret, Obliterator Heavy Tank, Cryo Tank, Prism Tank)
Year 3 (2021) - 5 assets (Hunter Killer, Prism Gunship, Air Factory, AA Laser Turret, CABAL Core)
Year 4 (2022) - 5 assets (Harvester, Cryolator Cyborg, "Heavy Defense Tower", Repair Drone, Superweapon)
Total: 27
Remaining: 15-17 units
(15 assets is like 3 years, if Carnius keeps up with the 5 assets a year habit - if he wants to add Tacitus Archive units, make that 4 years)

What I estimate is probably left to do for CABAL:
3 defenses - Anti infantry turret, Wall, Silo
3 buildings - Radar, Tech Lab, Crane (I’m assuming the CABAL Core is the T3 Support Power Structure, equivalent to the Tiberium Chem Plant, Signal Transmitter and Space Command Uplink)
4-5 vehicles - T3 Mech, AA Specialist, Outpost/Expansion Vehicle, T2 unit (garrisoncleaner/transport/artillery/), T1 unit (MBT/Transport)
2 air units - Transport, Heavy Air/Bomber
2-3 infantry - Engineer, Antipersonnel, AA/garrisoncleaner
1 epic unit - Core Defender
So yeah looks like we got another 2-3 years of waiting, unless Carnius surprises us and posts another 5 new units tomorrow or next week, or does 10-15 of them in the next year or so (which I doubt, he seems like he's extremely busy).

If there was any way I can help with design, balance, programming, playtesting, I'd be more than happy to help, especially if it meant Carnius could focus on just making the unit art and accelerate his time scale for a new release. I'd love to help, but I think Carnius is on top of it and is happy with working on TE at his own pace. We'll just have to learn to manage our expectations and be patient.

Good karma+2 votes
Alex_06
Alex_06 - - 1,126 comments @ TE2 Cabal ingame superweapon

What's that turret in the back, to the left?

Good karma+4 votes
Alex_06
Alex_06 - - 1,126 comments @ TE2 Cabal ingame harvester01

It ironically also comes with a repair drone x)

Good karma+8 votes