Also, GDI White House mission doesn't spawn an MCV.
Also, GDI White House mission doesn't spawn an MCV.
CABAL's gates seem not to build? Might be due to it being tested on a custom map though, not getting a model or anything popping up for it.
If you're doing what-ifs, would there be any plans on the old factions (Republic, CIS, ect.) surviving as a faction?
How would one re-enable campaign for this mod?
Taking a wild guess and saying it won't work with the current update?
There should be some present at the bases. Otherwise, you can call them in.
Last I heard, the servers were shut down, unless you're using a 3rd party hosting program.
That name sounds familiar for some reason. Has he done something?
This mod, as far as I've observed, is no longer being continued. There are methods of getting a hold of it outside of FAF, but out of respect for FAF, I would recommend just using it.
Unwatching.
Anyone else having issues with the new Scathis? Mine doesn't seem to want to fire.
Still seeing the same issue for GDI Anti-infantry turret. For the most part, it's pretty much pointless to build because Rocket infantry outrange it and if a Black Hand gets that close, it's screwed anyways. Might as well make bunkers with sniper teams in them.
Definitely putting this on watch. I hope you guys are working on this, because I am really looking forward to space battles with the Novus.
This. Mod. Is. Awesome. Although I have complaints of giving Boba a flamethrower instead of a wrist-rocket. In any case, I do have a problem:
On my ground battle at Yavin 4, with Boba and the rocket artillery, I attempted a bombing run, and the mere appearance of the ships caused my game to crash.
I kinda think that the Epsilon Army should be called Epsilon Initiative. Sounds more business-like.
I still think there needs to be no power requirement for units. I don't know how to do it, otherwise I would.
Hey, this mod still being worked on?
Personally, I'm fine with the Cyborg Commando's weapon, just needs ACCURACY. If it takes a whole minute to kill a single Marauder, then you really need to work on accuracy.
Erm....If I may Purple..... 2 is possible. Tiberium Wars Advanced has the Super-units that can garrison units into them. As for 8, I think Crossfire and Xenoforce have extra support powers, if I remember.
He can't. Plain and simple, the Neutral faction (Unused faction in the files) can't work will ALL of the factions, and I believe Purple tried to use that faction's coding to operate the sub-factions, but it always crashes on him. Get used to fighting the vanilla factions.
Due to the difference in coding in the C&C4 and KW, some of these, like 4, 5 and 7, won't be able to happen anytime soon.
Also, if I may inquire: Why in the world is there a power cost on vehicles? Seems a bit......stupid, in my opinion.
I noticed that the Cyborg Commando is very inaccurate, and the Cyborg Reapers are GIANT! And yes, before some of you ask, the Mastadon for the Steel Talons is invisible for me as well.
Yes, you need to be at patch 1.9 to play this mod.
Also, GDI's Quad Ion Defense Cannons on the Watchtower/Component Tower CANNOT engage Stormriders. I watched my base almost get destroyed by four of them, while my three turrets failed to hit anything. Along with this, the Vulcan Turret component doesn't hit that far, and I find it rather useless in Infantry defense.
Have you tried turning your graphics setting up? Usually that should work with some of the models, otherwise I have no idea myself.
Gr......Stupid thing. This is in regard to Gallade's problem with the Wolverine. It wouldn't let me post below.
To be honest, if you're focusing only on Zone-based operations, and you're getting destroyed, then that's your issue. As any good strategy player will tell you: Never make your army all of one type. That's just asking to lose, especially when your enemy pulls out the counter to your troops. Like the Ravager Gunship in the Scrin's air.
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