"Common sense is not so common."
My favorite theme https ://www.youtube.com/watch?v=rvXm2TNLfnQ
Bad mod, freezes/causes internal exception playing skirmish.
You should do something about the tank general map,nuke general map, stealth general map.
For the stealth general map: The ai launches the scud storm at the corner of the map, and the anthrax bomb. The mission becomes way easier.
Same goes for superweapon general. I dont know if any other triggers were disabled or changed.
Tank general stops sending in waves of tankes, infantry and aircraft after he sends a few overlords. Then its too easy.
Nuke general suffers from the same thing´as the Tank general does. No waves of tanks or any attack.
I really dont know what the issue is. The game without a mod works fine.
Its not fun wtih a brain dead AI.
On the other hand other maps like the Airforce general are great. Definitely a challenge.
I know you made this mod multiplayer friendly, could you make a non-multiplayer friendly version with grey nod samsite/yellow GDI one
grey engineer nod/yellow GDI and grey NOD sensor/yellow GDI one.
This would basically make the game, as it should have been on release.
TS retro crashed in campaign with GDI second mission.
Really sad, because TS retro is the best mod for TS. It has some good changes
True, either a mosque with minarets as rocket or this building with 4 minarets rockets, and a main one.
Its most probably a private mod, with no plans of ever getting released.
The point of these mods is to showcase the ability of these modders for potential hiring for a job.
As such, nothing wrong with this. Just would like for the devs to be forthright with the viewers.
Damn, twice? Goddamn EA..
I know this might be annoying, just FYI, I found some stuff whic hdoesnt makes sense.
YOu have commented out the "damage" bonus on the shells in WeaponObjects, like Battlmaster-
What this does, I presme, is that tanks like BMs dont really gain damage bonus from Uranium shells.
Soem really weird stuff is also with the poison fields. They all do the same amount of damage, regardless of type, also found in vanila.
Same for overlord and WG uranium shells overlord.
Damn, when im in the mood for some dark humor, i like these types of things.
There are so many fun things to be had with zhis game, with thw gla and americans.
Great job with the chinese in this case.
Thw game kinda breaks reality when the americans dont have DU rounds. They should have em.
Here is a funny thing, take one european city.
A mosque gets built in the middle of the city. A few days later, the mousqe was in reality a missile silo, gasp!
Let me copy from the ini:
PrimaryDamage = 60.0
PrimaryDamageRadius = 5.0
PrimaryDamage = 15.0
PrimaryDamageRadius = 8.0
The last two lines should be "Secondary"
This makes Demo gens marauder Damage like a nerf gun,lol.
Mod is the latest version
I would like to report a bug, specifically with your mod.
On some challenge maps, the AI just stops "working" correctly.
Against the tank general, the AI will generally send a bunch of tanks, then a few emperor tanks and then basically the AI will do nothing any more.
The mission becomes a cake walk compared to the vanila mission.
I think the same happens with other maps, like with the stealth general, nuke general. The newer challenge maps also have the same issue.
Removing the maps big you provided did not help, so its either some script thing or something else.
Its a shame really.
Its aclean installation. No other mods present. I even removed my own INI files I had from your mod.
Sad really, as your mod is the best I have seen when it comes to sticking to the OG zerohour feel.
Another bug, Demo Marauder tank damage is bad, weapon ini had two primary damages.
Another bug, boss nuke launcher has commandset issue when upgraded with mines. I think one of the upgrades disappears.
This mod is dead.
In essence, this mods was just my attempt at "fixing" this game.
The other mods attempts have been, to say bluntly, just boring.
An example: There are mods out there that add the marked of kane, or cyborgs.
Cute right? In TS cyborgs were strong and nearly imposssible to kill by infantry because they had light armor.
You needed Tanks to kill them.
In kanes wrath and other mods, those guys die from machine gun fire. COmpletely taking away their status as "beefy" soldiers.
Another example is base defenses. There is no mod out there that innovates on those. It makes me cringe.
I always wanted to get rid of the retarded 3 types of base defense system.
Nod would get the classic laser+ obelis+sam site.
GDI on the other hand would get a bunker+Gattling Gun(AA and AG) + Sonic tower.
Scrin could get an artillery defense, ala USA firebase+Buzzer+Strom colum.
Buzzers wouldnt be just shredding infantry, but light units too.
Nobody innovates anything lol. CNC3 had a classic build system. So it would have made more sense to focus on a simple defense system like in TS. CNC1 defense system was bad because you could never focus on defense because defensive buildings were ineffective against threats.
Oh you build three shredders + 1 laser turret hub? well, too bad for you,I got 5 tanks to kill you.
Oh you build three guardiancannons, too bad, I have 10 rocket soldiers to kill your harvesters. GG
It makes no sense when defending to play rock paper scissor. A basedefense needs to defend lol. It also takes permanent spoace,doesnt move and requires power.
It should be killing stuff effectively.
The last thing is artillery among countless other things I want to mention. In CNC3, artillery is a bad joke. Juggernaut that were able to kill infantry, tanks, defenses, you name i but was underwhelming as hell.
The giant tripple barrlled 200m artillery on legs, shoots what?
3 shots that dont even cause an explosiion or splash damage.
The nuke cannon in generals was hilarious but was a siting duck, and a slow recharge time.
Beam cannon. Oh look, a rejected moon buggy concept shoots a slow damaging laser. Like seriously, that thing was so useless, it makes me cringe.
Devastator? Giant capitalship scrin craft that shoots the same stuff as the seeker tank, BUT DOES MORE DAMAGE!
I wanted to give devastators a laser thatwould charge like the obelisk, that would do splash damage and leave behind burning fire.
It would be useless vs tanks, but good vs infantry and buildings. But the gimmick of it would be that since its a capital ship, it would also have other defenses. Becaue, it is a capital ship.
It would have gotten some upgrades like thge overlord in generals
Needless to say, this game had potential but he modders are completely retarded. They have too much pride, and refuse releaseing source code on things they dont even care about. Heck, the KW models or the CNC4 models arent even theirs. The code isnt even useful for other things.
The only team to release their source code was the CNC3 Forgotten mod team.
To name an example: there is a reason why there are communities out there that thrive, like for example the android community or various opensource projects like openra or others.
People who are willing to contribute an learn by example and start helping. Learning by example is the simpliest way and the most effective.
There are conservative ideas in the programming world in which they refuse to give examples because "hurr durr, git gud" "find out urself, by trial and error". Its understandable in the case of commercial reasons but not for educational reasons. Its as if some people like others to fail. I have seen this in private life and university aswell. Even from professors.
Closed source kills any sort of further development. Just imagine what we could do if for example comapnies like EA would release the source code for Generals or Tiberium wars.
Fix bugs, add new mechanics. It would have brought life to this dead game and genre. EA will never release RTS games. Its not profitable for them.
I am signing off here.
yes. Mod is dead.
A bunch of reasons why:
There are no tutorials on how to add CNC4:Twilight/KW stuff.
I had issues with the includes section of XML files.
Other modders deliberately dont respond to inquries on such things or they just dont care to respond. Without the source code on how they managed it, it takes trial and erro to find out how to successfuly import things.
Without extra units, my mods felt woefully missing a bunch of things that would be essential for faction balance.
I was going to remove some stuf, add some CNC4/KW units.
MLRSs would be as Generals rocket buggies.
Some tank dedicated to Jamming/Missile defense, ala avengr or ECM tank in generals.
Helix style air tank from generals. I.e. hammeheard was a joke in KW. It was more like an air APC.
EMP missiles for GDI/Nod
Chaos missile for Nod. This would be basically a support power. Nukes would get radiation.
Two tierd superweapons like in RA2.
Thhe other mods for this game are so boring or lack imagination. They are like they were made by robots. They are like playing Command and conquer 1 or vanila CNC3 with a bunch of extra units or effects, that all amount to the same thing, do damage or shoot more stuff!
In generals there are alot of interesting things. Colonel burton, jarmen kell, lotus, laser defenses, countermeasures, units that disable buildings, units, late game economy, jets,
Whens the releasse for the new version?
Finally. Also notoice thw blinking light at the center. You could make it rapid blink while firing the volley of greem, blue amd violet detergents.
Damn, im so happy u decided to fix the scud storm reload/recharge.
Its has been a petpeeve of mine since forever
Does this work with EAs origin Red alert 2 yuris revenge?
Is it possible for you guys to make this client for Red Alert 2:yuris Revenge?
The mods for Yuris revenge are either completely bad or very good.
And there are no mods out there that allow one to play the campaign with mods.
Whwt i want to achieve with this mod is to give each faction multiple ways to win and the gameplay should never hit the "dead" stage where tiberium is gone.
Also,this game takes from cnc dawn philosophy where units have no gimicks at all.
In generals each unit had a gimmick and a function.
Scorpions were hit and run,shot a missile.
Crusadwrs had drones.
Battlemasters had horde bonus.
There is no such thing in cnc. This is what i wanr to change.
Thats just an idea. It supposed to be a superweapon.
It looks like an alien temple or superweapon.
Another iption i have is to make it a game ender
Yes looking into that.
Problem is that i also want the ai to be able todo that aswell.
The main issues i have is that i do not know how to add assets from KW.
With limited assets, the game kinda suffers from lack of units.
Im looking to post a beta that is reasonably polished.
Im mainly looking to add generals stuff.
Laser defenses, ECM, EMP missiles, etc.
The mod isnt just ready yet. Im planning to make some changes and make it release ready.
I havent finalized some of the changes that I want to make.
Like the Scrin control node. The other factions do not have something like it.
The control node allows scrin to build anywhere on ma, but costs 5000.
I want to give eqch faction a utility building.
Nod might get an tiberium purifier if i can code it in.
Scrin might a shield of some sorts.
They should put profesional NSFW content, then people would be willing to pay!
Maybe contract real pornstars too!
Hahahah. This is the reason why skyrim is popular haha.
This mod is for SS.
Update the description.
Would love to see riptides and stormsurges.