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Comment History
kanecvr
kanecvr - - 16 comments @ Command & Conquer - Tiberian Origins

I've been giving a lot of thought to this myself. On one hand I like making new units and adding to the base game, but on the other hand some of the changes I made (like railguns on gdi mammoth tanks) don't make sense in this timeline. Right now I'm considering doing a simple mashup of the 4 original factions without any changes, and adding variations of these for single player and special missions like in C&C kane's wrath. It is one of the reasons development has slowed considerably.

Good karma+1 vote
kanecvr
kanecvr - - 16 comments @ Command & Conquer - Tiberian Origins

You need download the correct version of openRA first. The mod is not compatible with the latest release of openRA, because the engine is constantly changing and evolving, and I'm to slow to adapt my mod to the changes.

Check the download section, each download specifies witch version of openra it is compatible with. Go to openra.org, and download the correct version, then install the mod.

I'm working on porting the mod to the latest release (version 20191117 ), but it will take a while.

Good karma+2 votes
kanecvr
kanecvr - - 16 comments @ Command & Conquer - Tiberian Origins

it is. I haven't had time to work on it lately (work and family stuff) - so development is currently slowed to a crawl. I've started porting the mod to OpenRA release 20191117, but work is slow due to lack of time/energy. I'm not a game developer or a programmer - so whenever I hit a snag there's hours of research involved, that slow the process down. I hope I'll be able to release something soon.

Good karma+2 votes
kanecvr
kanecvr - - 16 comments @ Command & Conquer - Tiberian Origins

I've been working on porting the mod to the latest release of openra - and there is a lot of stuff to re-do from scratch. Spec ops 9 will be re-introduced into the mod at one point. My only problem is time.

Good karma+1 vote
kanecvr
kanecvr - - 16 comments @ Tiberian Origins 0.87d installer

nope. Currently rewriting it for the latest openRA playtest! The devs have added savegame support, so work on the campaign and the MP side of the mod will continue.

Good karma+3 votes
kanecvr
kanecvr - - 16 comments @ Tiberian Origins 0.87d .rar archive

I've noticed slowdowns myself in the main menu - I think they are either caused by the shellmaps (the missions playing in the background in menus) or some issue with the openRA engine, since I didn't experience any slowdowns with previous releases of openRA.

I'll look into it.

Good karma+2 votes
kanecvr
kanecvr - - 16 comments @ Tiberian Origins 0.85b for OpenRA 2018

Exactly - put Game.Mod=to after the quotation marks, otherwise windows will think Game.Mod=to is part of the executable name.
I'll complile the mod with the OpenRA SDK when it reaches ver 1.0 (witch is pretty soon) - that means the mod gets a simple to use installer and a dedicated executable - no more messing around with shortcuts!

Good karma+1 vote
kanecvr
kanecvr - - 16 comments @ Tiberian Origins 0.85b for OpenRA 2018

Scavengers are a non-cannon faction witch is supposed to have been related to the Brotherhood. The brotherhood of Nod has existed "since the beginning of civilization" according to Kane, but has surfaced as a military power in 1995 according to the C&C Wiki.

Kane started assembling a veritable army for the Brotherhood when the USSR fell - and that is what I'll base the single player missions on, and why I want to differentiate between the USSR and Russia, as ex-soviet elements will be under the control of Kane (RA soviet ending where Stalin is killed by Kane), while some soviet states are being swayed by the allies and join GDI.

Good karma+2 votes
kanecvr
kanecvr - - 16 comments @ Tiberian Origins 0.85b for OpenRA 2018

Scavengers? No. Even SpecOps9 is sort of a novelty faction - it's meant for single player really since it's supposed to showcase the formation of the Global Defense Initiative. I tough of adding a terrorist faction, but I'll just change some units in the nod campaign and use that. I am planning on separating a seperate USSR faction (RA1 soviets) and a seperate Russia faction witch is post-RA1, after the fall of the soviet block, so it is part of the GDI and will fight against NOD in the pre-tiberian dawn campaign.

The USSR faction will keep the original RA tech tree and units, while the Russia faction is getting a little variety - Think GDI with some left over soviet tech and some allied tech mixed in.

Good karma+2 votes
kanecvr
kanecvr - - 16 comments @ Tiberian Origins 0.75

I made a few more changes since then, and forgot to update the ingame version:

- Predator, Mammoth MK3, Wheel of Ezekiel and Tesla Tank have unique voices
- All 4 of the above have been re-balanced. They have almost identical DPS, but they all have their unique traits:

* The wheel of Ezekiel (stealth tank) can cloak (duh) and unlike the phase transport, in re-cloaks very quickly. It also keeps it's rocket pack just like the original stealth tank, but for AA only. It does a bit more damage then the predator, but has shorter range and has less hitpoints.

* The Predator Railgun Tank has a long range high damage railgun. It also has a decent hitpoint pool, has great view range, is self healing up to 50% and has good speed for a tracked vehicle. It's only downside is it's rather poor rate of fire and lack of AA capability.

* The Tesla Tank had it's hitpoints increased and it's armor changed from light to heavy. It's also the cheapest of the four and the fastest to build. It's tesla weapon now fires 3 bursts before recharging, making it excellent against multiple opponents and infantry. It's range has also been increased from 6 cells to 7.5 cells. The only downside of the tesla tank is it's speed, poor view range compared to the other four and it's mediocre hitpoint pool.

* The MK3 Mammoth is by far the strongest of the four, but that comes at a price. It's the most expensive at 3500 credits, and takes 4000 game ticks to build. It is also rather slow, and it takes a while for it's dual railguns to reload. Despite that, it is a formidable unit, capable of taking on small armies by itself. The dual railguns can destroy almost any unit in one shot, and what the railguns can't kill on the first shot, the twin rocket packs will most likely finish off. It's 5% stronger then the MK1 mammoth, it has better view range and it turns much faster. It's devastating against armor and infantry - the only downside is the railgun's poor damage against buildings and long reload time - not to mention the price.

The obelisk of light, GDI Advanced Guard Tower, Allied Railgun Turret and the Tesla Coil have been rebalanced. The Obelisk and Railgun Turret deal by far the most damage, but are vulnerable to swarms of cheap light units. The AGT on the other hand can quickly devastate infantry and light units but is vulnerable to armored vehicles and most long range artillery. The Tesla Coil does good damage to armored units and infantry, but it's charge time and lack of splash damage makes it hard to deal with multiple targets. All defenses have about the same hipoints, cost, power requirements and DPS, albeit in different forms.

The GDI A-10 Warthog has had a damage increase. It's primarily designed to work against vehicles and heavy base defenses, so it does poorly against base structures. It's damage was increased from 2500 to 3000 and it's multiplier vs heavy armor was increased from 35 to 60.

Good karma+1 vote
kanecvr
kanecvr - - 16 comments @ Tiberian Origins Beta 0.25c for OpenRA 20141029

!!! MOD ONLY WORKS WITH OPENRA 20141029 !!! It will not work with the latest release! You can get Release 20141029 here: Openra.net

Install it, then install the mod.

Good karma+1 vote
kanecvr
kanecvr - - 16 comments @ Tiberian Origins Beta 0.25c for OpenRA 20141029

Mod needs openRA version 20141029 to work.

Good karma+1 vote
kanecvr
kanecvr - - 16 comments @ Command & Conquer - Tiberian Origins

During the campaign the player will experience the shift from Red Alert technology (units and buildings) to Tiberian Dawn tech. During the Allied campaign, you get to play 3 factions: Allies (1952-1959), SOG9 (1959-1995) and finally GDI (1995-1998).

New units and buildings fill the gap between the two major time periods, like SoG9's T30 and M103 Heavy tanks.

Good karma+2 votes
kanecvr
kanecvr - - 16 comments @ Command & Conquer - Tiberian Origins

There is a story and a campaign mission planned. The reason I haven't realesed any campaign missions yet is because the openRA engine still lacks a save/load game feature, making most of them really hard to complete.

The action takes place between 1952 and 1998 and follows the fall of the soviet empire, the rise of the Brotherhood of NOD and the arrival of Tiberium on Earth.

My mod will to bridge the events of Red Alert and Tiberian Dawn.

SoG9 is GDI before it's official designation in 1995. Nod's early actions will be represented by a 6th faction.

SPOILER: The first nod missions will show how the Brotherhood obtains military power and political influence in East Europe, as they prepare for the arrival of Tiberium on Earth.

Good karma+2 votes
kanecvr
kanecvr - - 16 comments @ Release Beta 0.1

The mod has been updated to work with the latest release - check out the download section.

I've been away for half a year and didn't have time to update the mod, but I've started working on it again.

Good karma+1 vote
kanecvr
kanecvr - - 16 comments @ Command & Conquer - Tiberian Origins

The mod version you download is not compatible with the latest openRA release. I've since updated the mod for the latest OpenRA version - get it on the Downloads page!

Good karma+2 votes