You will need to leave a gap to fit the gate in
You will need to leave a gap to fit the gate in
Don't worry we have absolutely no intention of quitting! There are several new missions and a new playable faction being work on very actively.
Really honoured to hear you like it so much! :) We are hard at work developing more content as well as our next faction so stay tuned!
We are working on new units to address that, no worries.
I guess the hull is a bit similar
We see FD as a direct sequel or expansion to FS, so by that logic it simply wouldn't make sense to have the TS and FS campaign with FD units because they don't exist yet. It would also be a massive amount of work that would then not go into making original content.
No CABAL or Scrin, although one of Nod's subfactions will be using CABAL tech.
It is, in fact we're hoping to release this month!
Alright got it working on a CD version. The mod is absolutely fantastic but unfortunately has some bad bugs.
The Blood Knight's light damage spell creates a giant spear on the screen for some reason.
Fel Orcs do not have unique heroes and use normal orc ones which is very weird. Also their lategame unit is a troll, not an orc.
Frost Trolls have pieces of wood floating around them.
Where do I place the files for this mod after Reforged was released? I didn't buy Reforged but it seems the file structure is still different when you download WC3 from the Battle.net client.
I assume you are speaking from a place of playing mainly skirmish? A lot of this doesn't really hold true in online play.
GDI's advantage over the Soviets is speed and flexibility. The Soviets are powerful but also a bit of a 1-trick pony, as GDI you have both speed and brute force. Against the AI a good way to win in this match-up is to out-eco the AI. GDI's versatile defenses and artillery units are really good for defending against the AI until you can build a large economy and push back.
The Nod SSM might not be great alone against tanks, but it has a high rate of fire and more speed than any other artillery, so a group of them can kite slow targets to death, even tanks. They also tend to win artillery wars because of the high RoF.
As for the ships, we wanted to move away from the gameplay where ALL that mattered on naval maps was water control. In previous versions people would get to a point of spamming nothing but T2 and T3 ships, and once you controlled the water you could quickly level the enemy base while he could do nothing.
How is this mod installed? I put LBs Compilation files on top of a fresh installation of SoC (Steam Version). The configurator says the game is not installed correctly, and I can indeed not start the game neither from Steam nor the configurator. Seems I'm missing some files.
Aside from not having its model, a problem with the Hind is that it's kind of redundant. It requires its own type of landing spot, and has the same role as a Yak.
The finest, courtesy of Rampastring ^^
So glad to see this mod is still being worked on!
I have a problem though: I downloaded the 1.2.5 full version, and I can't seem to pick the Forgotten in skirmish. They're simply not listed.
As for your poll, I think an update of the campaign would be very nice.
We indeed can't have two separate versions of the subterranean logic. So if we had kept the Termite either it would appear to be chrono-porting, or the Chrono Tank would appear to dig.
As described above the Termite was also removed partially for gameplay reasons.
Oh GDI still have their MLRS, the only outright removed unit was the Termite. GDI can now form a powerful 3-layer army of tanks in front, MLRS fire-support and Disc Launchers in back.
An absolutely insane free-for-all where Rampastring got hold of enough resources to set up several MCV's and literally crawl from his base to everyone else with nothing but obelisks and overwhelm them. The map was just pink and you couldn't go anywhere, it was madness.
Glad to hear you're enjoying the mod so much! We are very actively working on new maps as well as new missions, so rest assured that wish of yours will be granted.
I don't think an auto-converter would be possible. Cliffs in DTA and TS are quite different, and most other assets aren't really that comparable either. So even if we made a program that turned TS assets into what we considered the DTA equivalents, it'd frankly spit out quite a flustercluck
That's one way to do it, and with all those gems the effort is well worth it.
You can also base-crawl up there and clear a little spot of tiberium to get space for a refinery
Or you could manually fly your harvesters back and forth for some gems for a quick eco-boost
It really depends on the other players. In a FFA he has enemies on all sides, but it's also true that if the others just leaves him alone all game he'll spiral out of control.
Not to mention the variation with that pretty little city, and how it's both all assymetrical yet balanced. Just horrible.
Tiberius1995
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