This member has provided no bio about themself...
Make sure you're NOT having any other mods in the RotWK folder. If you have Edain or 2.02 (which is technically a mod) enabled, they will conflict with BOTTA and other mods.
I'd recommend uploading the mod to Google Drive and posting a link here. It's not as good as uploading it to ModDB, but it's still a workaround until the problem with ModDB is fixed.
To play with the vanilla UI, open the folder where you installed Tacitus Revolution (for example, C:\Users\yourname\Documents\Command & Conquer 3 Tiberium Wars\mods\TacitusRevolution or something similar). Then edit the file TacitusA_0.52.skudef with a text editor, such as NotePad. The last line of the file should say: add-big TacitusAptUI_0.4.big Remove that line, save the file and run the mod, and you should be able to play with the vanilla UI. If you ever run into problems or major glitches with the vanilla UI, just insert back the line that you removed.
Since most monitors have much more width than height, the new UI in Tacitus Revolution is a really questionable development choice. I know it's a reference to games like C&C Generals and StarCraft, but with the way C&C3;'s UI is implemented, it is just cumbersome on the bottom rather than on the right.
Finally Prism Tanks, my favorite unit in RA2! <3
1. From the latest article above:
"Most of the time i spent on fixing bugs and reworking some gameplay aspects for every faction, so i didnt had the time to make some new faction, like Mirkwood, which is eagerly expected, but that will be left for some later update."
2. From the latest article above:
Thranduil in WOTR mode doesnt work properly"
I played WotR with the Historical Mode. I did some research, and it seems the game crashes whenever you select a battalion with one of these heroes: Thranduil, Aragorn, Eomer, Gimli, Gloin, Dain, King Brand, Mordor's WK-on-Fellbeast and Shelob. That's because you haven't defined any of those hero armies in livingworldstartingunits.inc (or to be precise, you've commented out most of them). Uncommenting those hero armies allows you to play with those hero battalions without crashing.
I tried to play War of the Ring with BOTTA, but as soon as I gave a squad an order on the world map, the game crashed. Do you know what's causing the crashes?
One of my favorite units! \o/
Hopefully it will be possible to make their prism beams bounce off to multiple targets.
Only vanilla GDI, Nod and Scrin have a working Skirmish AI, other factions can't have an AI due to technical limitations. Either play against human players, or choose the AI to be one of those three factions.
Hello, I found a way to greatly reduce the "out of memory" crashes. The mod release article spoke of this "4GB tool to patch C&C3; to use more than 2GB of RAM". However, patching CNC3.exe doesn't help much since the exe takes hardly any RAM. So instead, apply the 4GB patch on the cnc3game.dat file inside your Command & Conquer 3\RetailExe\1.9 directory. That file usually takes 1.5-2 GB RAM when your game is running, so it can benefit from the RAM patch.
Tacitus Revolution used to crash in less than 10 minutes for me, usually when loading matches, but after applying the 4GB RAM patch on cnc3game.dat, I haven't had a single crash with maximum graphics settings.
I tried the new 0.52 version. It's good to have the skirmish maps back. The UI is still cumbersome and impractical. The Trio factions are unplayable, as the game doesn't register their undeployed MCVs as structures, so you'll get an auto-defeat if you play as them. The worst issue is the instability, though. Even with the 4GB tool patch and reduced graphics, I still get out of memory crashes, usually within 3-15 minutes.
Only the vanilla GDI, Nod and Scrin factions should have a working AI. None of the subfactions have an AI.
I tried Tacitus Revolution, and the new UI looked terrible. With a widescreen monitor, the UI on the bottom makes you unable to see much in the height direction. The UI on the right is much less troublesome since you can already see quite much in the width direction. The aspect ratios of the UI images and texts are also badly off, and it looks really weird how the construction animation in the UI begins at "9 o'clock", and moves counter-clockwise, rather than starting clockwise at "12 o'clock".
Content-wise, the mod seemed to prefer quantity over quality. It feels like you're adding RA3 units, Glorfindel etc for no reason, even if they don't fit in the mythology or the game's setting in any way. I tried GDI Russia too, but it was quite unplayable at the moment. Many units were pink and had no proper firing animation. In addition, I noticed that you can unpack your Construction Yard, but you can't deploy your MCV back into a Construction Yard with GDI Russia.
For the good things, the new main menu looked pretty good, and the in-game music sounded epic.
Which mod would you recommend at the moment: Kane's Wrath Reloaded 1.91 or Tacitus Revolution 0.51? If KWR is more polished at the moment, at which point would you expect TR to be the more complete mod out of the two?
I see. I'm the most interested in having Prism Tanks in RA History, since they are one of my favorite units in RA2. Besides, the Allies could use some strong siege units, as they can't have Cruisers or Aircraft Carriers with C&C3;'s engine. I don't mind if prism beams can't bounce to other targets or be combined, although I do remember Tiberium Essence having those Scrin air units that can combine their beams.
Do you have plans to implement Prism Tanks and Tesla Tanks? Chrono Legionnaires would also be great.
Functionally that's the same thing, i.e. a slight bug fix update, so fair enough.
Hello, I know you'd like to call the latest version the final version, but may I ask you to fix a few more bugs and release version 1.92?
1) Scrin subfaction (Reaper-17 and Traveler-59) units still cost energy, and it looks like their energy costs are adjusted according to the RA3 standards of version 1.8. For example, their Tier 1 units alone use 5-10 units of power per unit, which makes the subfactions practically unplayable.
2) Nod subfactions (Black Hand and Marked of Kane) have some structures that still use RA3 power standards. For example, Shredder Turret uses 25 power, which is just ridiculous (for comparison, the vanilla Nod Shredder Turret uses 5 units, and the Laser Turret uses 12 units).
Can you check all unit and structure power requirements again and make sure they've all been set to C&C3; standards? Thanks for your time with the mod!
Thanks, I played a few games, and they seemed more intensive when you didn't have to focus on building tons of Power Plants all the time.
Can you upload a version of the readme that is in a text-form pdf (like the readme files up to version 1.7) rather than image-form? I can't use Ctrl-F with the latest readmes to find text when I'm looking for changes or faction info.
So far, I haven't found anyone who has thought that units requiring power is a good design choice. Hopefully the feature will be removed in a later version. The long research times of the abilities have also received criticism.
If there's some changes I'd like to see, it would be these:
* remove the way how units require power. I never liked this addition.
* reduce the time required for a Power Plant upgrade (for each faction), and maybe set the upgrade to require Command Post / Operations Center / Nerve Center. Currently, the upgrade takes so long that it's just better and safer to build a new power plant.
Finally, will KW Reloaded 1.9 include any remade maps from TDawn and TSun campaigns?
If there's anything MorguLord could learn from, say, Edain Team, is that you should never make promises about release dates. It will only make the fans more impatient and overly hyped, and if for some reason you fail to keep the promised schedule, they can become amazingly hostile.
Brutal Isengard isn't really a valid point for balance discussion, as it's a massive cheater. Upgrading Galadhrim Quarters to level 4 production gives you basic Lorien warriors in 5 seconds. All your buildings produce money, Border Guardhouses give you pantry upgrades (leaving you free to give all your Mallorn Trees income upgrades), and you can rush for Systematic Growth to get an insanely OP economy. Get a Mirkwood Outpost to get an even faster economy, and Thranduil's Mobilization to get Mirkwood units out quickly.
Sure, Lothlorien is somewhat weak to siege, but you can use Lorien swordsmen with their speed boost, as well as Beornings, to take out those Battering Rams and Ballistas, and that's all you'll need to do to defend, as with Silvethorn upgrade, your base defences will take out every non-siege attacker with you doing nothing.
Do a YouTube search for BFME2 widescreen maps. You should find an instruction video that gives links to map packs for both BFME2 and RotWK.
Please buff Gondor and Dwarves in the next version! They're almost useless at the moment, with their slow build and upgrade times, high costs, weak units and bad siege. Dwarves can't even build Outposts, so they can't expand until they get their Citadel power.
Are you using TS-DDraw as your renderer in your settings? It's the one I use, and it works otherwise well, except it has problems with menus, especially when saving and loading.
I never save, load or access the menu during Skirmish and Multiplayer, so it's completely fine to use TS-DDraw there, but on Campaigns, I usually use DDWrapper (with Borderless Windowed Mode). If DDWrapper lags for you, I'd suggest editing aqrit.cfg in the mod's directory and change NoVideoMemory = 1, as it will give you a major performance boost. Just make sure to minimize all your windows before starting a match, to avoid graphical glitches. :) I'm using Windows 8.1, but see if this works for you.
A quick poll out of curiosity: what are your usual starting credits in Edain?
a) 1000 vs both humans and AI
b) 4000 vs both humans and AI
c) 1000 vs humans, 4000 vs AI
d) 4000 vs humans, 1000 vs AI
e) something different (explain)
Is Nod's AI better than GDI's, or does Nod simply have a better late-game? If I don't rush a Nod AI in the beginning with GDI, I won't be able to take it out, as it will turtle with Obelisks, artilleries and stealth, and keeps shooting Apocalypse Missiles. I had Hard GDI fight against Medium Nod on Abandoned (the first map on the list), and the game lasted for 1 hour 45 minutes on the Fastest speed, with GDI's forces constantly dying against Nod's 20 Obelisks, and both sides spamming superweapons. Eventually, GDI was able to destroy Nod, but there were times when Nod could have won if they had used their superweapon better. I tried fighting against a GDI AI, and I had no difficulties beating it as Nod.
Do you have any tips for GDI's mid-game and base assaulting? Nod has Eclipse Tanks on Radar level, while GDI needs Tech Center to get Railgun Platform, and by the time you get a Tech Center, Nod already has Obelisks, so you're forced to get Siege Infantry and Behemoths.
Speaking of AI, if the players' external farms will cease to have arrow towers, I hope the same will happen to the AI's farms too. It's practically useless to harass the AI's external farms in the late game, since the arrow towers will simply wreck your cavalry, and you'll need massed forces or siege to take out even settlements.
I've noticed that many of the skirmish/multiplayer maps have so much height differences that usually you just can't expand your base to other Tiberium fields with cheap structures like Power Plants and Silos. How do people usually expand to other Tiberium fields in Twisted Insurrection? Is there any expansion vehicle similar to Surveyor (C&C3;) and Sputnik (RA3)? Building a whole new MCV would be very expensive.