I love that you included this variant, feeds the soft spot I have for Halo CE
I love that you included this variant, feeds the soft spot I have for Halo CE
Very cool, are there other similar additions planned?
Have you considered using the droideka logic to have a walking fast and shuffling protected hunter? (If you're not using it already 😅)
Idk the engine limitations, if there a drawback etc
Hello, I was wondering with the anticipated Act IV missions if you have considered making a single player only 'Dropship' (Like the TS/FS transport used by GDI)? I think it could be a great call back to that game, be very infitting with their theme and be a cool distinction for their missions (Especially if drop pods are a more common sight too)
Can't believe I missed this update!
Really enjoying them so far, and I found an exploit for the Logan v Mangle mission. Well I'm not sure if it is one but I set my base up on the southern plateau, past the destroyed village. Nod forces patrolled past my base but never attacked directly - gathering at the top left instead.
Thanks for the update, they feed my nostalgia for this game so much!
I am a lover of both and having an old style one as a support power in cnc3 would have been great. The slow and inevitable drop that flattens a base in cnc3 was such a mood. But the jumpscare annhilation of tanks and obelisks was also great.
I keep forgetting just how impressive all the coding behind this mod is. You are amazing
I really love how you are using Tib Sun's mission branching to its fullest
I neglected to give any feedback on the Nod campaign, it was a while ago so I don't remember much!
The last mission sticks in my mind as being real class - a great challenge!
👀 Wowie
Will check it out hopefully tonight, thanks!
Update: Played through the first 3 missions of the war stories and they are great! Real challenges but fair.
Hi, I've replayed it a few times and watched some lets plays of the mission and it must be my version of the game thats the issue, its consistent for me. I do run mods but I haven't noticed this problem before or for any of your other missions. Sorry if I've wasted your time. I've finished the GDI campaign thus far with no gameplay issues and its really excellent.
Playing through at the moment and I may have encountered a bug for mission four - Nod did not build construction buildings or a refinery, not sure why they didnt seem to be out of money.
Looking forward to trying these missions
As a kid I had ideas for a Campaign set in Africa after or immediately concurrent with the Nod finale that saw a rapid reaction force attempt to take out the temple in the wake of the Ion Cannon strike and stabilise Africa, long enough for the veterans of the European front to come and clean up. Not sure if such idea would fit the narrative you are looking to make. ^^
I always liked the OG mission. I get it, it was flawed and for the engines capability too ambitious for its limitations. But it was still a spectacle. Looking forward to changes that the TS engine can allow.
Champion, its been a delight to play through
Yh thats very reasonable 😁
I'm guessing as well that for cooperative missions it would be harder to script something like that, also the map design doesnt help you thanks to the attack paths crossing the commandos journey. You'd have to significantly alter the map design - allow the players to access the right side of the map maybe for the commando to have a safer journey. 🤔
I'm surprised you didnt merge the two missions together, have one player commando hijinks and the other lead a beach assault and set up a base etc. This is faithful though.
Coop campaigns are the norm but have considered a versus campaign? Asymmetrical multiplayer story scenarios etc. In this case one or more players could have an early game unit advantage but need to base build quickly to not lose out in the late game, etc
Hi,
Just wanted to say that this a really good set of missions, consistent quality, engaging throughout (I think like 2 or 3 missions were a chore maybe, at most), I love the attention to details throughout, and the ideas involved in both story and how to make each mission its own.
I was expected the pack to be one note, or to get stale given how many missions there were. That didn't happen.
Given how hard they went into changing the soviet and epsilon roster, as well as the in game physics, I'd love to see how the Allies and Foehn would change.
SquishyforGDI
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