Some missions still require power plants, like mission 3 "Persuede him...". Is there a fix planned for that in the future? I wanna play the entire campaign with this mod.
Some missions still require power plants, like mission 3 "Persuede him...". Is there a fix planned for that in the future? I wanna play the entire campaign with this mod.
I forgot to log in on my desktop when i posted that last comment heh. Either way, love your work on the brotherhood!
After so long, it is here!
Ngl he looks more american than chinese.
Isn't that a mantis actually? From C&C 4.
It's been so long. Nice to see it's still being worked on!
I dunno what it is about the lasher tank, but it is one of my favorite tank designs ever.
Sad that the forgotten won't be playable. I hope in the future they will be, they're my favorite faction of all time.
Oh man, at this rate you'll be making your very own game! Really impressive what you have done. Say, i didn't really deepen myself in the anatomy of these vehicles, but does the mammoth originally have a nuclear core? And will units around the mammoth be in danger if the mammoth dies? Same goes for the draugr, but this unit is completely new to me. What is it from?
For those not wanting to use the outdated method explained in the description but use the Halo Wars mod manager, do this instead:
Place *ONLY* the folder inside your mod folder (All the Units). You can throw root.era and xgameFinale.exe in the trash bin from here.
Inside your All the Units folder, make a folder called "ModData".
Highlight all folders inside the All the Units folder, and drag them inside the ModData folder.
From here, use the "ModManifestMaker.exe" tool inside your "Medstar's HaloWarsDE Mod Manager" folder. Give it a name, mod author and mod version. Mod folder should be the entirity of "All the Units" folder, where you made the ModManifest folder.
After you executed the manifest, launch the mod via the launcher. You're welcome!
It's alive! After exactly a year with no activity i thought the mod was dead haha.
These dev log series is a good way to keep in touch with the community and keep the community up-to-date. Glad to see more activity, overall!
H u h. I never thought i would see this but here we are. The GLA stole some tech i guess haha. And i gotta agree with #ResitaL there. Even if they stole the tech, for salvaged tech the circle part looks way too much like USA. A bit of a GLA touch to it probably won't hurt. :)
So, how can i train them? Only way i was able to get them so far is by selling structures
Yeah, the launcher does not support C&C online. Poor design choice, i'd rather play other mods that i can use C&C online with.
I mean, i can still use C&C online how i used to use it. The launcher is just a separarte way of launching it. I just can't couple C&C online with the launcher. As far i could tell though the launcher works as intended, it loads Armor Rush and all it's contents properly and i had a bit of singleplayer fun. I do get your concerns though. Personally i stopped caring about it because privacy is a concept of the past when it comes to that - at least for a lot of stuff, so i'm not paranoid about that. I just hope it won't end up being malware, but as far i see it's not malicious. It's sus though, i do give you that. There are bigger mods for C&C 3, Red Alert 3 and even Generals Zero Hour that don't need a method like this.
Two questions
1: So, how do i play online/with friends when i use this launcher?
2: Why is a launcher necessary anyway? Like, can't you have all the contents in the files themselves and have it work via standard RA3 launcher?
There are plenty mods that only add the tesla tank, but also adds the tesla tank and much more.
I've never really viewed moddb asd a site for groups tbh. Didn't even knew it existed xdd furry femboys though, lets go!
Little bug to report about, eventually in a match the units firing sounds don't play anymore, the announcer stops talking and most sounds just stop working besides the ambient sound, music and unit selection/move sound. It feels odd. But great update, nonetheless!
If it's possible, can you give the Confessor CABAL their original voices?
Ngl. It looks kind of cute. I love it.
Still the best mod ever, and even better now!
Are english unit voices available or will they be added in a future update?
I have never seen any other Generals ZH mod do this. Pretty neat, can't wait to see it!
Man, i was hoping it fired some overcharged beam, looking at the turret design. Sounds like a great unit nonetheless, though!
Finally came around to do some testing with navy maps. Works flawlessly there. Although it would have been fun if it worked on non-navy maps, too. I've seen other mods doing that and it's just super fun to do so. But your addon is really fun too, loving the faction variations of ships.
The concept is great, units as well. Execution however, not so. I'm not sure if you tested this thoroughly, or if i am doing something wrong, but even if i build the naval yard right at the water the ships i train from them don't go in the water. Like, they're stuck, until i destroy the naval yard.
Provably. Guess we have to be patient
Wicker-G041
joined
Just your regular hornet, looking through mostly RTS stuff.