GDI, Nod, the Forgotten or CABAL. Who will triumph the endless war? This mod plays after the storyline of Firestorm. Command new units, conquer harder enemies. Will you save Earth or will you destroy it? It's your choice...

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Astor Author
Astor - - 1,946 comments

Multiple starting factions/sub factions for players - no problem

Getting the game & AI handle this - big problem

Answer - trial and error till it works how it should!

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BegunValkery
BegunValkery - - 115 comments

I'm amazed. You managed to get more than TWO sides working? What did you do, tweak the engine?

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Astor Author
Astor - - 1,946 comments

More like exploiting the hell of it, adding a playable side to the game is one part, but adding a new playable faction which is completly independant from other sides is another story.

I am experimenting with this the next days a lot. ATM they are just 4 normal factions + 5 GDI clones, with different names.

With the way I added Cabal and the Forgotten, I am only able to add two more faction, for a total size of 6 playable ones which should work for the AI without problems!

+7 factions may get...complicated. I may end up with two GDI, two Nod, one Cabal and one Mutant faction. That should be enough I hope :)

I want to archive something similar like in RA2 with allies & soviets.

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Chugs24
Chugs24 - - 172 comments

astor are you possibly going to add choosing starting positions like in twisted insurrection

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Astor Author
Astor - - 1,946 comments

I think, the chance is higher that I port this mod to OpenRA.

Then I could do much more with this ;)

But that will only happen, once the Tiberian Sun mod for OpenRA is ready, after that I can start to work on top of it, but with much more freedom :)

Imagine 16 Player battles, on gigantic maps with Crystallized Doom gameplay...OpenGL too, so modern hardware get used too and much less problems. It still will take a year maybe, till it's ready.

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Astor Author
Astor - - 1,946 comments

As for Tiberian Sun in OpenRA:

I.imgur.com
Media.moddb.com

It still isn't that far, but it's going on :)
I really am looking forward for the shadow improvments and the smoother movement of 3D units like tanks.

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ElrosAmandil
ElrosAmandil - - 133 comments

Astor,

the thing ı 'll say in seconds is you are f... mad

This thing you are imagining...

so beatiful to imagine.

And one thing OpenRa uses the same code structure, right? You do not need to write again from scratch???

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Astor Author
Astor - - 1,946 comments

Tiberian Sun's engine uses custom written code from Westwood.

While OpenRA uses YAML and LUA scripting.

Example in TS:

[NASOL]
Name=Rookie
Category=Soldier
Primary=Minigun2
Prerequisite=NAHAND
CrushSound=SQUISH6
Strength=100
Armor=none
TechLevel=1
Sight=5
Speed=6
Owner=Nod
Cost=50
Points=5
...

in OpenRA it would look like this:

NASOL:
Inherits: Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 60
Prerequisites: NAHAND
Owner: Nod
Hotkey: r
Valued:
Cost: 50
Tooltip:
Basic Nod infantry armed with assault rifles.
Health:
HP: 100
Armor:
Type: None
Mobile:
ROT: 6
Speed: 6
RevealsShroud:
Range: 5
...

It's fast to learn if you have already experience in modding TD, TS, RA or RA2 ;)

It will also support the same graphic files, so I don't need to convert them.

OpenRA would allow me custom sidebars, custom EVA for each side, multiple production queue and many more! :)

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Description

It looks crazy, but I will need some time to get proper results of this, without screwing the game xD

This is what I want to happen in this mod ;)