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Post comment Comments  (0 - 10 of 44)
Guest
Guest - - 689,570 comments

english patch please !

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Nälkä
Nälkä - - 6 comments

Dude, your mod is REALLY COOL .
I was so glad to see your model level & ideas.
Holy **** your masterpiece ,and you still working this.
But, I can't find anyway you post your mod ,I know ,you are Chinese, and I was
search your mod in Bilibili and tieba, It has nothing there.
so, when can we play this mod? this really cool I can't wait for it.

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Guest
Guest - - 689,570 comments

как все здохнут тогда и выдет мод походу

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PIAGET Creator
PIAGET - - 22 comments

Извините, я немного не понял, что вы имеете в виду.

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Nälkä
Nälkä - - 6 comments

maybe his mean is
"this mod is really cool but I cant download it in my lifetime."

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Gary~
Gary~ - - 22 comments

PIAGET

Would you mind sharing the design concept of the Beehive?
Will it be a biological style or a technological style?
Beehive reminds me of another Eternal Cronus's Eniak.

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PIAGET Creator
PIAGET - - 22 comments

Hi Gary
The faction of the beehive is inspired by nature, particularly the highly coordinated operations of bee colonies, consisting of the queen bee, worker bees, and drones. The hive's base serves as the queen bee, continuously generating larvae. Players can hatch these larvae into worker bees or drones. Worker bees are capable of constructing other structures, collecting resources, and performing various tasks, while drones can be incubated into combat units. Additionally, larvae can mutate into queen bees, acting as a superweapon. Under normal circumstances, players cannot produce queens (CNST), and this is achieved through the logic defined in the operator section of the INI file. Buildings only operate when specific units occupy them, and once occupied, they automatically release a superweapon aimed at themselves after a designated time, completing the incubation process.

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Gary~
Gary~ - - 22 comments

To complete your idea, it should take a lot of thought and time to implement it in the game.
Through the constant production of larvae and transformation, it reminds me of the Zerg.
According to you, The Queen is super weapon of beehive ?
I noticed you showed pictures of the faction UI.
Will beehive's units and build be displayed in similar styles?
Bee pattern on UI,is very cool!
I’m really looking forward to when you show beehive. I believe the art style of beehive faction will be very shocking.

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PIAGET Creator
PIAGET - - 22 comments

The Queen Bee is not a superweapon but must undergo mutation from larvae instead of being produced in a factory. As for the UI, I am continuously improving it; you will notice that I have already revamped Yuri's UI, and I plan to enhance the Hive UI in the future to make it more aesthetically pleasing. StarCraft's Zerg indeed inspired me significantly. As I mentioned, the Queen Bee can spawn larvae, worker bees, and drones. Therefore, multiple Queen Bees can generate a large number of units. Using a superweapon, these larvae can hatch instantly, achieving a swarm tactic. Superweapon 2 employs the logic of upgrading components. By cocooning (rendering the structure unsellable) an opponent's building, it shatters after a set time, giving birth to offensive units near the enemy structure. I have already outlined the concept and .ini for the factions. However, the sequence for creating factions is Numeron, Egypt, CN, Viper, Corona, Matrix, Beehive. Due to this order, the production of unit assets requires a considerable amount of time. I believe players wouldn't want me to use generic assets hastily for these factions. The problem comes back to the issue of time.

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Gary~
Gary~ - - 22 comments

By the way, would you design a Tanya-like commando for each faction?
Have you posted any detailed concepts about this mod and the factions?
I only found the information in the introduction column, which is about the timeline, and what you shared with me about the beehive.
I sincerely hope that you can really complete this mod. This is the first mod that fascinates me so much. The concept is really great and there are many details that no one has done before.
I promise that when this mod is completed, I will write an introduction for it after trying it to let more people realize that there is such a great mod.

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PIAGET Creator
PIAGET - - 22 comments

Yes, I have designed a hero unit similar to Tanya for each sub-faction. These hero units are essential to facilitate the progression of the campaign storyline. You've reminded me that I should take some time to write a detailed article about the mod story and the settings for each faction.
User
At the same time, I greatly appreciate your support.

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Gary~
Gary~ - - 22 comments

This makes me look forward to your work even more.
If you have enough time and thought,
I suggest that you set the article for each faction,
use the faction style as the background, add the faction logo, and make it into a picture, PDF (or something similar)
like An intelligence file.
But,this might take a lot of work, but it's definitely a really cool way to display it.

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Gary~
Gary~ - - 22 comments

According to this, the operation difficulty and workload of beehive should be quite high.
Yes, I have noticed this update, and I even have a feeling that yuri is scarier than before.
From what you've described of the beehive so far, it's going to take a lot of new techniques and ideas to achieve the desired effect.
From the feeling of Viper UI, its artistic style has a look and feel similar to NOD.
Egypt will be the second faction you start with?!
God, after beehive, I am most curious about the Egyptian faction you set.
Just seeing Numeron design now is very cool.

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PIAGET Creator
PIAGET - - 22 comments

Throughout history, Egypt has been an overlooked nation, absent in many mods. However, as a civilization with a rich history, I believe it has many stories to tell. For example, how were the pyramids built? What was ancient Egyptian civilization like? For what reasons did ancient Egypt disappear? Is there a timeline where ancient Egypt thrived due to Allied time-travel technology? "Viper" is a name I've temporarily come up with; the name may be subject to change later. This faction is an organization colluding with extraterrestrial forces and will serve as the primary antagonist in this mod.

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Gary~
Gary~ - - 22 comments

Yup, Egypt has nothing outstanding in recent history. On the contrary, the mystery and advanced technology of ancient Egypt are even more fascinating.
I'm not sure if you already have an idea of ​​the design of the Egyptian faction, but I'm guessing you would design it with a blend of high technology and mystery.
If not, I suggest you refer (Protoss).
Use this design to combine ancient Egyptian elements.

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