In the secret bases of locations only known to the most valiant of commanders exists a weapon system based on the American Tomahawk missile, its name homing from the Native American axe of the same name. Almost nobody knows what the capabilities of the weapon are, it's only for the eyes of some to see, likely their last.
PT:S is an enhancement mod for C&C Generals, bringing new content of all types to the fray. Take control of special weaponry or massive numbers up the PRC's sleeve, high tech precision weapons and rapid deployment which only is readily visible with the American arsenal, or use the battlefield and all its hidden resources available to you as the GLA. Tackle and enhanced AI that uses their own powerful arsenal as well, being ruthless and never giving a time for rest.
This mod aims to expand the arsenals of all three factions with their theme or play style being put into consideration. At the same time, it also aims to increase replay value for both multiplayer and single player as well. More upgrades, units, special powers, and secrets to be discovered.
This is mainly a passion project that partly acts as a mashup and partly its own type of mod!
V1.2 Will come at a later TBA date, probably late 2020 or 2021.
While PTS is mainly a collaboration between several NLS mods, much of the content (art/audio or code wise) has been used from these specific mods below with permission, be sure to check them out! They have contributed greatly to this mod's development :)
Welcome back Commander!
It's been around a year and a half since the last release, and recently the mod has picked up some progress again.
While PTS V1.1 was a huge leap in terms of realizing my overall dream, a lot of sections of the mod were still more or less WIP, and PTS V1.2 will hopefully bring this project near its end goal. Currently, a 2020 release is planned with a final version coming out around 2021. Things may change though.
Firstly, some graphical updates have been applied to several current units, as seen above.
This applies to things like unit cameos too!
Bug Fixes & QOL Improvements
Second, bugs and some overall QOL matters are currently being addressed in this next version, some listed down below:
- Recoded the way Command Trucks summon units to prevent cooldown exploits
- USA Mammoth Tanks are now actually more tanky (as I originally intended)
- Salvage Components are now a per-unit upgrade again (I changed this in the last version)
- The blank GP Menu bug has finally been addressed (you no longer get a blank menu when you boot up another map after playing a mission)
- The Worldbuilder now works again (posted about this a long time ago)
- Adjusted some audio effects so that they always work properly
- Even more new SFXs for units, GPs, superweapons, etc.
Third is the main course of this article. The previous version only mainly addressed compatibility issues, as well as the introduction of campaign-specific arsenals.
As an overview, the next release will cover the following for all maps:
- AI Rebuilding
- Increased unit count and aggressiveness
- Consistent GP Usage
- Additional attack patterns
- Ramped up Superweapon usage
All of these have been integrated with an escalation system, that could be tied to a number of factors like repeatedly destroying enemy structures or units, which grants the AI more tools to use against you, the human player. [Maybe I'm just trying to make you go outside your base]
Additional Features will include:
- More easter eggs/secrets per map
- Modified mission objectives
- Revised map layouts (hopefully it lags less)
Shown below are some samples of these changes:
The USA 6 China AI now actually builds units and will ramp up GP usage
the more you keep destroying the Nuke Silo
I've changed a lot of things about CHI 7, and here's one of them.
These aren't the only Superweapons the enemy can build.
You also get more campaign-specific units to play with, a couple of which are shown below. Flame Tanks
and Black Panthers are your arsenal equivalents for the Dragon Tank and Battlemaster, respectively
That's more or less the update for now! Most of the progress showcases will be screenshots/videos from this point forward.
I've also opened the forum to have a more formal place for any bug reports/feedback/suggestions for the mod in general if there are any.
If you want more updates that aren't super formal, drop by this mod's channel at our discord!
Thank you for taking the time to read, I'll be seeing you soon with the next version hopefully!
After two long years of waiting, PTS finally sees a second release.
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