Adds the Tesla Tank to the Soviet Warfactory, and removes the Stingrays amphibious abilities.
Hey guys,
Rather than informing everyone individually of why I'm not working on Tiberian Apocalypse anymore, I've decided to write an official update instead.
So, there are 2-ish, more like 3 reasons why I'm not working on TA. First and foremost, I've been working on this for what, 6 years. In those 6 years, I've started from scratch twice, and never really got anywhere near to what I wanted, part of that is because I never had a design document or written down plan. In short, I've lost interest. As of late, I've become interested again, but I don't have the time to do it now.
Which brings me to reasons nummer zwei and numero tres.
Reason number two it this, my current project: Ardent Seas
It's a naval RTS game, I suppose you could compare it to a mix of Homeworld 2, Red Alert 3, and Earth 2160. Has everything from giant battleships, to aliens, to giant space lasers. And magazine detonations.
Ardent Seas is currently taking up all of my free time, and all my spare money, too.
Now for reason number three, and one I'm actually rather proud of: I own a bar now, which I run with my mother, sister and stepdad.
So, what's the future hold for Tiberian Apocalypse? I can do 3 things with it. I can either
I'm most partial to options 2 and 3.
Let me know which one you think is better, also I'd much appreciate it if you'd follow my work on Ardent Seas.
Rho out.
More modifications for Red Alert 3 published on Desura.
This release of the Tesla Tank mod re-enables the Hammer tank, and the Stingrays are amphibious again. The Tesla Tank requires the Super-Reactor now.
The Tesla tank now replaces the Hammer tank. since 10 units in one structure apparently are not possible, and has the same requirements as it, but is...
This is the first and last release of the Tesla Tank mod.
It need registration code
Is this compatible with 1.12?
Seems like it would break many campaign missions.
It only breaks missions that would require the Amphibious ability of the Stingray, and I think there aren't any that do.
There has to be a way to make it work in 1.12 version. Since I can't see it in game browser, I tried inserting command line in RA3_english.SkuDef flies. I tried adding line "add-big Data\TeslaMod.big"to RA3_english_1.0, 1.9 and 1.12 and in different order but still crashes when I try to build one. Does anyone have any solution to this except reinstall? this is my first try at modding RA3 btw.
Unfortunately there is no way to make ttank working on 1.12 but play RA2 instead it's much better and fun and has ttank too.
I hope you can reply soon! Can I run this mod with red alert revolution mod?!
godlywill21 create a shortcut of red alert 3 right click open properities add -ui to target line it should look like theese;"C:\Program Files (x86)\Electronic Arts\Red Alert 3\RA3.exe" -ui also to open game browser game must be patched at least 1.09 !!! TO USER'S TRYING TO PLAY TTank Mod in patch 1.12;TESLA TANK MOD IS NOT COMPATIBLE WITH PATCH 1.12.Install 1.09 or 1.10(my version) or 1.11 but NOT 1.12 because some key folders are changed in 1.12
How do i open the control center?
Help me :((