Shattered Paradise is an expansion for Tiberian Sun on Openra, it's goal is to (im)balance the game by adding new factions (Scrin, Mutants and Cabal) and reworking the original sides, all of this to create a game a little more varied and balanced than TS. The mod puts a lot of emphasis on making the factions as asymmetric as possible.

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After about 4 months of community growth and testing the waters we have finally decided to release a new public update that is mostly focused on important balance changes, but also brings in a bunch of bugfixes and even some new maps along with Mac support! The changelogs can be found by following the links below.



Unfortunately, currently the campaign development progress is insignificant due to the lack of manpower. At the moment the only available mission features a C.A.B.A.L. strike group infiltrating a Nod base and taking over a captured C.A.B.A.L. MCV. We're still looking for enthusiasts who are ready to contribute to the campaign's creation with their skills and devotion, so if you consider yourself useful or helpful in this regard, feel free to contact us on our Discord server.

"Cabal strikeforce showing no mercy to the Nod forces guarding stolen C.A.B.A.L. property"



You are also welcome to participate in the upcoming 3-day Shattered Paradise Tournament that will commence on December 21st, 2018, hosted by none other than FiveAces! More info regarding the tournament can be found by following one of the links below.

We wish you to spend your time and celebrate the winter holidays as nicely as possible, and participating in the tournament, helping us out with the campaign or simply playing Shattered Paradise casually with us are awesome ways to do it! Thank you, and have a great day!


Links:

Update 2018-12-10 Download Page

Playtest 20181121-I balance changes
Playtest 20181209 balance changes
Shattered Paradise Tournament info
FiveAces' YouTube channel
Our Discord server

Shattered Paradise has been released

Shattered Paradise has been released

News 18 comments

After 3 years of hard work, the mod is ready to be released, finally.

Dev Blog #4

Dev Blog #4

News 5 comments

A summary of graphic changes and new in game mechanics.

Dev Blog #3

Dev Blog #3

News 6 comments

A summary of what has happened since the last dev blog.

Dev Blog #2

Dev Blog #2

News 6 comments

Second Dev Blog, it covers a few unit reworks and the Offensive Superweapons for CABAL, the Forgotten and the Scrin.

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Shattered Paradise Build 20181210

Shattered Paradise Build 20181210

Full Version

SDK Installer for Shattered Paradise, read description for extra links and information.

Shattered Paradise Build 20180728 III

Shattered Paradise Build 20180728 III

Full Version 14 comments

SDK Installer for Shattered Paradise, first release, read description for extra links and information.

Comments  (0 - 10 of 56)
D.Va-N
D.Va-N

Voted!
Thank you guys, really nice job

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Guest
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Fhood
Fhood

damm this is one of the best games ive played all year, and maybe one of my fav RTS ever, its just hard to call this "a mod"

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commanderbuttercup
commanderbuttercup

just got yesterday all night sooo good ,i tried the different armies very impressed whit it so far its outstanding i must say.
can u please give a rough idea when the Al will be don made a bit harder at the moment its not v hard. thanks

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Nolt Creator
Nolt

AI improvements are linked to ORA development and not this mod, so I cant give you an estimate at all, at most the only thing I can do is make it harder than smarter (money cash and stat buffs), but thats not what I would call fair difficulty, so only the money cash is in, without it the AI would get stuck trying to build from three queues, with a single harvester.

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commanderbuttercup
commanderbuttercup

thanks for the reply Nolt, once again outstanding job whit the mod, so can the AI in open RA be copped in to your mod would that work if so how would i do it..

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Guest
Guest

love the mod lots of fun

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OrangeNero
OrangeNero

Owl made some videos of playing the mod :D

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Beeruspizzaeater
Beeruspizzaeater

Amazing mod guys love it much! This is what cnc 3 should have been. :)

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Valherran
Valherran

Been messing with this all day, and this is pretty good for a first release! One major problem with the AI though, they are not smart enough to counter engineer/infantry rushes. It is a guaranteed victory if you do this against any faction AI.

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Nolt Creator
Nolt

thats a general issue with all the OpenRA AIs of all the mods, we could fix it if someone rewritte a lua based AI but no luck so far. Its better to play multiplayer until this improves imo.

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OrangeNero
OrangeNero

The trick is to not try to make an AI that is trying to mimic a human, instead try to make an AI that puts pressure on the human and challenges him but still feels rewarding to fight against.

Kind of like a horde mode.

So giving the AI means of defending its base from such attacks is actually relatively simple. Make it cheat and have lots of defensive teams or let it build defensive structures inside the base and walls around it.

The RA2 AI built walls around all important buildings and had defenses all over so engineer rushes were kinda hard to pull off especially against the French and Yuri. It would even engineer rush you which is very devastating when they get your conyard or warfactory.

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Nolt Creator
Nolt

By rewritte I meant work on the base code, not spend time to polish an already working AI, we did all we can on that area, but the AI itself isnt very good.

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Guest
Guest

What makes the Dune 2k Ai different? I swear its operating on a different level then the rest. I don't remember it being like that back in 03.

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Tiefood
Tiefood

this post was mine, wasn't signed in.

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Nolt Creator
Nolt

Missions are scripted.

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