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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Hello Commanders, today we want to announce that a new playtest of Shattered Paradise is out. In this one we focused to enhance the visuals of the game and incorporate multiple improvements that OpenRA has had since the last release.

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Among all those changes, there are the following things:

  • Multiple new civilian assets.
  • Clouds.
  • Bullet projectiles and casings flying out of cannons and guns.
  • Contrails for aircraft.
  • Terrain lighting support which allows for tiberium glow or the classic red light posts of Nod.
  • Blood.
  • Smoke.
  • New projectiles and effects for several alien units.
  • A couple of extra sounds.

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The future of Shattered Paradise

As of last year, we had released the mod in a playable state, with the units being mostly complete and balance being present. While the art isn't exactly top quality, it's enough to give a new experience. Now, we are trying to push forward upon that and improve what has been done. Along the way we are expanding the environment assets to make the game more immersive, with the end goal of adding a campaign into the game.

While I wouldn't like get into details into the story itself yet, as that's something I don't want to screw up on the first try, the idea is to allow you to play as any of the present factions. You would likely get to use an expanded arsenal in some scenarios: units, new and old, small and huge ― anything OpenRA can handle. The missions would be similar to the campaign you know and love: commando missions, sabotage, exploration, base building, demolition ― the goodness that is hard to come by these days.

And besides that, here is some news from the frontline!

Blue Zone News

GDI scientists have discovered methods to stop tiberium growth in high-temperature areas like the Atacama desert while also restoring some of the lost natural flora. These are not local to this area but in this decaying world everything is welcome.


One of our harvester drivers, tired of all the raids of the local mutant clans, decided to take matters into his own hands! He drove his harvester into a group of mutant marauders, giving extra time to the GDI response teams. Sadly, the mutants did not contain enough tiberium to complete the driver’s quota, and unfortunately he was fined for low productivity. Those are just the daily sacrifices of our colleagues!

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Meanwhile in the red zones, our mutant coworkers are finding strange glaciers in areas where lakes used to be. This event has made the scientific community worried about the threat they could pose.


The residents of this island suffer problems of their own. Tiberium is affecting the local wildlife: animals are becoming bigger and more ferocious, and the tiberium is spreading faster than the locals can react. They claim they have asked GDI for support but their situation has still not yet been acknowledged.


Meanwhile in Santa Rosa, the local population is having what might be their last fruit festival. As production quotas are getting lower, the members of Brotherhood of Nod have been seen to arrive on their bikes at the celebration. So far none of those bikes seem to be armed.


Finally, TiberiumExpress gives their most profound apologies for their lack of quality service. Ion storms and the local fauna have destroyed most of their infrastructure, along with yet another rise of a new virus taking its toll. People have also been warned multiple times not to eat visceroids.


That’s it for now, folks. Blue Zone News signing off!

Shattered Paradise New Release 20200210

Shattered Paradise New Release 20200210

News

A new Release Patch and Tournament for Shattered Paradise!

Shattered Paradise Update 2019-06-23

Shattered Paradise Update 2019-06-23

News

New Shattered Paradise Update 2019-06-23 goes live and brings additional new maps, balance changes, bugfixes and events.

Shattered Paradise Update 2018-12-10

Shattered Paradise Update 2018-12-10

News 7 comments

New Shattered Paradise Update 2018-12-10 goes public and brings us new maps, balance changes, bugfixes and events.

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.

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ShatteredParadise SP Playtest 20200919 x86

ShatteredParadise SP Playtest 20200919 x86

Full Version

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

Shattered Paradise Tournament 4 Replaypack

Shattered Paradise Tournament 4 Replaypack

Other

SPT4 has concluded and a replaypack is available! Only available on Shattered Paradise Version: 20200210

ShatteredParadise Release 20190623

ShatteredParadise Release 20190623

Full Version 2 comments

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

Shattered Paradise Build 20181210

Shattered Paradise Build 20181210

Full Version 2 comments

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 80)
3lackrose
3lackrose

I like that you have more factions to play with, i played with the forgotten and GDI mostly.

I don't enjoy playing with the Easy AI, to win i either have to rush them at beginning, if i wait it out i get overwhelmed by their armies.

Don't have time to build the base (or decorate and build defenses), it feels like constant race where i have to spend all money to keep up building units and structures. Their armies are too big and once they start attacking you don't have room for breathing.

Turtling in base didn't seem to work so far. All my defenses are taken down fairly easily.

Mammoth tanks felt underwhelming considering their price and time to build. By the time i've built 4-8 the enemies already have a better army and they are taken down easily.

Some units move faster than i remembered from the original games, like titans.

Even OpenRA game speed on slowest feels a tad fast (but it is okay'ish).

I'd like to play this more but for the time being i'll stick to other mods based on the original engine (the AI is much easier), but i'll try to play this more from time to time, even so i hope there will be an even easier AI option eventually.

Great mod overall, the factions also have a focus on certain playstyle.

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Nolt Creator
Nolt

Thanks for the feedback, guess in that case we will have to reduce the easy AI, thing is this isnt programmed to work like on tiberian sun, the AI will produce units at random and send them to you once they have enough, so at the start the waves are weaker because its busy building, we can reduce the delay between training orders though, that could make the game easier.

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Zsombi
Zsombi

The AI is too hard. What is dubbed as "Easy" is what High-Normal should be, not even Normal. I thought this was supposed to be an expanded version of the vanilla C&C strategy game, not button mashing, that's StarCraft.
As is, this is too fast paced even for "Normal".

No, I don't play against people. I get enough of them IRL.

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Nolt Creator
Nolt

OpenRA AI is far more active than the old vanilla ts AI, but overall its predictable, it builds units at random and attacks what it considers the weakest point, it might attack at different times on each game, you only have to make sure you are active, build an army and scout, you will learn to exploit it eventually.

Do not forget that OpenRA its a recreation of the originals but the entire codebase is different.

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Titytit
Titytit

I really like the mod, however the number of defences the AI builds needs to be massively increased to make them a challenge, especially for the Forgotten.

At the moment they only build a small number of defences.

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keithfishbiscuit
keithfishbiscuit

I was trying hard to find if SP has single player campaign... can anyone tell me if this is the case?? thanks

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JediMasterChief
JediMasterChief

Only one mission as of now, at least on the lattest build on github. Whether that'll expand into a full campaign or not, I do not know. More answers might be on their Discord server.

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keithfishbiscuit
keithfishbiscuit

thanks!!

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ChronoHyperion
ChronoHyperion

Help, I'm unable to play this mod.

Here is the error code:
OpenRA engine version SP-01-02-20
Date: 2020-06-22 15:29:55Z
Operating System: Windows (Microsoft Windows NT 6.2.9200.0)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type `System.InvalidOperationException`: Failed to initialize platform-integration library. Check graphics.log for details.
at OpenRA.Game.Initialize(Arguments args)
at OpenRA.Game.InitializeAndRun(String[] args)
at OpenRA.WindowsLauncher.RunGame(String[] args)

Graphics log:
System.InvalidOperationException: Can not create OpenGL context. (Error: Invalid window)
at OpenRA.Platforms.Default.Sdl2GraphicsContext.InitializeOpenGL()
at OpenRA.Platforms.Default.Sdl2PlatformWindow..ctor(Size requestWindowSize, WindowMode windowMode, Int32 batchSize)
at OpenRA.Platforms.Default.DefaultPlatform.CreateWindow(Size size, WindowMode windowMode, Int32 batchSize)
at OpenRA.Renderer..ctor(IPlatform platform, GraphicSettings graphicSettings)
at OpenRA.Game.Initialize(Arguments args)
System.InvalidOperationException: Can not create OpenGL context. (Error: Invalid window)
at OpenRA.Platforms.Default.Sdl2GraphicsContext.InitializeOpenGL()
at OpenRA.Platforms.Default.Sdl2PlatformWindow..ctor(Size requestWindowSize, WindowMode windowMode, Int32 batchSize)
at OpenRA.Platforms.Default.DefaultPlatform.CreateWindow(Size size, WindowMode windowMode, Int32 batchSize)
at OpenRA.Renderer..ctor(IPlatform platform, GraphicSettings graphicSettings)
at OpenRA.Game.Initialize(Arguments args)

Hope you can fix this.

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Nolt Creator
Nolt

Im very late to the party, that sounds like a GPU issue, you should ask in the ORA discord / IRC if you did not do so already.

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