The First Tiberian War (TFTW) converts C&C Generals: Zero Hour into the original C&C. We aim to make it as close TD as we can using the generals engine and subsequently recreate the passion and enthrillment of the first comand and conquer.
This modification will try to recreate the original gameplay and feel of the original C&C in an extended 3D environment by making a more detailed interpretation of the original ingame C&C universe and using some of the environments as depicted in the original C&C action scenes as inspiration. Generally we are expanding on the original C&C terrain theatres.
Sorry for being quite dormant for a while, seen as I've been extremely busy both education and career wise for the last year and a half we simply didn't have the time to update everyone on the progress of the mod. Faced with having to cut down on the time spent working on the mod we had let news updates suffer rather than mod progress.
Anyway, now that things have freed up a little, I've taken the opportunity to upload a few new screenshots, since the last version we've focused heavily on the quality of the mod, some of the environment (new textures etc), and the interface functionality. By far the most prominant feature of the upcoming version of TFTW will be the interface.
The new interface, in trying to implement a classical C&C 'access everywhere' feature, is based on a RA2/C&C3 interface, that is, a primary selected barracks can be accessed through the infantry tab, a primary selected Warfactory can be accessed through the warfactory tab, etc etc. You can still build units from several production buildings simultaineously, like in C&C 3, however you can only have a shortcut to one production building in each class (this includes if you have the equivelent unit class production buildings from both sides).
In addition, the new interface allows the player to skip through the classic C&C music tracks with a next and previous feature.
Various other improvements made will be elaborated on at a later date.
We have moved CnC-Source. Our forums are there now, and a new site will be there soon. Forums:
Weeeeell i have updated then image gallery with some new beta 0.1 pics for u all to gaze at in wonder! Enjoy =)
After 2 months, 8 thousand votes and 1.4 million mod profile visitors, the 2004 Golden Spanner Mod of the Year Awards have been decided, by you the visitors...
This is version 1.5 of Tiberium war 1. Hope ya like it everyone!
FINALLY A GENERALS MOD WORTH GETTING
i downloaded the microsoft net thingy and it still wont work !@%&*(
Hmm. Well the Skins seem a little bland from the distance. Ive played the mod a lot, many many times and re-downloaded. And I loved it because your brought back the main essence of the original C&C, but some of the Skins on the models, are great from close up, but seem to be a flatter colour from futher away, and I was hoping to know if you were planning on improving any of them.
I reinstalled and started playing your mod again today. I have some sugjestions though. I like how you scaled down the infantry, looks more realistic, but the mammoth tanks...they're a little small and their guns are kind of short. The mammoth was this huge lumbering tank. =) Also, the GDI airstrike and ion cannon need some major beefing up. And as already said the AI could use some more challenge but save that for once you're done with the actual gameplay stuff. overall though it's really nice, keep it up.
I actually prefer the dozer system at points. You don;t depend on a single building (being the con yard) and expanding is soo much easier.
We had that method working over a year ago, we were tempted to use it but considering the performance implications and AI issues that came with it we decided to leave it out, for now. Perhaps All-Stars managed to implement in a much more efficient manner but I think when you're remaking a game it is possible to get a little bit too determined in replicating every last feature even if its implementation is detreminental to game performance.
Let me clarify though, we are tempting to slowly implement something that's much more like the C&C construction, its just that we're not making the achievement of this a requirement to the mod's release.
Yea, I was gonna say something about what the All-satrs team did but I figured it might be rude to talk about another mod here.
... The CNC all stars team managed to code a conyard system in... Just no off map building...
Are The yEven Going to Make A atempt To Fix The AI or is this a lost cause?
ah, lol nvm my last comment, I misread yours and asked what you had already answered. =P