Change-log: Version 3
Infantry – added new unit: scout, sergeant/black-hand, pilot
Scout – light Anti-vehicle infantry.
Sgt./Black-hand – heavy anti-infantry.
Pilot – vehicle crew.
Visual changes: light infantry, disk-thrower, Rocket infantry, jet pack infantry, cyborg, mutant's
Weapon changes: Improve burst infantry weapons.
Vehicles – added two new abilities change weapon behaviour.
limpet drone - increased speed and sight, a great reconnaissance unit
Visual changes: titan, wolverine, orca-fighter, orca bomber, buggy, bike, tick tank, stealth tank, devil's tongue, mcv, repair vehicle, apache, banshee.
Weapon changes: Improve burst for rocket weapons, improve fire damage, added more visuals.
Gameplay – Increase tiberium value, reduce health by 40% to infantry vehicles aircraft, reduce health by 30% to buildings, environmental hazards are no more dangerous.
Visual effect – Added more explosions, improved fire system and behaviour, new death animation for vehicle, custom death animations for (titan, wolverine, juggernaut, mammoth), physics death system for (buggy, bike, hvr, tick tank). An increased amount of debris, custom explosions for plasma weapons, New laser effects and spark system, improve fire-steam behaviour (flamethrower sets fire to the ground), new bullet impact animation, new artillery impact animation and many more small changes.
All of these changes are made to make a more Michael Bay movie-like experience.
Disclaimer I do not have permission from all of these assets because I didn't have a chance to conduct the creators and some of them are impossible for me to contact because I forgot where they came from. I am not taking credit for all of their work. That being said this is made for my own amusement.
So what does this mean?
In version 8 - I've added a simple installation method with online support and 2 infantry sizes available that will not cause any compatibility issue.
But the feedback was clear, the persistent Save/Load bug has killed the campaign and the infamous, you touch water game freaks out, bug was affecting players.
Well, let's address that!
Firs the water bug, in the original rules.ini for the C&C TS everything that hists water causes a splash and ripple, the default is called H2O_EXP3.
In my mod, I have H2O_EXP1 - 4 for big to small splashes. H20_exp 1 -3 causes water to rise and create more splashes, but H2O_EXP4 doses not. In other terms, H2O_exp3 spawns 4 additional splashes, that according to the default mod settings are H2O_exp4.
This means H2O_exp3 -> 4x H2O_exp4, but if the rules.ini gets rewritten or the firestorm rules get priority due to installation issue or outside updates, then the games default splash goes back to H2O_exp3
this means H2O_exp3 -> 4xH2O_exp3 -> 16xH2O_exp3 -> 64xH2O-exp3 -> 256... etc Game crash due to water animations.
So make sure you are using the moded rules.ini or set the H2O_exp4 as the first splash.
"SplashList=H2O_EXP4,H2O_EXP2,H2O_EXP3,H2O_EXP1,H2O_EXP1" - moded
"SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1," - original
In version 9.0 I will bring a solution to the Save/Load bug (hopefully)
I've been hard at work this past week porting the mod to the UMP Client, this will fix some of the bugs and provide a crude or unconventional solution to the Save/Load bug.
A normal fix is impossible due to animation overuse/ mod structure (in the future there could be a fix but that will require a downgrade of the mod and a full rework from scratch)
So what's happening now?
Currently, I am working on porting the small infantry size and with the help of some fans on providing a solution so we can all enjoy the campaigns.
I'll update soon (exploding trees is the new gimmick)
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New units, gameplay changes and visual upgrades! Installation is simple paste all files on top of a clean version of TS: Firestorm.
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