Changelog.
Update v4-v9
Moved mod to the UMP client.
Bug fixes:
- Killing cyborgs will no longer crash the game by spawning infinite blood
- Voxel units hitting the cliff will no longer have a chance of crashing the game
- Blue Tiberium will no longer spawn plane debris when exploding
- Ion cannon will not spawn an infinite fire
- Chem missiles (disable due to a game-breaking bug)
- Tiberium missile will not cause infinite damage and crash the game
Note*
- Save/Load Bug not fixed but original saves are compatible with the mod.(creating a save in the original UMP Client can be used as checkpoints and will be loaded by the client with the mod)
- Mod request at least a 2 Gb graphics card and 8 GB of ram (mod will run on lower specs but may crash due to memory limit)
Game tested on Windows 7 4GB ram 512MB GraphicCard - acceptable crash rate (large battles not recommended)
Game tested on Windows 10 16GB ram and 8GB GraphicCard - no crashes (8 player PVP not tested may crash)
General changes,
- Lower HP for all units for faster TTK (for performance reasons, also no man can take a tank AP shell to the face and walk away)
- Tiberium price increase for faster gameplay
- Increase the Tiberium growth rate and spread rate
- Increase Tiberium exposure damage (not great, not terrible)
- Added explosive effects to both Tiberium types with custom animations
- Increase fire damage (X3)
- Increase unit quing from 5 to 30
- Increase power from power plants
- Increase power draw from all defense buildings and superweapons
- Changed all sand terrain textures (optional - remove ecache04.mix)
- Added bridge derby caused by bridge explosions
- Added destructible trees with leaves and branches (arctic and temp) (present on maps marked WarZone)
- Disable veteran rate of fire increase (bug’s weapons animation)
- Disable veteran power increase (bug’s weapon effects)
- Increase veteran armor from 0.5 to 3.0 (to compensate for TTK, veteran units last longer)
- Increase building speed (to compensate for TTK, don’t waste 43 sec for a unit that last 2)
- Enabled multi build factor
- Increased build/train q from 5 to 30
- Increase Hentai monster damage vs heavy vehicles
- Increase Hentai monster growth rate
- Increase ion storm damage and duration
- Added ion storm effects like spark and fire on impact
- Added dirt effect to subterranean units
- Added dynamic piffpiff effects and sound effects (bullet impacts)
- Added spent shell casing to conventional firearms
- Added impact debris to most explosions
- Added new debris and impact effects for drop pods
- Drop pods spawn faction-specific infantry (replace E1, see light infantry changes)
- Added new fire effects
- Added extra corps animations
- Added spark effects to laser weapons
- Changed most weapons sound
- Changed death sounds for male and female infantry
- Decrease the chances and volume of the cloak effect
- Decrease the volume of “I’m taking heavy fire and medic” due to increasing infantry usage
- Prioritize certain sounds over others
Infantry units,
General changes,
- Infantry comes in 2 sizes, classic and small (60% size) (add/remove - ecache26.mix)
- Added blood effects with different sizes.
- Flaming man animation lives fire on the ground when moving
- Laser death effect has body parts flying and sparks shooting everywhere
- Normal death has blood leaking out of the body after the body is on the ground
- Price decrease due to TTK and weapon mechanics
GDI and Nod
- Light Infantry - separated in 2 units with skins that can represent the faction.
Added dynamic spent shell effects and smoke for the gunfire animation.
- Engineer - separated in 2 units with skins that can represent the faction.
GDI
- Disc Thrower - Changed color set and added dynamic pin release animation changed disc to small grenade disc
Removed the AOE damage caused by the units death.
- Jump Jet - Changed color set to match faction set,
Added body fall effect when killed in the air
Faster flight time - (chance to dodge sam missiles)
Higher altitude
Weapon damage increases lightly to make the unit more effective vs AA light scouts.
- Sergeant - WarZone anti rush infantry unit
Double HP of a normal infantry unit,
High damage primary vs infantry
Low AA secondary damage
- Light Scout - WarZone scout Unit
Increase movement speed
Larger sight range
Low damage primary and low damage anti-air secondary (good vs AA and androids in large numbers)
- Zone Trooper - WarZone anti-tank unit
High damage primary vs armor (slow rate of fire)
Custom rifle effects with custom damage animation.
- Ghost Stalker - New sound effects for rifle
- Mutant - WarZone Unit - Tiberian proof infantry.
Harvester harasser
Rapidly heal on Tiberium
Nod
- Rocket Trooper - New color change to match the faction
New weapons effect
New long-range AA secondary (due to aircraft attitude change)
- Cyborg - removed and replaced with android (Still present in the campaign)
- Cyborg Commando - New Skin to match the faction
New custom weapon effects and animation.
Increase EOE damage.
- Light Scout - WarZone scout unit with proper faction color.
Low damage AA secondary and low damage primary.
- Black Hand - WarZone anti-infantry rush unit.
Custom skin-matching faction colors.
High damage vs infantry.
Low AA secondary damage.
- Loyalist - WarZone anti-armor unit
Fires a single high power laser bold (50% of laser turret)
- Stalker - WarZone Unit - stealth trooper.
Medium anti-infantry weapon.
Low damage anti-air secondary
- Kane - WarZone Healing unit (limited to 1)
Long live Kane!
Neutral
- Rocket Mutant - WarZone Unit
Heavy anti-tank infantry
- Grenadier Mutant - WarZone Unit
Mutant healing unit
Bio-Tiberium grenade (generate visceroid when killing infantry -map dependent)
- Mutant Soldier
Added AA secondary
- Visceroid
Multiply on killing infantry
Decrease heath
Increase damage to non-bio components
Lethal (one hit) to bio units
Increase speed
- Tiberian fiend
Increase damage
Increase speed
- Tiberian scrawler - WarZone Unit
Lethal (one hit) to bio units (generate visceroid when killing infantry -map dependent)
Vehicle Units,
GDI and Nod
- Harvester
Custom explosion animation
Added vehicle hull (voxel debris)
Added Tiberium shards as debris
Oil animation and fire effects
- Limped Drone
Custom explosion animation
Added vehicle hull (voxel debris)
Increase speed
Increase line of sight (perfect scout)
Added spotlight tracking as a weapon
- Sensor array - New visuals
Created separate faction colors
Added vehicle hull (voxel debris)
Added custom blue explosion effect.
- MCV - New visuals
Changed color for the model to match every faction better.
GDI
- Wolverine
Lowered damage and increase the rate of fire (so it looks like it has 2 miniguns)
Changed so that the wolverine has 2 weapons that he alters when firing.
Added spent shell casing effect.
Added light effect on the ground when firing
Added bright pixel to simulate flashlight effect
Increase anti-infantry effectiveness (same for Buggy)
Added 3x death animation
Update the death animation to match the unit color pattern better
- Titan - New visuals
Change to a custom version of the Moi Titan
Added a 3x death animations
Changed animation to match new model and color
Added muzzle effect (disable the red targeting laser due to animation positioning)
Added spent tank-shell casing
Added straight projectile (collides with the terrain and the first shot is inaccurate)
Increase range -6.75 to 7.50- due to barrel height (out-ranged the tank but the tank has more armor due to shape [normal mech vs armor mechanics])
- APC - New visuals
Added light AA guns for defense
Added light anti-infantry weapon
Added vehicle hull (voxel debris)
Added custom tires (voxel debris)
- Hover Multiple Launch Rocket - Visual tune
Increase burst from 2 to 6 missiles
Increase ROF to compensate damage/min is the same (this makes this unit op at hit and runs, the unit is very vulnerable when reloading)
Added vehicle hull (voxel debris)
Added turret with animation effect (voxel debris)
- Hammerhead - WarZone Unit
Anti-armor/siege unit
2x mini RPG weapons
Low heath/armor (glass cannon) - (nerf due to hover/hammerhead combo being too much)
Added vehicle hull (voxel debris)
- Juggernaut
Added death animation
Nerf damage to heavy armor units (Titan/Tick/Mammoth/Disruptor)
Nerf damage vs buildings (you have orca’s bombers are a thing)
Increased AOE range and nerf AOE damage
Damage now reflects the 90mm size HE (not firing 3x 150mm arty shells)
- Disruptor - New visuals
Increase damage vs Bio
Sonic blast clears Tiberium (as established in Tiberium Wars lore)
Added custom explosion animation and effect
Added vehicle hull (voxel debris)
Added post-death damage (small vehicles and infantry take fire damage when this unit dies)
- Mammoth Mk. II - New visuals
Increase size, unable to walk under bridges.
Due to the heath being hardcoded this unit has not been affected by health debuff.
Added 5x vehicle hull debris per part (voxel debris)
Added custom explosion effect
Added new sounds
- Android infantry - WarZone Unit
Fire and small arms fireproof (a better version of the cyborg)
Added unique death animation
Added custom white blood (because if the pulse-rifle is in the game why not the aliens' androids)
- Android technician - WarZone Unit
Repair vehicles
Added unique death animation
Added custom white blood
Nod
- Attack Buggy - New visuals
Increase ROF
Decrease damage (same as wolverine)
Added vehicle hull (voxel debris)
Added custom tires (voxel debris)
- Attack Cycle - New visuals
Increase damage and ROF to compensate (better hit and run unit)
Increase AT performance
Added vehicle hull (voxel debris)
Added custom turret (voxel debris)
- Tick Tank - New visuals
Increase armor rating (extra for deploy)
Added custom fire animation
Added straight projectile (collides with the terrain and first shot is inaccurate, but less than the Titan as the unit is not on legs)
Added vehicle hull (voxel debris) even if deployed
- Repair vehicle - Visual tune
Added welding effects and extra spark when repairing
Added vehicle hull (voxel debris)
- Mobile Artillery
Increase AOE damage
Nerf damage to heavy armor units (Titan/Tick/Mammoth/Disruptor, this role is for aircraft)
Nerf damage vs buildings (not as much)
New animation for the 150mm impact
Added vehicle hull (voxel debris)
Added custom turret (voxel debris)
Added dust pickup when firing
- Devil's Tongue - New visuals
Increase damage due to fire damage increases overall
The unit does more damage the closer it is to a target (enemy and friendly)
Heavy damage to buildings and light vehicles
Medium damage vs armor
Instant kill vs infantry
Does self-damage in groups (the friendly fire machine)
New fire effects
New death explosion effects
Does fire damage when explodes
Has a chance of spawning fuel tanks that travel in the air for a short period of time and explode dealing full weapon damage to infantry.
Added vehicle hull (voxel debris)
- Stealth Tank - New Visuals
Increase burst fire from 2 to 6 (Hit and run tactics, beast!)
Increase ROF (balance)
Added vehicle hull (voxel debris)
Added custom parts (voxel debris)
- Beam Tank - WarZone Unit
Long-range siege unit (portable obelisc)
Low heath and armor
Added vehicle hull (voxel debris)
Added custom parts (voxel debris)
- Cyborg Reaper
New custom death animation
Added new blood effects
Leaves a bleeding corps that explodes
Added custom parts (voxel debris)
- Android - WarZone Unit
Increase armor (more than the old cyborg)
New custom death animation
Added new blood effects
Leaves a bleeding corps
Added custom parts (voxel debris)
- Android purifier - WarZone Unit
The unit does more damage the closer it is to a target (enemy and friendly)
Heavy damage to buildings and light vehicles
Small damage vs armor
Instant kill vs infantry
Does self-damage in groups
Has a chance of spawning fuel tank that travels in the air for a short period of time and explodes dealing full weapon damage to infantry.
New custom death animation
Added new blood effects
Leaves a bleeding corps
Added custom parts (voxel debris)
Aircrafts
General changes,
- Increase flight level according to aircraft type
- Increase speed and dodge chance (Due to TTK balance)
- On impact added new plane hull debris
GDI
- Orca fighter - New visuals
Increase AP damage vs Heavy armor
Added vehicle hull (voxel debris)
Added custom parts (voxel debris)
- Orca bomber - New visuals
Increase damage is done to buildings and light armor units
On death has a chance to spawn up to 3 extra bombs that due full weapon damage.
Added vehicle hull (voxel debris)
Added custom parts (voxel debris)
- Carryall
Increase size for realistic purposes (still looks wanky if transporting a mammoth)
Added vehicle hull (voxel debris)
Added custom parts (voxel debris)
- Orca transport - WarZone Unit
New parachute animation
Spot-light as primary for para and tracking purposes
Added vehicle hull (voxel debris)
Added custom parts (voxel debris)
Nod
- Harpy - New visuals
Changed from helicopter to hovercraft due to missing blades
Increase primary gun vs infantry and light vehicles
Added vehicle hull (voxel debris)
Added custom parts (voxel debris)
- Banshee - New visuals
Increase damage to heavy armor (just like the cutscene, it kills Titan/Tick/Mammoth/Disruptor very fast)
Custom explosion (because this aircraft run’s on alien tech)
Added vehicle hull (voxel debris)
Added custom parts (voxel debris)
Buildings
General changes,
- Added faction-specific lighting for cosmetic purposes
- Increase armor for defense buildings
- All defense buildings use more power and can’t operate on low power
- Increase the power given by power plants
- Faster building time
- Increased Sam range (due to aircraft speed and fly range change)
- GDI defense towers now build with the upgrades attached
- Spotlight tower - WarZone Unit
Taunt unit (makes units attack it first and ignore other defenses)
- Laser turret
Changed to a more anti-tank role
Decrease damage to bio units
Increase damage to armor units
- Shredder turret - WarZone Unit
Anti infantry defense (like vulcano tower)
High AOE damage
Short-range
- Zone Tower - WarZone Unit
High damage + Range
A slow rate of fire
Can one shoot most units
Costume projectiles (will collide with terrain)
Added custom explosion animation and effect
Added post-death damage (small vehicles and infantry take fire damage when this unit dies)
SuperWeapons
- Chemical Missile - disable due to a game-breaking bug (working on it)
- Cluster Missile - replaced
- Tiberium Missile
Replace the Cluster missile
300 Damage on impact
Heavy damage in impact spot (can kill any building/unit)
Leave’s heavy damage fallout in a small spot for 10 sec (fire damage)
Spawns crystal shards that cause AOE damage Lethal (one hit) to bio units (generate visceroid when killing infantry -map dependent)
- Ion Cannon
700 Damage on impact
Heavy damage in impact spot (can kill any building/unit)
Leave’s heavy damage fallout in a small spot for 10 sec (fire damage)
Small AOE damage (fire Damage)
- Drop Pods
Replace light Infantry with faction-specific Infantry
Added new effects for the pod impact.
everything here looks great. really glad it's on the TS Client now. cool that the limpet drone might actually be useful now, too.