TibDusk

Tiberium Dusk is a large mod (474mb uncompressed) and contains MANY gameplay changing features including classic C&C music, new sound effects, new models / reskins and other content. If you like what I create then please consider supporting me via Patreon. Thank you. :)

I aim for a monthly release schedule as I dislike having to explain large amounts of changes over time, as such this makes my life easier.

Featuring music from the entire classic C&C franchise, from Tiberian Dawn to Red Alert to Tiberian Sun to Red Alert 2 and even Yuri's Revenge, the Tiberium Wars / Kane's Wrath soundtrack is gone for a more action and ambient based selection.

Features include:

  • New units, reskins and effects
  • Adjustments of units to better fit canon
  • "Nod" faction changed to "Nod Legion"
  • AI adjustments and minor improvements, better unit selection and a resources buff for brutals.
  • Rebalancing of the resource system
  • Return to chaotic Tiberian Sun style gameplay, less focus on factions cloning each other
  • The classic Ion Cannon returns! Destroy your opponents base in one clean strike!
  • Superweapons are rebalanced, taking longer to fire but being easier to defend in general.
  • Less focus on spammy gameplay, you can win with a small amount of well placed units, from early game to late game.
  • Changes to miscellaneous game mechanics, return of explosive Blue Tiberium and Visceroids, the latter of which has a reasonably decent AI.
  • Epic Units are now faction specific and have faction-based differences. (E.G, Steel Talons Mastodon, GDI Pacifier Supertank (repurposed MARV), ZOCOM MARV, Black Hand Liberator and the Demolisher Hexapod (An 8000 credit end-game Hexapod variant))
  • Artillery has different roles, for example the Marked of Kane Blaster Beam Cannon (fire support) and deployable Artillery, (long range) the regular Nod Spectre, Reaper 17 Hunter Seeker (scout & stealth detect bombardment), and the new GDI Juggernaught & Behemoth. (Juggernaught focuses on base destruction, whilst Behemoth focuses on heavy armor support artillery)
  • New "Super Defences", Cabal Obelisk and Sonic Shatterer.
  • New Cabal voice announcer for Marked of Kane.
  • Bugfixes, including finding a unique solution for the Quad Turret desync and also fixing Harvester Pathfinding.

And much more.

The mod has been extensively tested by me and friends online with Gameranger and generally it runs near perfectly with little to no Desyncs, which is great fun.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Tiberium Dusk 1.25 Beta 4v2 Brutal Gameplay

Above video is as usual, some gameplay of the latest build of Tiberium Dusk. There are many new gameplay tweaks and features, some of which are shown in the video, these include:

  • Atmosphere changes, Scrin now have sound effects denoting each structure type, making them feel more alien.
  • New UI colour overhaul, will eventually involve all factions, making colours more subdued to remove the cartoonish look in-engine and ridiculous overbright faction colouring.
  • AI improvements, AI will occasionally do new stuff like purchase mothership (now bought through Scrin Airstrip) and are somewhat more aggressive. (Will eventually enable most support powers for AI, have already begun with some, will most likely have all upon release)
  • House / Team colour glow when selecting units, rather than "white flash" as in vanilla Kane's Wrath.
  • New general sounds, Mammoth Tanks and various other units have new sound effects; am aiming to implement more as I work on them.
  • Many unit rebalances, from ZOCOM to Scrin; some units like the Goliath Predator have a new APFSDS fire mode which makes it highly effective vs vehicles, but completely ineffective vs infantry and structures, and takes 10 seconds to swap mode to.
  • Tiberium Fiends added, functions not dissimilar to its Tiberian Sun counterpart.
  • Neutral monsters (Visceroids, Fiends) can now be purchased through the Mutant Hovel and have their own behaviours.
  • Wild monsters are spawned in different ways, for instance, Fiends are spawned from Infantry deaths in Green Tiberium, and Visceroids are spawned in Blue Tiberium.

I've also been doing some behind the scenes attempts at Lua Scripting which haven't gone well so far, but eh, I'm getting there; I have a simple system for No Superweapons or Epic Units in place (that I'm not gonna use) and I'm also attempting something else, but this is mainly a sideline to the main mod which may be used in the future; I don't know yet.

I still have quite a lot of work to do, fixing up the Mutant Hijacker, making all the ambient sounds for Scrin universal and possibly giving Scrin a complete overhaul, there's lots of work I wish to do for them to make them a more original faction but it all takes time.

I'm also interested in bringing back the Chemical Missile from Tiberian Sun as an alternative Superweapon for Nod.(Legion)

1.25 Phantom Artillery Rework

1.25 Phantom Artillery Rework

News 4 comments

Full rework of the Phantom Artillery (Marked of Kane's Spectre Artillery model) and footage showing the majority of its new features. For a list of the...

1.25 Micro Nuke Testing

1.25 Micro Nuke Testing

News 2 comments

Showcase of the upcoming Micronuke Ammo for the MoK Spectre which will ship with radiation effects too. :)

Tiberium Dusk 1.25 Railgun Changes

Tiberium Dusk 1.25 Railgun Changes

News 4 comments

Implementation of "Classic" GDI railguns of various colours, basic ghost stalker implemented and thoughts for the future of the Forgotten in the mod.

Tiberium Dusk 1.25 Testing Footage

Tiberium Dusk 1.25 Testing Footage

News 8 comments

Testing footage footage showing new "Airburst" weaponry and the early testing stages of the Mutant Hijacker.

Add file RSS Files
Tiberium Dusk 1.24 - Brutal KW Release

Tiberium Dusk 1.24 - Brutal KW Release

Full Version 39 comments

Tiberium Dusk 1.24 - Brutal KW contains a new gore system, a new map, new units, large (existing) unit changes, a few new music tracks, new artwork ...

Tiberium Dusk 1.23 Release

Tiberium Dusk 1.23 Release

Full Version 14 comments

Release of Tiberium Dusk 1.23! Released earlier than I wanted, but still relatively complete; this is version 1.23 of the mod which contains many new...

Tiberium Dusk 1.22 Release

Tiberium Dusk 1.22 Release

Full Version 20 comments

The first actual release of Tiberium Dusk, a mod that's been in the work for almost a year now, which continues from an unreleased mod I made for Tiberium...

Comments  (0 - 10 of 263)
Burakkuhāto Creator
Burakkuhāto

Nod Legion's avatar is now going to be a multirole vehicle.

Essentially, its going to come with one time purchase upgrade "packages" like other mods, but will also retain the ability to claw to grab what you want from specific vehicles.

However, once you purchase a package the avatar will be specialized for that specific thing, so clawing things from vehicles will no longer be an option.

So whilst you can purchase a "flamer" upgrade with some stat bonuses and a flamer, you wont be able to grab a laser for that avatar unless you do it manually with the claw.

If I can't get this system working, I'll work on making the claw have another use, I'm not sure yet.

The avatar will still ultimately be the inferior to the Mammoth and Tripod (and will be reflected in the price) but this is how I think it should fit into Nod's arsenal.

Reply Good karma+1 vote
Bittah_Commander
Bittah_Commander

I noticed on my own mod's profile that letters disappear when I type something like MovementZ so I'm just checking if that happens here as well.

Edit: I typed MovementZøne=Fly (but now I typed an ø instead of o to keep "Zone" from disappearing) and it seems the letters indeed get removed here as well.
You can delete this comment if you want; sorry for the trouble (I intended to delete it myself, but forgot that I couldn't here 😅).

Reply Good karma Bad karma0 votes
Burakkuhāto Creator
Burakkuhāto

Haha, no problem buddy. ^^
I remember MovementZ from when I used to modify Red Alert 2, I'm guessing that's what you work on. :D

Reply Good karma+1 vote
Bittah_Commander
Bittah_Commander

Tiberian Sun actually, but close enough since it's still the same game engine 😋
I brought up the Zone thing with the Mod DB staff already, but no idea if they'll be able to fix it.

Reply Good karma Bad karma+1 vote
shaithias
shaithias

Glad to hear you are back! Could you consider replacing the commandos for mok and nod with a sniper commando?

Reply Good karma Bad karma+1 vote
Burakkuhāto Creator
Burakkuhāto

By Sabotage, I've had a few ideas dug up, essentially perma-stealthed, can deploy beacons to call in a Vertigo Carpet Bomb strike every so often, removal of C4, capture of structure, nerfing of laser pistols to be slow firing point kill weapons (for anti-advanced infantry only), and possible call for reinforcements abilities, not sure yet.

Essentially, it'll be a stealthed recon and support commando. GDI commando will be a mix, sabotage and heavy weapons, Cyborg Commando is the heavy bruiser Commando with an expensive tradeoff and Scrin will be the utility Commandos.

Reply Good karma+1 vote
Burakkuhāto Creator
Burakkuhāto

Unlikely, its already been done before by other modders and it doesn't really interest me. ;P

I do plan on a possible alternative idea of having a Nod Sniper Team much alike to the GDI sniper team but with what my plans are with the GDI commando, (literally becoming the new Ghost Stalker, railgun and C4 Explosive) Nod's commando is likely to see a total rework to be a sabotage unit rather than a shoot infantry and explode things unit.

An idea of the Nod Sniper Team is that the Nod Sniper Team is stealthed, and the GDI Sniper Team uses these high velocity explosive bullets that I've already implemented for them ingame, but they're unstealthed. That's what I've planned anyway.

Essentially, GDI sniper Team will be better at dispatching squads, as their bullets explode and cause injury to multiple combatants, but Nod Sniper teams will be better at Singular targets and sneak attacks.

Reply Good karma+1 vote
Burakkuhāto Creator
Burakkuhāto

Apologies for the radio silence, I've got no reliable Internet connection atm, but there's been some large changes to the mod, from sound effects to ambient sound additions, rebalancing and Tiberium Fiends.

Will hopefully have access to the Internet by next week to showcase some of the new stuff.

Thanks everyone.

Reply Good karma+3 votes
Burakkuhāto Creator
Burakkuhāto

Well, I've got a connection now finally. ISP decided it wanted to be a jerk and just cut off my connection, so there's that.

Essentially there's been a minor change to how the Tiberium Spawning mechanics work, changes to balance with ZOCOM and their goliath predators, and following some gameplay of One Vision whilst I was offline I decided I REALLY loved the ambient sounds for portal structures, (mainly because Quake, heck, its where I got my gore sounds from) so I decided to go all out and make an "ambient sound" update.

Basically sounds across the board have been improved, from Mammoth tanks to Scrin buildings. Its not comprehensive but its better than it was.

Visceroids and the new Tiberium Fiends can be purchased from the mutant hovel, but they also have different ways of being spawned "wild" as well.

Scrin AI has had some changes including actually buying and using the mothership, the ZOCOM sonic shatterer (super sonic emitter) is now performing properly in regards to its cost (3000 credits), making it similar to the Cabal Obelisk.

There's also planned to be big changes to the railgun system, essentially I've started to write up a basic "mod-lore" explaining why the new (old)railguns exist that were shown in an earlier devblog, whilst also finding a reason to keep the "EA" railguns. This lore will come in the form of a manual with the next update (hopefully), the manual will also be used to explain how to install the mod better, and provide extra information about things.

All this comes alongside other changes mentioned or shown in the past, 1.25 is gonna be a big darn update. xD


ALSO, a HUGE change I've been working on has been compatibility with campaign. I notice that that was a major issue for some people, so I've been painstakingly playing through the campaign to try and fix any bugs that I could find (except for the Radar one).
A major gamebreaking bug on "All that Glitters" was fixed fairly recently where the Spectres wouldn't even spawn.

I hope to show some footage reasonably soon. ;)

Reply Good karma+2 votes
XDsnowman
XDsnowman

um hello, I have an idea for MOK, where do I post, is there a discord for this kind of things?

Reply Good karma Bad karma+1 vote
Burakkuhāto Creator
Burakkuhāto

Just post it here mate, everyone else does. :)

Reply Good karma+2 votes
XDsnowman
XDsnowman

ok so here is my idea for MOK infantry, cyborg mechanics for all MOK cyborgs and any infantry that is affected by cybernetic legs, upon "squad death" not squad member death, the MOK infantry will spawn a 2 member squad of cyborgs with only torso like the OG TS cyborgs at low health, the crippled cyborgs or whatever will have a single gun per member but with only a fraction of the damage of the OG awakened, but can jump and suicide into vehicles or structures for high explosive damage or a terror drone like Damage over time effect, of course, the unit will not come out after destroying a targeted vehicle or structure unlike RAs terror drones. I feel that that would make the MOK more like their TS counterparts while having some new aspects of the half-but-not fully dead cyborg feel that TS had with cyborgs
TL:DR cyborgs become terror drones with a puny *** gun after death

Reply Good karma Bad karma+1 vote
shaithias
shaithias

I like the idea, but I want to add on that if the squad can make it back to base for repairs, they should get them! :P

Reply Good karma Bad karma+1 vote
XDsnowman
XDsnowman

it would be nice if that was the case, since they are dead corpses after all, they could come out as the awakened, my main issue with that would be the squad size, u cant make a 3 man squad with only 2 dead bodies, but hey, that has never stopped TW and the squad size could be buffed to 3 to account for that problem, but then again, the chance that they could make it back to base without escort is low considering that the half cyborgs should probably be unaffected by the cybernetic legs upgrade and they do not have emp cannon ability, best use for them would be to send in the awakened to emp, and then suicide them to do high damage I guess

Reply Good karma Bad karma+1 vote
Burakkuhāto Creator
Burakkuhāto

Already considered it, the only reason I haven't implemented classic cyborgs is simply devtime. Infantry are probably the hardest thing to work on in general and I'm not a skilled animator / modeller. (Though I do have an idea what I'm doing at least)

The problem with half cyborgs is the crawling animation, idle animations, creating a realistic looking model and firing animations.

As far as code is concerned, it would actually be extremely easy to implement as I've already done stuff like this already. ;)

Its easier for me to work on general sweeping gameplay changes and ideas than something like that unfortunately, but maybe its a good idea for later on. :P

Reply Good karma+2 votes
XDsnowman
XDsnowman

I get that issue perfectly, u are not a modeller or an animator, and I think the code is thoroughly workable, but I guess that you would need a model to poach/or commission and an animator to work with you so that it becomes doable. so far there is no half cyborg model in any other mod so far. But on the shooting animation is probably easy, just copy the animations from the MOK awakened for the arms at least but on the crawling front yeah it would be super difficult especially since one of their arms is technically a gun

Reply Good karma Bad karma+1 vote
Burakkuhāto Creator
Burakkuhāto

Yeah, the shooting animation wouldn't be so bad providing the model doesn't dislike it. It kinda annoys me that I can't do it myself since its something I know I'd be able to do if I had the assets.

The REAL issue with modelling / animating with Sage engine mods, is the fact that you can only use 3dsmax9... its an enormous limitation as not all people can use it easily or have experience in different programs, plus it has plugins that ONLY work with it, that are required just for the engine to even accept the model / anims.

Its a frustrating barrier, especially when I know how to model in Blender pretty well; using a 14 year old program? Not so much.

Reply Good karma+2 votes
XDsnowman
XDsnowman

welp that is why it takes so long to do stuff in TW/KW modding anyway, besides if u really wanted, u could just do something like take the OG awakened model, and basically chop it in half at the torso, add some exposed flesh and bones to the texture and some flashing lights to indicate instability, and have a few different variations on the body damage, just for flavour and you are pretty much done, now the hard part is getting it to animate right using a VERY OUTDATED modelling software

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
C&C3: Kane’s Wrath
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9.2

6 votes submitted.

You Say

-

Ratings closed.

Style
Embed Buttons
Link to Tiberium Dusk by selecting a button and using the embed code provided more...
Tiberium Dusk
Statistics
Last Update
Watchers
130 members
Files
3
Articles
14
Reviews
6