Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.

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Add media Report RSS Tiberium Lifeforms update (view original)
Tiberium Lifeforms update
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Metaltooth
Metaltooth - - 2,666 comments

Excellent work! Its a step in the right direction

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Burakkuhāto Author
Burakkuhāto - - 435 comments

Sure is! All these bugfixes and quality of life changes are pain and not very exciting, but need to be done. :p

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egozi44
egozi44 - - 2,220 comments

I was on the same boat for years with my own mod,

I've managed to find some way to spawn hostile lifeforms the same way you did but also made them attack on contact,
I also managed to somehow make them chase after your units Only if your units shoots at them after many tests,

It took many tests to figure it out for me
but I glad it worked (though it been some years so I don't recall what I did exactly after the CreepPlayer lua thingy, but I can check) xD.

M.youtube.com

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Burakkuhāto Author
Burakkuhāto - - 435 comments

I think I remember talking to you about it years back on CNCNZ,
at the time I think working on an ion storm / visceroid spawner or something, but I ditched the whole neutral spawner thing until recently; I think I started trying to learn 3DSmax after that lol. x)

Honestly learning stuff about this game is a full-time job. :(

I vaguely remember you talking about teams and how they're assigned with AI having a group of teams to attack / control units, I had a look in Metamod and that stuff honestly just blows my head off; I dunno if it can help me, I had a look at the team table stuff there and whilst it looks like the right path... its confusing af. xD

I took a look in the worldbuilder and noticed the team override command / script, but I assume that has to be called tonnes of times (if teams are dynamically allocated during gameplay); unless there's some simple way of doing it that's going over my head. :p

I did try the "<All Teams>" parameter thing that the worldbuilder has, but that didn't work. :(

Honestly if I show you the mess of code I've made where I've been experimenting, you'd laugh. :)

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bob600
bob600 - - 353 comments

love it

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Burakkuhāto Author
Burakkuhāto - - 435 comments

ty my friend. :)

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Description

Finally got this working on my own.

Essentially, at the start of the game it was previously impossible for me to spawn in Tiberium Life and have them be on an enemy team without me making a Lua Script (which I had no idea how to do) so I just left it with the current system.

Well now that has changed, I've made a working script that makes initially spawned AI set to the PlyrCreeps team; and whilst its not perfect (the AI doesn't fight back unless shot at) its a farcry better than enemies that did nothing at all.

This means that Tiberium Fiends will be initially spawned on the map whilst Visceroids will be spawned through Tiberium Exposure.

I aim to work on some more Lua scripts in the future to improve the Tiberium Lifeform functionality, though I'm still learning the ropes tbh.