This modification offers an alternative gameplay to Tiberian Wars involving many Tiberian Sun units which many CnC fans (like me) missing in vanilla CNC3 and add even new my made units which you can't find anywhere else. Story is quite the same like Tiberian Wars, but is all about what if GDI and Nod do not abandon technologies they have used in Tiberian Sun era and instead of that further developed them. But it's not only that, there are many visual, sound and balance changes which I want to see and hear in my mod, new sounds, new music, new effects (like blood and gore, new infantry deaths, new more realistic missile trails) and many more.

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Report RSS Tiberium Essence 1.52 (view original)
Tiberium Essence 1.52
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FortressMaximus
FortressMaximus - - 1,664 comments

The whole production isn't a problem. Just focalize on ground units, so it can be an excellent support, in combo with phantoms (for stealth and area of repair).

Maybe a second module and the spikes "on the sides and the back" can add some more charisma. What do you think?

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M0nkfish
M0nkfish - - 195 comments

I think its ok with one module, but "spikes" as an upgrade for traveling underground is a great idea! Especially if Kodiak gets the stratofighter upgrade.

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FortressMaximus
FortressMaximus - - 1,664 comments

I guess this picture is an early prototype. The cabin isn't well realized and it seems there is a track in the middles.

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M0nkfish
M0nkfish - - 195 comments

thats the "deployed" mode, see the head is buried and the tracks are folded inwards into the cabin. it's about to give birth to some buggies.

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FortressMaximus
FortressMaximus - - 1,664 comments

Are you sure? Because it seems there is one less module.

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M0nkfish
M0nkfish - - 195 comments

pretty sure that when deploying the front module folds inside the cabin and the cabin "digs in" i'm guessing the front module contains the war factory nanobots and has to transform before production can begin. It will be clearer when we can see it animate.

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M0nkfish
M0nkfish - - 195 comments

Basic vehicles and maybe basic infantry too in my opinion. loving the model it looks even better than i'd imagined!

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.Mac.
.Mac. - - 165 comments

As it is now, with just basic tier1 vehicles, I think it is good. At the very most, maybe it could be allowed to build up to tier2 vehicles, such as the Devil's Tongue, Basilisk, and Phantom (of course excluding the harvester and MCV), but I do feel that any vehicles in Tier3 will certainly be OP for this unit. Also, since players will try to build the Montauk/Fist of Nod anyway, limiting it to just basic vehicles will help ensure that these will still be used, even in late game.

So basically, my vote is: Allow the mobile Fist of Nod a limited production line of the lower-end vehicles (possibly up to tier2, at most), while the stationary War Factory can build the full production line of vehicles.

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FortressMaximus
FortressMaximus - - 1,664 comments

The main problems with Nod Tier 3 vehicles (cost aside) are: their low speed, they cannot be transported with common carryall and their production time. The last one cannot be solved but the mobile factory can be a remedy to increase their mobility in the battlefield (since GDI can use their might carryall and Scrin can use wormhole). I don't see nothing wrong if Avatars can be produced directly from it consider that the game already allows to expand and spread factories around the battlefield.

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.Mac.
.Mac. - - 165 comments

I respectfully see what point you're trying to make, except:
- Stealth Tank and Cobra are not slow. Only the Avatar is slow.
- any Nod vehicle can be transported by the Nightwind.
- like you said, you can expand with actual war factories (this way, players must continue using factories even if they have a Fist of Nod, which is a key component toward good balance - ensuring continual use of anything at any time).

Just like with a crane, it cannot build all structures, it's only a helping hand for this task. Only a construction yard can build all structures. Similarly, let's have the Fist of Nod be a helping hand and limited to which vehicles it can build (better for balance anyway since it also can relocate and has weapons/aura), and let the structural War Factory be able to build the full list of vehicles (whose sole purpose is to build vehicles, and cannot relocate nor shoot weapons). If players want more mobility, make use of the transport that was intended.

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FortressMaximus
FortressMaximus - - 1,664 comments

My bad, I wanted to mean "heavy tier 3 vehicles".

It's true that a crane cannot build everything, but it cost 1500 and comes immediately. The Montauk seems to cost at least 4000 (if not more, considering all these abilities), plus it's an over tier 3.5 unit that needs a "foreign" structure to be built.

Why putting some restrictions since it's limited only on vehicles while the main purpose of the Montauk is the creation of a full surprise army? At max (if possible) make some vehicles cost more if produced by Montauk but the balance isn't affected if a mobile war factory acts just a standard war factory (even in other games/mods mobile war factories produce everything and noone complied about them).

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supjay
supjay - - 207 comments

I like the idea of making high tier vehicles costing more when built from the Montauk. Its a need solution IMO.

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.Mac.
.Mac. - - 165 comments

I guess only Carnius will know better what's best for this unit and for balance, so let's just see what he decides :)

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Description

Deployed into Fist of nod forward vehicle factory. Still WIP but you get the idea. It is still in question if there will be whole production list or just basic vehicles.