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.
Forgotten structures and new vehicles. Please understand that this is still alpha version, everything is subject to change if needed in future development.
So rustic, so lovely! *O*
Tiberian Dawn, Tiberian Sun and Red alert influences, excellent!
Exactly, that is the point anyway ;)
A New Faction?
Holyy ****! Mutant army!!! I'm so happy!
Any chance for some Forgotten graffiti?
would've been great if player colour was displayed not through those colored stripes in random places on buildings, but through varied graffitis painted all over walls and, maybe, roofs.
So. Many. Throwbacks. Aw yiss.
You've been busy, Carnius.
I don't see why the forgotten would need to harvest tiberium and bring it to a refinery. Would it not be more efficient for them to build a sort of plant directly on the tiberium, not having to worry about toxicity or radiation?
Yes, but then it wouldn't be as efficient as the other factions wich just build a multitude of harvesters.
Plus, they'd still need a facility to process it at all and use it to build stuff.
Point being, they'd probably convert it more efficiently not needing to worry about safe transportation or purification.
Yes, I got that, I was just speaking from a gameplay perspective, and TW is a spammy game, even on this mod sometimes. A faction that just cant expand their economy by building mobile gatherers by the numbers in the early/mid game will fail epically or it will need to have either have a secondary economy or a really OP Super Refinary building from the start. Thats what I think anyway.
I never implied a single refinery per field, but I could see why you may have gotten that idea, so here's a few solutions to single refinery anyways.
Remove or slacken up the limit on how many workers/harvesters can "dock" at a time. Maybe treat the 'refinery' as GDI's armory with infantry as harvesters who enter and then exit quickly.
Include a 'lite' version of a growth accelerator as an upgrade.
-and/or-
Base mutant economy on cultivating tiberium rather than consuming it. (Maybe give refineries a passive credit per tic based on quantity of tiberium in a radius)
Bring back the GLA's salvage/scavenge mechanic from generals.
Remember, the mutants briefly had access to information from the tacitus before the start of the firestorm crisis, so conveying that they learned some of its secrets via game mechanic isn't a bad move.
Maybe they could dig it up with plows/showels and carry it back with backpacks. Infantry harvesters!!!!
Loving the choice to use old-style C&C structures, like the GDI Power Plant from Tiberian Sun, Tiberium Refinery from first C&C, and that looks like a Command Center from C&C1; as well!
yeah, those three looks lovely! also, that one thing that looks like RA1 vehicle facility.
oh, and is that a neutral science facility from Tiberian Dawn?