Project overview: Tiberium Secrets is a total overhaul mod set in a parallel universe to the Command and Conquer canon. It introduces three new factions that can stand in conjunction and potentially independent from the others within the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Fundamental mechanical changes will also be made to the original factions.(presenting them as they may appear after Kanes Wrath) With a few new assets for each original faction.

Report TiberiumSecrets 1. 2 Release
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TiberiumSecrets_1.2_RC1.zip
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Patch
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GeneralJist
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This is teh 1.2 release of Tiberium secrets. This release is an attempt to fix dozer issues.

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TiberiumSecrets 1. 2 Release
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artist0202
artist0202

ok, lets see this thing is work...

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artist0202
artist0202

ABOUT FKING TIME
seems working well, for now...

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artist0202
artist0202

i think ASI's reactors are to big. maybe you have to resize all building to -10~5%, maybe more than that.

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artist0202
artist0202

when i build ion cannon while i was playing ASI, suddenly screen was covered by some icon.

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artist0202
artist0202

new faction dosen't have AI, and i tryed to capture enemy ASI's command center,(sorry. can't remember that name) and it didn't working.

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Oaks
Oaks

-Four Horsemen SuperWeapon has 4 types of "nuclear missiles" with 4 different effects
-ASI Minicore, it cannot be captured by Synthetizer normally, neither via its deployed scan/copy structure ability.
AKA we need TiSe 1.3 first :D
(looking at you CommieDog)

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artist0202
artist0202

actually, it wasn't Synthetizer, but it was normal engineer.

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Oaks
Oaks

Oh my, does that mean that Synthetizer/Engineer/Sabouteur/Assimilator cannot capture any ASI structure?

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artist0202
artist0202

it will be. because i dunno about any structure. because ASI dose not have AI. and i dont know about Synthetizer/Sabouteur/Assimilator, But it is obvious that there is a problem with the engineer.

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artist0202
artist0202

can you add this animation to neutralizer squad next patch?
Youtube.com
sorry for poor quallity

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artist0202
artist0202

is there any changes about vanilla faction?

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Oaks
Oaks

Obelisk of Light and Scorpion tank remodel.
Indeed,Synthesizer/Engineer/Sabouteur/Assimilator simply cannot capture any ASI structure (I already explained that and how all of their stuff can be preplaced in Worldbuilder using Astor's manual)
Crippler is in WB seen as Scrin unit and Anubis as GDI unit, thats why they have their own rank insignia.
ASI is seen as ROBOT faction, still lacking its insignia, logo, etc. (when compared with The Forgotten mod for example)
Yup, Drone factory icon, C4 for Anubis, T1 pitbull/attack bike/seeker-like vehicle, T3 walker, T3 anti-ground defense, work on Conductor, Missile turret,Pulse turret sounds, another upgrades and hueg balancing,with fixed selection of Inquisitors,ASI tech center; would be nice.
The shooting sound loop persists for me on hunters,neutralizers.
And listening endlessly to just and only 2 music themes destroys me too.
Standard CNC3 music needs to be included back xD

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Fathur_Shaon47
Fathur_Shaon47

First things first, I can also confirm that the Auto Designer build bug is FIXED !. Thanks for the hard work devs :)

But,

At certain points of playing (mostly within 15 minutes), large portion of screen fills up with random colors, flickers with line shades of pink / blue hues and the game crash immediately after. This happens with anything from Medium to Ultra graphic settings. And this incident start happening when almost all tiers of buildings are up on base and enemy vehicles start moving in.

Only the Lowest graphic settings do not crash but game looks awful.

Also, I have noticed a few things :

1/ Aircrafts only attack units when they are selected and pressed right click on enemy units. Only the turrets auto attack when enemy is near.

2/ Owl and Manta stop attacking ground units after attacking for 2 times. This is also the case with units from Drone Factory.

3/ Building can still get stuck if they placed on uneven terrain or close to another unfinished / finished building.

4/ With multiple Auto Designers in base, If I issue build order with one, all drones from all Designers start building on that. Hence, if I issue a different build order with a different Designer, it wont build until the one under construction have completed........ If only I move the Designers too far away from one another, I can issue different build options at the same time.

Unfortunately I could not upload another video like before as it takes long to reach the error point.... plus, with recorder running, fps drops to 5-10 which is unbearable and makes a 15 minute video almost 45 minutes.

Here are two images, something about a missing file message in-game and another one that comes after crashing :

Drive.google.com

Drive.google.com

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Fathur_Shaon47
Fathur_Shaon47

One more thing..... Infantry units look too tiny and combat vehicle units are also very small looking. Can you please consider enlarging them a bit ?

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Oaks
Oaks

Thats really weird and interesting, you have the persisting "Oaks bug", while "Ahrimansiah bug" was succesfully fixed. Err.Let me think for a minute..

-Do please a proper mod reinstall(delete entire folder first)
-Thats weird, but it must be bad install. Flickering,blue hues of Phora Hound artillery structure targeting/Hack Center orbital signal should happen no more even when your Model Detail/Shader Detail are set to Medium(instead of High)
Using LAA could help with OOM errors.

1) Oh? I havent tried Agressive Stance and attack-move with aircraft yet, still need more testing.
2)Didnt happen to me, vehicles and air units attack consistently. Bad install/updates can explain all that,imho.
3.) Yes, it sometimes still happen, technically you have infinite build radius, as long as you have Auto designer. It has certain problems with ignoring collision course,unbuildable,impassable buiild radius.
4.)Fandore explained it already. Each Auto designer have their own build queue. With 4 auto-designers move manually 2 of them toward placed structure 1 and use targeted-repair ability. And other two designers the same for structure 2, but it must be the respective auto designer who issued the build order in the first place. The LuaCode script is sequential, so, indeed everything feels better if you do and build only one thing/structure at a time, auto-designers not being interrutped.
Its also the reason why you should watch for "Select all units" hotbutton a little, lest the auto-designer move away with your army and rather assign each auto-designer his own controlgroup.

-Neutralizers..are little bit tiny and has very low health/armor quality indeed compared to price(and their KW Awakened cousins),heheh.

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artist0202
artist0202

same thing happend to me.. but strange thing is that i didn't crashed.

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K05T4R
K05T4R

I like this mod! I PM'd the developers some issues I encountered playing as the ASI faction in a Skirmish map. I'll also post them here and this is also using the latest version 1.2.

War Drone Facility - building icon does not appear in the structures tab, its just blank, as if there was nothing to build. When I first played, I wondered "where are the vehicles?" So I clicked that blank box and saw it was the WDF for vehicles.

Assimilation Chamber - typo in the description under "Abilities:" it states "Assililates Converted Infantry" when should be "Assimilates".

Mouse pointer does not "see" certain infantry as clickable, you have to drag a selection box around them. Those infantry are Conscriptor, Inquisitor.

Units of all types, infantry, vehicle, etc., can veteran-up BUT the level icon does not appear next to the unit on the map, you have to first select the unit, then you can see its veteran status in the unit's attributes dialog. The ONLY unit I've seen which does properly display its veterancy next to the unit on the map is the Anubis.

Spy bot - it does repair/heal aircraft and infantry and it detects stealth but it doesn't seem to do anything else. Description states "Suicide/Repair Aircraft, Strong vs Infantry, Vehicles, Structures" but it doesn't seem to do anything to enemy infantry, vehicles, structures.

On the FHM bombs, I simply noted that the FHMDeath bomb does very little damage to a Mutant Hovel. It took 7 of those bombs in quick succession, (using a trainer for testing) to destroy it. Using the bomb against other structures is fairly effective though in creating a good bit of damage but there are some structures like other superweapons which you'll NEVER be able to destroy anyway using FHMDeath because it doesn't do enough damage, contrasting that with normal superweapons which normally almost completely wipe out the health of other superweapons. Now oddly the FHMDeath bomb doesn't make a "BOOOOMMMMM" sound like you'd expect, just a sort of "crumpling metal" sound. YET the FHM? - the one where enemies attack each other, the enemy units begin attacking each other before the bomb impacts the ground and when it impacts, it actually makes the "BOOOOMMMMM" sound like a regular nuke makes.. The other two bombs work pretty well.

I did notice something else whilst placing structures, sometimes it gets buggy where the small "build bots" don't actually build the structure (and I've had at least two structures vanish after they appeared to be built). Anyway, the bots just kind of hover around it but no progress is made in building it. I've had to sell many unbuilt/partially built structures and try rebuilding them again and again. And there are a few structures, sorry didn't make note, which don't actually display a build progress indicator. The building just shows as its being built but you're unsure how close it is to being completed without a progress indicator.


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Fandore Creator
Fandore

thanks for noting, we are still in the "fixing bugs" state so things will still take time... its always better to have more eyes on it then just one... i personally see to it that all art assets are fairly well done, still need some work and touch ups AKA the commando needs work but other then that, things are working fairly well.

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K05T4R
K05T4R

Yes I want to make a correction please on my last paragraph, about the building structures being buggy. It was actually a function of the (trainer) being used to test other things. So without it, the structures build correctly! Sorry for that..

Now (absent the trainer) the one thing I wanted to add from before were the two structures I noticed which did not have build progress indicators, these were the ASIM Matrix and the Airscraper.

I also noticed the Synthesizer was able to capture enemy (in this case Nod) husks. It was also able to capture the (domed) Tiberium Silos as well as Spikes but can't seem to capture any enemy buildings nor random expansion points around the map.

I notice units, vehicles/infantry have a power value associated with them so when power is low on the base, the low power "lightning bolt" hovers over vehicles and infantry, however the "power mode" icon used to power down structures to restore power to others temporarily, cannot be used to power down anything. It has the red square with a line through it when hovering over any structure or unit in this case....

Finally, I wondered if there was a reason why Dark Energy Generators cost $800cr but sell for $400cr even when you upgrade them. I know that structures generally sell for half their build cost and some structures have upgrades available, the Airscraper and Antimatter Research Station, however when upgrading these buildings, the upgrade is retained even if all such buildings are sold and then rebuilt, you don't have to repurchase the upgrade. With (power plants) however, each is upgraded individually so I wondered why an upgraded DEG still sells for $400 when it costs $800 to build, $700 to upgrade it, in total a cost of $1500 for that upgraded building but still only sells for $400 instead of $750.

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Fandore Creator
Fandore

the Synthesizer is actually made like that... you have to get the thing just out of range of the factions base, set it up, then use the (Clone building) function for it to work, once the Synthesizer is in a good spot the AI wont find to easy, it go's into cloak status with a very small agro range on it. after you clone the building, use the second action ability to place the cloned building down anywhere you like. two things to note. 1, in order to clone a building, it must be visible. 2, you have to be fairly close by, just out of range from any main base.
The power issue is intended like that on purpose... we had considered making it possible to power down some things but the units are robots so it makes sense for them to consume power... if they are low powered, they do less DPS and some will move slightly slower but not a big negative affect.. it also slows production. this is not much of a problem as people should be going something like (basic power plant 3)>(hack center)>(dark energy reactor)the dark energy reactor produces an insane amount of power and unlocks the research for dark energy upgrade.
as far as the upgrades in general, i think you bring up a good point... might be something to look into...

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