Tiberium Secrets was a C&C3; mod that was developed from 2011-2020. Our vision was to create a future for the Command & Conquer universe. We had 3 new factions planned, and managed to release 1/3 of our planned content. We scoped too big, and unfortunately needed to cancel the other 2 new factions. These included novel mechanics, lore, and IP. etc. Development has been sign sealed, and delivered. All that is required to play the ASI is a working copy of C&C3;: Tiberiumn Wars. All of the content is FREE! Of Charge. Explore to your hearts content! Love it or hate it, all things must end, so new things can grow.

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Basic Patch (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : General Discussion : Basic Patch) Locked
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May 21 2013 Anchor

i wanted a thread here to discuss the Basic Patch I made, i don't want to feel like I am horeing Tiberium Secrets to do my biding but its something i wouldn't mind letting people discuss., espcially since i built the Basic Patch into the game. you can download it here Moddb.com
you can find the source code in my downloads as well a change list is also in there but for your benefit i will put it here as well

the basic patch here is not the extent of what i have done or can do it is just all that i have done that is balanced. it isn't a huge change, but i will be using the stuff here for my unique releases,

Global Additions:
Walls have been added the Wall Hub costs 100 credits segments cost 50 credits, wall spans extend to up to 11 segments before forcing you to build a hub be sure not to blow your budget on walls I had this issue several times myself, you can heal and sell your walls

Power Plants gain their upgrades at tier 2 as opposed to tier 3

Cranes can now build walls and tier 1 and 2 defenses.

Garrisoned infantry now gain a range increase by 50% and a damage increase by 10%, the base game only increased vision range by 100%

Airfields now spawn 4 repair drones, seems more appropriate for maintaining 4 aircraft

Jun 6 2013 Anchor

Wait, are you saying i can even make better sniper outposts with that patch?

dis gon be gud

Jun 7 2013 Anchor

good for snipers, and basic infantry. it makes it harder for buzzers and Grenadiers to clear garrison buildings filled with riflemen, for some reason though the Nod Black hand have way to much health, and there is no way to kill them in time.

Aug 4 2013 Anchor

The urban areas has promise of really intense fights now.

I were always thinking that neutral capturable structures could be way more sturdier.And their husks repairable.Like bridges.As well as Defensive turrets,Mutant howels,EMP center. Well it would require to give each structure its gatehouse. Also superweapons are known to remove the ruins. But gatehouses are impenetrable. Engineer can always recapture/reactivate them.
GDI bunker could maybe gain an armor upgrade.Gain another garrisonable slot.

Yup, Black hand is my most favorite reliable first line Nod unit. For balance purposes we can lower their attack range,movement speed,increase price, do them ungarrisonable like Zone troopers. But I would avoid of touching their health and armor. Or yes, they will be equal of Grenadiers and Zone trooper equal would be some different new unit.

For Scrin I lack better,reliable and better range than melee one heavy infantry with clear garrison.

Cranes could have gradual,structure requirement upgrades.They would be able to construct only walls first. And full capabilities of normal Construction yard as last. (T3 defense,explorer/emissary/surveyor,superweapon,disruption tower)
Buildable neutral structure(s) upon upgrade.

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