I made this mod for myself some years ago, now I decided to share it. The purpose of this mod is create a new balancing adding some realism but keeping the same concept of the game.
I love Command & Conquer saga, and I really enjoy Tiberium Wars but since the first game, Tiberium Dawn, I desired a RTS with more realism, I found annoying seeing infantry survive in open field against groups of tanks, or machineguns destroying structures and tanks without too problems.
So I decided to create my own mod to rebalance and add some new features!
The new balancing change the way to play, some tactic work better others worse, in the campaign some missions will be easier other harder but are still playable, I finished the 3 campaign in hard mode and I’m not very good, so you can do you too.
Have you ever felt playing C&C series to command an army of visually impaired soldiers? Me yes, and I’m not talking about the Fog of war but the small amount of range of sight and fire of the units. Now all units have greatly increased their range of sign and fire, for me a great relief.
In C&C units belong to different Armors type: Infantry, Light, Heavy, Aircraft and Building, every Armor type reduce differently the damage against Weapons type: Cannon, Rocket, Gun and Grenade.
_Infantry suffer more damage against Rockets and Cannons.
_Building, Light and Heavy vehicle now suffer a lot less damage against Guns.
_Building suffer more damage against Grenades
The infantries have received massive changes, all infantry now have less health and resistance but the squads are larger and cheaper.
A lot of tanks like Predator, Mammoth, Scorpion and Stealth tanks have a hull machinegun, is not very effective but help them to eliminate infantry in open field.
In Tiberium wars some weapons as grenades and flame throwers are able to eliminate every squad inside a building just hitting with one projectile, I find this annoying and quite unbalanced so I decide to change this mechanic. Now these weapons have no more this ability but their damage against buildings, and specifically civilian buildings, is greatly increase.
The GDI Ox and NOD Carryall transports cost a lot less, 200$ rather 500$.
All turrets cost more, are more effective and required less energy, exception for the AA turrets that cost less, are less effective and required less energy. For having a good defense against aircraft you need at least two AA turrets for each enemy aircraft.
As you now in skirmish AI open sending engineers capturing vital buildings as cannons, tiberium farms, communication centers, ecc… This is a quite good strategy but engineers have longer production time than basic rifle infantries and their speed is lower; a simple way to counter this open is spamming infantries and send them to defend capturables structures to the enemy engineers, for capturing the buildings after we secured the area. For this reason, I leveled the prices and time productions of rifles infantries and engineers for all factions.
The engineers are produced in 4 seconds like rifleman and have a the same speed, in this way the AI will still able to capture near buildings before Players creating a bit more challenging battle. PS: the movement speed of NOD rifleman squad is higher but don’t change too much.
Some units like Juggernaught, Avatar of Nod and Tripod are more powerful and flexible in the battlefield but more expensive.
The Aircraft are the units with more chages, equipped with more ammo and new weapons as autocannons for Firehawks and Vertigo, vulcan for Orcas, and plasma disklauncher for Scrin Planetassaultcarrier and Warship.
Using the models in the basic game I added some new units.
GDI Miniorcas: a support helicopter armed with rockets
NOD Confessor squad: a heavy infantry armed with haevy machingun and antitank granades
NOD Transport camion: a very cheap weaponless camion good to transport rapidly Nod infantries.
NOD Armageddon gunship: a strong gunship armed with two autocannons and a vulcan cannon in the hull.
Mutants Milita squad: a cheap militians mutants armed with machingun lead by a marauder mutant.
Inside the download there's the descriptions of the main units changes of TiberiumWarfare
I made this mod for myself some years ago, now I decided to share it. The purpose of this mod is create a new balancing adding some realism but keeping...
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here i think its weird that why GDI War factory doesnt have deploy animation, also nice work on mechs, now im ready to grab juggernaut once more
and... vertigo is absurdly op, its aa gun can attack ground
Yes some building haven't open animation, is wierd, unfortunatly I can't fix it. Thaks for the feedback!
Vertigo is OP? Realy? I thinked was so so, probably I didn't tested well. Mybe I increased too much the machingun damage...
Vertigo aa gun dmg is ok, but it can attack ground, I feel like this was quite making it's bomb bay useless
The original design of the C&C3;’s turret was very cumbersome and repetitive. One turret was for infantry, one was for aircraft, one was for tanks, and the other was for heavy tanks. Each faction had 4 such turrets. In contrast, Generals Zero Hour is much better. You can refer to making some more convenient and player changes to reduce the 4 types of turrets to 2~3, for example, let Nod’s laser turrets target both infantry and tanks. Let GDI’s anti-aircraft guns target aircraft and infantry at the same time.
Thanks for the tips, is true the turrets are repetitive according to the C&C concept, in every C&C games (I never played Generals) turrets are weak if we exlude Obelisks and Tesla coils... and if we consider the energy required surely is advantageous defending the base with units rather than with turrets.
In previous attempts I made GDI AA guns able to shoot ground units,it worked but was very ugly to see, the barrels pointed in the sky when the bullets travelled to the ground... unfortunatly I dont work with 3D models so I preferred don't change AA targets.
But the idea to allow gun turrets to shoot both aircraft and infatry is good.
About antitank turrets are able to kill infatry quite effective specially the NOD lasers.
I kinda think about a Tiberium laser upgrade that converts a Tank killer turret into an infantry killer, and the upgrade is in the turret hub itself, and not in the lab, making the use of multiple laser turrets for different purposes, the equivalent of this is the High Explosive shells upgrade for the guardian cannon. For the AA, you could make them having lower fire rate, or having ammunition limit, so they stop firing after a few while, making it more... Realistic. I know this is hard to do, but the first one (the AT Turret conversion is surely possible)
I have noticed the changes to the strength of the turret and the range of the weapon, and I have another suggestion to increase the speed of rockets and missiles, especially for specialized air defense weapons. GDI’s anti-aircraft guns have been criticized for their low firepower. Instead of reducing power consumption, it is most appropriate to use anti-aircraft missiles, just like C&C2;.
The idea to increase missiles speed is good.
For resolve the issue about lack of damage of AA turrest the solution is easy, increasing damage output.
But there is a specific reason why i preferred to lower the price and energy consumpion rather increasing the damage; the problem is about planes (Firehaks, Vertigo, and Stormrideris) they cannot sotp in one place and shoot like Gunships, this mean that when they attack they have to move around the base exposing themself to the fire of all turrets and enemy units. In C&C3; vannilla aircrafts are good only if the enemy have not AA units, but with 1 or 2 of them they became usless.
Other problem is about AI; some patterns build 10 or more AA turrets in circles, increasing effectiveness of AA turrets mean make impossible for the aircraft even just getting close.
Usually for defend better the base against Aicraft in addition to building AA turrests I leave 2 or 3 Rocketlauncher squads.