Twisted Insurrection is a critically acclaimed, standalone modification based on the Command & Conquer™ Tiberian Sun™ engine. It features a complete redesign of the original game, set in an alternate "what-if?" timeline where the Brotherhood of Nod was victorious during the first Tiberian War. Do you have what it takes to drag the shattered Global Defense Initiative out of ruin? Or will you crush all who oppose the will of Kane and his Inner Circle? The choice is yours commander.
Formerly known as Advanced Tiberium Reactors, these structures have gone under a drastic change for the next update, not to mention getting a wonderful new image by our Nod Structure artist, LKO.
Core Reactors no longer store tiberium, this feature is used now only by the Tiberium Reactor on the Nod side, but they have been given some benefits too including a larger power output and a larger hitpoint count.
Core Reactors put out a large amount of power for Brotherhood commanders, but building too many of them would be ill-advised on the grounds that they tend to explode violently once destroyed.
I liked how Advanced Reactors also stored the Tiberium, it was quicker to build one and forget about "silo's needed" for long rather than make multiple Tiberium reactors. Its ability to store tiberium also made some missions easier because you could capture such reactor and get free money. But still, would be interesting to see how things will change after this replacement. Good job LKO, curious to see how the Repair Bay, Seismic Projector, Banshee pad and CY will look like.
Well it was only a decision ultimately made during a discussion about the Core Reactor last night, and that's because we don't want to make the standard Tiberium Reactor a completely redundant building. If Core Reactors store Tiberium too, nobody would build the normal Tiberium Reactors anymore. This gives each structure more unique properties.
The next update is going to be HUGE! But sadly no love for GDI. ;_;
No matter though because I'm gonna love blowing these big boys to kingdom come, yeah I'm a GDI fan. :)
GDI will get their share of love too, just our artists sadly tend to go inactive for long periods of time.
Making basic Power and Core Reactor different with the approach to storing tiberium is the correct way to keep them both valuable and important, even after teching up. Right now APP outclasses the basic one completely.
What if it's given an ability to draw a quantity of tiberium from storage for a temporary boost to power output (Double the output provided by the tiberium lost to this process) This could be used to briefly alleviate low power while building more power plants and/or act as a stop-gap for silos needed.
I don't think the game engine supports something like that.
Indeed, such logic isn't possible.
Too beautiful for my eyes. Must see more!
The only reason this works is because of the such stark difference between the two. Normally, I'm not a fan of having "Advanced" Power Plants. It adds too much unnecessary complexity. This is much better on that department. You have a choice on how to manage your power and base space (Something that's exceedingly rare in TI) each coming with fairly different risk/reward.
I see this working out much like Soviet Nuclear Reactors or Tesla Reactors. Different people will actually have different styles with this. Some will use Core Reactors more, some will use Tiberium Reactors more.
With such an interesting direction going with this little change, it kind of makes me hope the unit roosters will have a second look taken at them.
One thing I've thought of lately is not letting Engineers be transportable, I think it's a much more elegant solution to Engineer Rushing then Multi Engineer.
Indeed, the shake up of Nod's power system should make for an interesting risk/reward dynamic.
Could you elaborate on your point about the unit roster?
PS: Don't forget you can simply disable engineers if they're a problem.
Elaborate and perhaps we can do something.
Is there perhaps a Discord or IRC? It would be much easier, faster, and less spam-y to discuss this there.
Otherwise, the other alternative would be PM. I'd just rather not spam this image with tons of messages.
Keep in mind I tend to have very unpopular opinions in the C&C community as well.
That's against the point, though. The idea of doing that with the Engineer would be so they can still be used but just won't be overpowered. I really dislike Multi Engineer, I think it completely destroys the fantasy of what an Engineer is. At the same time, Engineers are fairly overpowered in a lot of ways especially with a Sub or very fast APC.
And at the same time, you don't want to completely remove the ability to Engineer Rush because it's a really interesting All-In/Aggression build that punishes greed or fast teching very well, which is a good thing. (Making them unable to be transportable does kind of ruin that, but that's just the best idea I've come up with lately as an alternative to Multi Engineer)
Well opinions always differ, whether people agree with them or not also differs. Best place to provide such input is on our forums so that everybody can join in with the conversation instead of just a sole person.
I suppose I'll give it a shot. I tend to not be on PPM because I always have technical issues with it.
While I understand your point, Engineers being unable to be transported is outright out of the question as far as gameplay is concerned. Sure, engineer attacks are lame, the rest of the staff will tell you that I hate them more than anybody, but it's a part of the game. We've attempted to resolve this for people who don't like it by adding both Disabling Engineers and Multi-Engineer as an option. Aside from one or the other, I don't see any other method to achieve something to please everybody about this matter.
I agree. It was just the only other alternative I could think of since I don't really like either of those options either.
I'm writing something up but I want to be as clear, precise, and solid as I can make it so it may take a while (If even multiple days).
How about this:
Engineers need to capture the buildings Generals style, so defenders get a chance to take them out, other than the split second they appear between the building and the apc.
And as a trade off, maybe make them able to repair bridges without being removed from play.
Not a possibility with the engine I'm afraid.
is it possible to have multi build tabs like ra2 with defense structures separate? so you can put up a few turrets at the start without slowing your base development?
or perhaps have some sort of system like barracks and warfactory build seperate units, the defences are seperate from main buildings?
Unfortunately we can't do either of those ideas on the TS engine.
Oooooh, it's TS, not OpenRA, gotcha.
Maybe TI could be on openRA someday...
Aro is gonna kill me lol
The same day GloboTech become playable faction.
Yup :)
Peace through power!
"Heard you wanna take down something big."
Damn straight! Time to send those big, exploding targets to kingdom come. It will sure be fun blowing up those power plants now with GDI Mortar Men.
Reminds me of the CABAL reactor from Holy_Master's Tiberian Sun Advanced mod:
Ppmforums.com
Power to the peopel :D and as always beatiful work. Keep the good work up.
Wooow, these are sexy as ****! Amazing job guys!
Woooahhh..finally The Brotherhood has new Refinery..and Stealth Gen..!!! thanks God...and thanks LKO..great work bro..