New Construction Options Available
For anyone who's going to be wondering why some of the Assets look familiar, I'm going to say it now. I have been given permission to use Assets from another MOD. Anyone wondering why: I do code, not art. The reason is that I just don't know what I'm doing with 3DSMax, and Text Tutorials are not the best for my Learning Orientation. In short, I'm a Visual and Kinesthetic Learner. If I had a Video to work with showing me how to install and correctly configure 3DSMax9 and the required Plugin for handling W3X files, maybe then I'd stand a chance. Though I'd still need someone to show me how to apply a Texture onto a given W3X Model.
Anyway, the point is that I'm using Assets from other MOD's with the permission of their respective owners. As you all know, this includes The Forgotten MOD and Tiberium Essence MOD. This now includes the Tiberian Apocalypse MOD's assets. Obviously, in all three cases, there are items exempt from usage. I would ask that you check out those MOD's accordingly (Links provided in-line with Text).
Mutant Faction Construction Options
As you are aware, most of the Forgotten Faction's Units and Structures, including their Abilities and Upgrades are going to be used. It should be noted that some Units have had to be replaced due to the exemption list. Then there is the note of Balance, let's just say that your Tactics will be different in this case. Some New Units have been added in addition to the Units you already know and love. These New Units come from Madin mostly. There are also some additional changes to Structures, namely the 'Power Plant Silo' which Madin is the creator of.
The Forgotten will be stronger than you're used to, with many changes applied to Upgrades. The installation of these Upgrades is still ongoing as me writing this, but here's an Idea of some of what to expect.
Blue Crystal Tip Ammo - Increases effective Damage of all Shell-Based Weapons. Mortar Launchers, Tanks and Defences will be effected by this Upgrade.
Red Crystal Tip Ammo - Further increases effective Damage of all Shell-Based Weapons. Implementation is unconfirmed though, I might not decide to include it.
Tiberium Infusion - Multi-Faction Upgrade with NOD, increases Health of Infantry and will be Stock for the Forgotten, NOD will still need to purchase this upgrade separately.
Blue Crystal Infusion - Multi-Faction Upgrade with NOD, will require the previous Upgrade and can only be purchased from the Forgotten Tech-Tree. Though only purchasable by the Forgotten, it will effect NOD Units as well.
Tiberium Catalyst Flame - Multi-Faction Upgrade with NOD, effects all Thrower Weapons, Increases Damage and is Stock for the Forgotten, NOD will need to purchase this upgrade separately.
Blue Catalyst Flame - Multi-Faction Upgrade with NOD, will require the previous Upgrade and can only be purchased from the Forgotten Tech-Tree. Though only purchasable by the Forgotten, it will effect NOD Units as well. While the Scrin Corrupter has not got a Flame Type Weapon, it may still be effected by this Upgrade in a slightly different way. Thus improving it's effectiveness. Though this depends on if I can get the code to behave in accordance with this.
CCS Faction Construction Options
The CCS will specialise in Hover and VTOL Technology and use Advanced Artificial Intelligence or otherwise "A.L.I.C.E." Systems. It should be noted that the the Technology references may be recognised by experts in AI and by anyone who knows what Sword Art Online* is.
For those who don't know, A.L.I.C.E. is defined as Artificial Labile Intelligent Cybernated Existence. What this means is Advanced Artificial Intelligence that is able to "Learn" in "Real-Time" to an "Adaptive Environment" just like a Human would. Effectively, AI that is capable of comprehensive independent thought using an Artificial Neurological Internalised Network (A.N.I.N.).
The CCS will have the most expensive of everything, but with Price comes Quality. With the usage of Hover Technology and A.L.I.C.E. Systems, the CCS are a formidable force for any opposing commanders who dare to face them. To make matters worse for them is that the CCS are stocked with the Technological Trees of all Factions. RAILGUN Technology is also standard with all CCS Personal. The Aircraft Mounted RAILGUN however is not standard to CCS Aircraft so will need to be researched. The Aircraft Mounted RAILGUN is a Multi-Faction Upgrade applicable to CCS, GDI and UN Aircraft. The CCS however, have an additional RAILGUN Upgrade that only they can research (though it still applies to GDI and UN Units and Structures). This is called the RAILGUN Acceleration Coils. CCS Units are also effected by some Scrin Upgrades such as Shield Generators and Ion Storm Generators. It should also be noted that NOD Technology is also able to effect CCS Units and Structures.
CCS Hover Units will use both Vanilla EA Command & Conquer Units like the Slingshot and Thunderhead, and Tiberian Apocalypse MOD Units like the Hover-Predator and Hover-MLRS. As for A.L.I.C.E. units, those will also come from the Tiberian Apocalypse MOD. Many Structures for the CCS will also come from Tiberian Apocalypse.
*A full Legal Page covering all jargon will be posted shortly. This will explain the full usage of the usage of specific terms such as "A.L.I.C.E." and any other terms not yet confirmed.