Unofficial Big Bang Patch 1.04 (0.4) is out!
I originally planned to release this as an hotfix ver in less than a month after the release of 0.3 but things happened (things some of you might be happy about).
This version is mostly about improving the exsiting stuff the mod already has and fixing some bugs and balances issues some of you addressed to me for a long time now, but as result it has less focus on adding new units to the mixer though I did was able to somehow squeezed in few new stuff.
New version previews:
The full changelog can be seen above if you're interested, but if you want some light version here's some quick summed up list to what you can expect in the new version:
Some bugs and crashes were fixed;
My first few weeks of working on 0.4 were mostly about pinpointing what caused the AI to CTD the game which took a lot of time to test, and as result the AI functionality with two support powers and garrisons squads in epic units were tuned down a bit.
New functionality to some units:
Units such as the Assault Rider and the Cyborg Commando now have new stuff,
For example Assault Rider will now switches to electricity bolts under the Ion Storm's effect
while the Cyborg Commando now has a chance to survive death by losing its body parts and become disabled crawler like it originally could in TT, but instead of being some unless hijacker it now can suicide on enemy's units while dealing 6000 grenades damage!
The main menu was changed to fit the Big Bang's spirit (you can see the stuff I've tried before the final result here),
Some visuals and effects were improved,
Some units now have their own debris models,
And some old models and their animations were edited a bit by your truly to make them look a bit better than what they were in their original state such as the MARV, Steel troopers, Zone troopers, and Cyborg commando
Reaper 17 now got their own commando, the Exterminator ;)
And while it may be kinda sophisticated to say that, some of you can counts the Cybernetic Husk the Cybrog Commando spawns as a unit by its own ;p
Some more edits to the camp:
In the last mission you now starts with the Cyborg Commando in your disposal, and some bugs that were in the original game were fixed.
And last but not least it's really recommended for you to use the 4GB patcher Medstar has made or the mod will most likely ganna crash in your face while you're ingame, and also be sure to try his launcher fixer if you're one of the poor souls who got the game via Origin.
If you have any issues running the mod first see this guide and if it didn't helped you can open a thread in the mod's forums or report in our official discord server,
And if you feel like it, you can peek on the mod official site just cause it exist =D.
Also if you having fun and takes the mod in high regards, a small review will always be appreciated.
That's all commanders, now have fun :).
thank you! i will try out! i appreciate you releasing more frequent versions. not necessarily big changes but more often its better i think. :)
I have been playing the mod for a bit now; as part of my testing I noticed an issue with the Steel Talons Mastodon.
I went back and tested specifically for it:
It like to stare at things... and NOT fire.
I went versus an AI loaded some troops in it and set it to aggressive and sent it on attack everything in it's path command.
First it got stuck on terrain; no big, stock units do that.
Then it shot a few things and then stopped moving with it's guns pointed at a power plant. Yes, it was DEFINITELY in range. Note: I had the units garrisoned not on aggressive for this test (symptoms are present with aggressive troops or no troops as well).
It never fired another shot. There was nothing past the power-plant to draw aggro, and until I manually went in and selected the unit and said shoot that you numb-skull it was happy to sit there and get picked at by a 95% handicapped AI until it was half-health and I gave up waiting. I would shrug and say "meh, odd" except... it does this consistently on all maps in all conditions; just doesn't feel like actually pulling the trigger. if the thing it is glaring at dies it CAN be kicked out of derp but most of the time it will just swivel its guns to something else and... stare.
Secondly, a suggestion: model swap the Steel Talons' Mammoth Tracked Tank to a low slung plodding quad walker with a gait like a Alligator or Komodo Dragon (stats would be COMPLETELY identical) It always struck me that it was odd that the Talon Mammoth was literally their ONLY tracked platform. And it would fit with making the armor active ability it has being incompatible with tracks as a reason stock GDI doesn't use it.
Dam I was so sure I've fixed the Masto bug years ago but only today realized EA had a very specific code they made only for KW to solve these kind of issues, so hopefully now it's fixed for every garrisonable unit, thx for letting me know.
As for the Mammoth, I do think it's weird ST got tread based unit (and Mammoth MK3 none the less) in their arsenal but I have no real replacement for it atm :o
hi can i lauch the mod with wrathed 1.11?
You can try, but I recommend to use 1.09, unless it give you troubles and you will have to resort to 1.11
Is posible to change alternative victory in global conquest ?
But I don't want to strays away too much from vanilla if I can,
So I'm not really planning to remove any options vanilla had unless it's really necessary,
And there's no tool atm for KW that allows us to add new buttons for the UI so I can't add any new options there for now as well :/
I cant use the zone commando, It tells me that required "GDI symbol"?
How do i get the Nod Symbol since i am trying to get kane