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FekLeyrTarg

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FekLeyrTarg last won the day on October 25 2015

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About FekLeyrTarg

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    FekLeyrTarg
  1. Thank you very much for the info. I've just played a few games with bots and it has been a lot of fun. My verdict: This is the bot AI how it should've been in Renegade from the very beginning. I'm looking forward to more maps an standalone mods supporting bots (perhabs even vanilla Renegade itself one day). And perhabs Metro situations with air and naval maps wouldn't be a bad thing until a better solution can be found. The human players may have an unfair advantage but at least these maps are playable with bots.
  2. My apologies for reviving this thread. However, I'm lost regarding AI bots in APB, too. Is there some sort of special command to add them during a local game? Or is this something server-exclusive? And which maps currently support bots?
  3. A new version of the Generals: Zero Hour-Mod "Tiberian Dawn Redux" is in development. Tiberian Sun Retro is an awesome mod for Tiberian Sun. It adds many new units, some new buildings, sound effects and even some stuff which was cut from the game during development. There are even some compatibility fixes with which you can play the single player campaigns while using this mod.
  4. On the one hand it is sad so see such a promising project go.. On the other hand I understand that there are more important things in life than developing freeware games/mods. Good luck with your career.
  5. One of my favorites is Bart Klepcka's Nod Crush Artillery Mix. It is basically a new track loosely based on the original Nod Crush from Tiberian Sun: (Yes, that's the track from TS_FreezeOver)
  6. I'd love to blow up some buildings with it.
  7. And TS_Kombat, as the title suggests, uses/used the original Mortal Kombat theme by The Immortals.
  8. "!setnextmap TS_Kombat"? I haven't seen TS_Kombat since the infantry beta. Was the music inserted during post production or has a feature, which changes music tracks during gameplay (like in Renegade-X), been implemented? It looks very promising so far and I'm looking forward to the update.
  9. I've been following this mod for some time now. It's awesome that it has returned. Good luck with your efforts in finishing it. (I wish I could offer any skills to help you)
  10. That map looks familiar to me. Wasn't it (or another map similar to yours) released for the infantry beta some years ago?
  11. Are there any plans to include unused stuff from the beta version of Tiberian Sun in TS: Reborn, like GDI's command center or the Dropship Bay? (see http://cnc-comm.com/community/index.php?topic=477.0 ) Have there been considerations to feature things like the Kodiak, the Montauk or the crashed Scrin ship in one way or the other? How will blue tiberium work in TSR once implemented? Are there any plans to feature more tiberium flora and fauna (besides of the visceroid) in TSR?
  12. Yes, I've tested it. The Mammoth has quite a punch. It actually contributed to my idea above. I remember that there is a Renegade map, which has a neutral building from which you can buy ReGenesis characters. I forgot its name however.
  13. Many of us, who played or still play Tiberian Sun may remember stumbling across ruined GDI or Nod structures from Tiberian Dawn, most notably the base near Sarajevo in Nod's 5th mission. http://cnc.wikia.com/wiki/File:Tiberian_Sun_Beta_Picture_18.jpg I've been thinking: Now that W3D Hub's Tiberium is under development, maybe some of that game's building models could be reused as ruined versions in Tiberian Sun Reborn. They could on one hand serve as eye-candy, either totally abandoned or taken by the Forgotten or tiberian lifeforms. Some damaged (but repairable) or ruined TD-era vehicle
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