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Missingno50

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Posts posted by Missingno50

  1. 6 hours ago, Isaac The Madd said:

    As some who has modded Tiberian Sun before do not use TibEd, just use notepad or some other text editor for editing the ini files.

    https://ppmforums.com/index.php?f=30

    http://www.moddb.com/mods/tiberian-sun-client

     

    I'm using TibEd to give me a template to modify. I'll take this in consideration, but I do know this much:TibEd is actually pretty good despite it's issues.

    (This will be my first time using anything but TibEd besides MK II which was made 4 years ago. I'm rusty)

  2. 8 hours ago, Nodlied said:

    You'd be surprised to know that Voe and I once pulled off an Ore Truck rush on Guard_Duty. We took an Allied oretruck, drove to the Soviet Refinary, got blown up, stole a supply truck and C4'd their silo. Mission accomplished.

    EYYYYYYYYYYYYYYYYYYYYYYYY! THIS GUY GETS ME!

    (Seriously though why would you try this? I don't understand)

  3. I started playing... IDK... it's been pretty much my entire life, my dad used to set me on his lap when I couldn't even look up and play Tiberian Sun. Later, when I had some muscle movement and had a decent idea of how to open something(most of the time, my dad still opened it. I was only like... 9 months), I used to play it. Well as much as a 9 month old child could. I later found my brother's copy of the Decade Edition when I was 4. Loved the hell out of it, and loved messing with RA1's map editor.

    Eventually, I got the ultimate collection(which BTWs is a ripoff, don't buy it-you should just pirate from EA like I did for Red alert 3 and C&C 4 with my cousin's account-I own it now though. Does that count as a rule break?).

    So Kaskins, I'm going to lay this simple:after beating Red Alert as the soviets, you immediately move into the Tiberian Dawn(and CANONICAL) timeline. If you beat the Allied campaign though, well, you move into RA2. RA3 just throws out RA2 and RA1, and very well could've just been a reboot at this point.

    Tiberian Sun is a game that, honestly, could've been better if it wasn't for EA. Look up a ton of old Pre-E3/E3 pictures of TS and you'll find these massive cities with great huge battles. Now if you look at it now, there's small cities and not quiet the selection of units. Also got rid of my favorite unit-and I cannot fix it thanks to a bug which involves the very first patch EA released for TS-the ORCA Transport. Still a good game though, and if you're into more of a COH battle system.

    (thanks to bad grammar I can't exactly tell what you're saying by the ways. This is just my assumption that you were asking about it and all.)

    On 8/21/2016 at 11:14 PM, Kaskins said:

    Never really play Tiberian Dawn that time but i did saw my nephew play a dark gloomy game called Tiberian Sun, I have no idea what was it but its like Red Alert but darker, maybe because that old CRT monitor with filters make the game so dark. Than 2004 happen so fast started playing Red Alert 2, yeah was a bit late but still interesting and what is Red Alert 2 back than? I still cannot figure out until when C&C 3 roll out than i understand the universe of C&C.

  4. Nah, clearly the best strategy is to Ore Truck rush them. They won't know what hit them... and quiet frankly I doubt will the people who win the match by doing that strat.

    Edit:It also just occurred to me that the Allied barracks and I bet the Soviet barracks are mixed up. I think the Soviet's barracks is the current Allied barracks. Or is it just me?

  5. And HOW exactly would you fix them under the limitations of the Tiberian Sun engine? If you want, you can also submit some non-ares based units/buildings for RA2 when I get around to making Rebalanced Alert MK I.

    This is for a mod called Rebalanced Sun MK III, and below has a list of changes I plan to make.

    Spoiler

    Buildings

    Spoiler

    Defense Structures

    GDI SAM site

    Spoiler

    I've always found the GDI SAM to be... well lacking. Actually come to think of it, all SAM sites to be lacking in terms of TS. They're either too powerful or too weak, so I'm going to try to change that. I'll make the GDI SAM be the first to change to play out this balancing act.

    Burst(Number of rapid successive warheads per shot):+1(2)
    Damage(Clear what this is):+2(35)
    Range(Kinda clear what this is):+5(20)
    Minimum Range(Also clear. Keep in mind this makes sense for a SAM site to not really be able to directly target above itself):+1(1)
    Bright:Changed to Yes

    The new Projectile(labeled REVAAHeatSeeker), which was designed to replace the regular AAHeatSeeker found on both SAM sites.

    VeryHigh(Changes the way the missle is seen on cruising altitudes):Changed to Yes.

    There is currently no warhead to replace the SAMWH as I do believe it works for now. I may make a REVSAMWH to revise some of the stats though, but it'll most likely become REVNWH1 instead and be used in place of many different warheads.

    Nod SAM site

    Spoiler

    YOU HAVE NO IDEA HOW MANY TIMES I'VE TRIED TO REVISE THIS THING! I think I finally nailed a good one. I've replaced the missles with AA lasers to fit with the other laser weapons. This one is actually pretty easy to fix.

    Burst(This may be a bit overkill...):+4(5)
    Damage(In order to one up the GDI SAM):+17(50)
    ROF(Rate of Fire, gotta have somewhere in between):+10(65)
    Range(To fit with the GDI SAM site, the range is reduced ever so slightly for the laser feel):-2(13)
    Minimum Range(To one up the GDI SAM, this one has a better chance of targeting close targets):+.25(.25)

    Neither the projectile or the warhead need a change at this current moment.

     

    Units

    Spoiler

    Aircraft

    GDI ORCA Fighter

    Spoiler

    This one is LOOOOOOOOOONG overdue. Infact, as I type this, I've been making the adjustments needed.

    Possible Rename:Orca Scout
    Cost:-150(850)
    Guard Range(The one that makes these things annoying):-5(25)
    Points:+5(25)
    Primary:Under review(Most likely a custom light infantry like weapon)
    Secondary:Under review(Most likely a rebalanced variant of it's current weapon, the Hellfire missles)
    Elite:Under review(Most likely a combination of a minigun and hellfire missles. Yep, be sure to see that in your nightmares soon. Though TBH, on paper, this thing is still a little slow and clunky, so you may have time to save yourself. Plus Nod SAMs help)
    ROT(Rate of Turn):-2(3)
    Reload(Not entirely sure what this does yet. Need testers.):+2(2)
    Sight:+8(10)
    Speed(Obvious):+15(35)
    Strength(HP):+250(450)
    Tech Level:5

     

     

    Tell me how you think this would go and submit your own changes with them.

    Keep in mind the AI in this mod will be running off of a modified set where AI CAN and WILL build walls to defend. Not exactly sure why it was even disabled in the first place. You may use partials of the completed mod in whatever you want. Hell you can modify it to just include your units, as long as you give me as much credit as possible.

  6. Non-modded... well...

    Fill in the blanks. What unit says "_____ reporting." when coming out of the war factory in RA2? What unit in RA3 self repairs even at level 1(newly built)?

    Modded, well I made this old mod-I don't know where it went, I had it in the millions of ini files on my flash drive- where everything was rebalanced for Tiberian Sun called Balanced Sun MK II(MK I did only infantry and building stat balancing while MK II pretty much redid every unit statistic and voice acting line from scratch), would be the Orca Fighter. True to it's last part of it's name, "Fighter", it could now take on air(which is weird considering now that I look at it, it's set for AA despite you never firing in the air. I'm looking into this as we speak) AND ground targets. Ground targets weren't exactly better, but the air to air fighting really gave the fighter a new advantage that made it more liable. On top of that, it was ever so slightly cheaper, making rushes with them a good idea. They now also had a light machine gun(That when I tried to make MK III I made into a vulcan, similar to the artwork below, BUT it wasn't satisfying and really was the entire reason I abandoned the MK III). It was also faster, and that was about it-it was pretty cool though.

    If you would like, I'm currently making a MK III(A remake of MK II with more improvements) with TibEd. If anyone will bite on the concept of this project, I'm willing to open up for testers.

    Orca_Fighter_1.jpg

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