Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Sep 14, 2008 4:49 pm Post subject:
Itsa nice!
No serious, it's very good I really like the new additions.
Some things I noticed though:
-cyborg bug: when crippled, the loose their group
-MMk2 autocannon fires trough it's own legs. Maybe making it only able to turn 180 degrees if possible? QUICK_EDIT
Actually its not bug. I did it so because crippled cyborg move slower then others (i think he should be slower without legs ).
So he loose his group anyway.
Dutchygamer wrote:
Quote:
-MMk2 autocannon fires trough it's own legs. Maybe making it only able to turn 180 degrees if possible?
Of course it´s possible. I just like idea he can defend himself from behind at least with autocannon. But maybe its not so good idea. QUICK_EDIT
Cripplness is a great addition, atleast when it came to vehicles in CnC. Always good, life like kinda =P So basically, as Canius said, it's not a bug. Imagine... Two T80 tanks rolling down a street... One brand new, the other that was hit a dozen times from other tanks and somehow survived... You'd expect the hurt one to be slower anyways, since it's more damaged. Unless you put it in the repair shop to get fixed, or McGyver came by, it would be really weird for a badly damaged tank to be rolling as if it was brand new. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Sep 15, 2008 6:37 pm Post subject:
I don't have problems with him loosing his legs, but that they become seperate groups which means you must re-select them which can be frustrating in the middle of a fight QUICK_EDIT
I don't have problems with him loosing his legs, but that they become seperate groups which means you must re-select them which can be frustrating in the middle of a fight
Yeah, this is a problem. I´m using OCL for this, so legless cyborg is new unit. I got an idea how to do it in different way, but that need more research, so I can´t promise anything. QUICK_EDIT
I think this mod is the one that I have been hoping to have for a long time.
It adds the TS units and Tiberium without being a total conversion mod TO TS.
There are a couple of things I would change though, if only to make the Tech in the game feel where it should be in 2043.
Replace the Predator Tanks with the Titans, and replace the Pitbull with the Hover MLRS.
I know that you believe such tech should be "rare" and stuff, but perhaps on one of your next releases, you could release an alternate release that puts the Titan as a buildable unit and replacing the pitbull with the MLRS.
One extra thing, the Intel Entry in the Database regarding hover tech such as the MLRS is now out of date, changing that little entry will erase any conflicts with your units and the Intel in game.
At any rate, I can't complain, because this mod has done what few TW mods have, and give us some feel for the TW era. I am looking forward to when you do release your mod files so I can combine it with my TS music mod.
Thanks, and may your mind be filled with new modding ideas, Antithesis. QUICK_EDIT
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