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[WIP] Tiberium Resurrection
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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu Jan 02, 2020 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
Cyborg Soldier


Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Fri Jan 03, 2020 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

7 000 views on CnCNet, 6 500 views on PPM, 1 100 views on W3DHub, 1 000 views on CnCNZ and 700 views on ModDB

Thank you, what about some leaks for the Final Boss?
https://www.youtube.com/watch?v=PI_aH9xAyEg


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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu Jan 09, 2020 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about the first look on the 2nd campaign map - City Cleansing?
PS: Another patch is out, feel free to re-download!



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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Sat Jan 11, 2020 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection now has 7 developers!
Lysander-Bekker now accompanies us as a tester!

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Mon Jan 13, 2020 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Fri Jan 17, 2020 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another patch is out! Feel free to re-download!

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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Sun Jan 19, 2020 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Mon Jan 20, 2020 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection now has 7 developers!
Flame now accompanies us as a grammar revisor and mapper!

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu Feb 20, 2020 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

8 000 views on CnCNet, 7 300 views on PPMforums, 1 400 views on W3DHub, 1 200 views on CnCNz and 3 100 views on ModDB
= 20 000 views

Thank you very much for all your support so-far. I realize, that progress slowed down in the last few weeks, which is due to multiple reasons such as studying, TS issues, etc.

I am getting back on work already. Await another tutorial, progress update, changelog and map-making video soon!

Cheers #Tongue

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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Tue Feb 25, 2020 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Sun Mar 01, 2020 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fellow TR fans...
As for recently reaching another milestone, I decided to make biggest post I ever made. I know I blacked out for a while, so I thought you deserve detailed look on what to expect from TR in the near future. So lets run it from A to Z!


Balancing
We see that the original TS was left unfinished and buggy. Thats why we collected as much feedback as we could and tried to re-balance and patch the game. We used Humble's patch as a base and modified it as best as we could. We also tried to make some units *cough* Jump Jet *cough* not suck... It needs some more testing, but we are on a good way!

Building(s)
A few players (including me) likes to build pretty bases in TS. Walls, gates, pavements - just perfect! But something was missing, right? Thats why we added buildable Light Towers and Light Posts. We balanced them, so the player has an actual motivation to build them. Eg. Light Tower now targets (highlights) enemy units and AI is forced to attack the Light Tower if highlighted by it, which creates another interesting tactics and possible defense mechanisms... In addition to these buildings, we also removed "2-step" Component Tower, so the GDI player does not need to do two steps instead of one while building base defences.

Development
As always, getting in touch with all developers and agreeing on schedule/time is sometimes a problem, but that is not that big deal. I believe I can say, that all of us are a friends now and our relationship is not just profesional, which I am really glad for. Smile

Launch date
We are getting closer to the release of TR 3.0, which will be our biggest update so far. I would really like to tell you specific launch date, but unfortunately I can not... We are trying to do as much as we can, but real life needs some attention as well. Anyway, we will try to deliver it by the end of the March!

Maps
As you well know, TR is supposed to have 4 campaign maps and up to 6 skirmish maps! We recently focused on testing and polishing the ones that already exist, but we promise to release another one soon. And of course you can play all the original TS / FS maps with TR interface!

Standalone
I am very excited to announce, that TR will become standalone since the upcoming update. This means everyone, literally EVERYONE will be able to play it. This step will give us more freedom and will give you better experience and more stable gameplay. Huge thanks goes to @Rampastring for sharing this client and his support! You rock man #Tongue So, what about the first look on the new main menu? I can proudly say, that up to 90% of textures and sounds were replaced / remastered!

OST
As you know TR has 2 soundtracks so far - To be Feared (by Frank Klepacki), Trouble (by Holland). We are bringing the next one called Alert & Awakened (by Holland). In my opinion this is the best one so far. It matches TS atmosphere so well! Nice job @Holland You can check it out here:
https://soundcloud.com/11l11/alert-awakened

Unit(s)
Some units were added, some were re-mastered and some were removed. Most of these changes were necessary / needed, so I believe you all will accept them Smile One of the new units is going to be the next bossfight in the game. Even stronger and frightening than the Core Defender. Check out its first reveal video here:
https://www.youtube.com/watch?v=PI_aH9xAyEg&list=PLjjwlzyJni7Xg0w46luhXIz8BTwA8yJT8

YouTube
Two C&C YouTubers agreed to playthrough the campaign once it is finished! I am very happy for this and I believe they will like the mod! Meanwhile, I am already preparing another trailer for the final version of the mod... Check out their channels here:
https://www.youtube.com/channel/UCGBFwN38uu-ac9Skb3FysZw
https://www.youtube.com/channel/UCdNkCKi92i6NsiyxEUgVX1g


If you want to know more or talk to us, be sure to join our official Discord: https://discord.gg/jwRerrV

Cheers #Tongue



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Mar 01, 2020 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Woah...

_________________
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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu Mar 05, 2020 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Fri Mar 06, 2020 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Wed Mar 11, 2020 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Fri Mar 13, 2020 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

How about ambushing broken-down Nod convoy?



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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Mon Mar 23, 2020 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

9 000 views on CnCNet, 7 900 views on PPMforums, 5 700 views on ModDB, 1 700 views on W3DHub and 1 400 views on CnCNz

Thank you, we got something special for you this time... Tiberium Resurrection 3.0 showcase / trailer premiere is today 7pm CET, you do not want to miss this ???? - https://www.youtube.com/watch?v=OGb5iWz0R-A

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Mon Mar 23, 2020 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

9 000 views on CnCNet, 7 900 views on PPMforums, 5 700 views on ModDB, 1 700 views on W3DHub and 1 400 views on CnCNz

Thank you, we got something special for you this time... Tiberium Resurrection 3.0 showcase / trailer premiere is today 7pm CET, you do not want to miss this  - https://www.youtube.com/watch?v=OGb5iWz0R-A

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Tue Mar 24, 2020 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

TR Ready

Hello everyone, after successful release of the trailer / showcase, I decided to talk a bit more about the new sub-project TR Ready!

My vision for this project is to make most of the well known Tiberian Sun and Firestorm skirmish maps renewed and "attractive" again while including part of Tiberium Resurrection in it. I am trying to achieve this with the following features:

    the remastered maps are more balanced, much more detailed and with better lightning than the vanilla ones
    the remastered maps feature new red "bloody" tiberium alongside with many patches and changes to already existing units and building
    each remastered map has its special attribute / modificator to make the gameplay unique and interesting... you can read about modificator straight from the Permafrost (2-4) below!

Spoiler (click here to read it):
You are playing [4] Permafrost. The ground is completely frozen and very sturdy... Everything takes +20% time to construct!


At last, every remastered map will have its showcase video on Tiberium Resurrection YouTube channel! These videos will come out pretty frequently, so be sure to subscribe to not miss them. Here is the first one! https://www.youtube.com/watch?v=8eXuygfEl_E

I believe, that you will like the changes I made to the maps!

As always, have a good day and stay safe!

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LucasSK
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PostPosted: Tue Mar 31, 2020 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Mar 31, 2020 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice! Will definitely use this!

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu Apr 02, 2020 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection 3.0 - everything you need to know

Hello, today I finally decided to share details regarding the upcoming update 3.0. We have been working on this one for pretty long, so we believe you will like it ????. Let's begin, shall we?

This update should take Tiberium Resurrection to the next level as it is no longer game addition, but rather a game itself! The main thing is summarized in a trailer, but I will try to briefly sum it up in a changelog below, but it is just impossible to list all the changes at once...

- new client (with CnCNet Online)!

- new balancing!

- new objects, details, buildings and units!

- new and remastered soundtracks!

- 10 remastered skirmish maps and 2 new

- new campaign map and other campaign maps enhanced

- 10 minigames (by @Holland)

- fully functional FinalSun (so you can make beautiful maps with TR assets)

- and much more...



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Anderwin
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Joined: 16 May 2005

PostPosted: Fri Apr 03, 2020 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Waiting for it so I can download it and try it.

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Can you hide from me Wink?

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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Sat Apr 04, 2020 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Wed Apr 08, 2020 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Wed Apr 08, 2020 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mutant Apache and Mutant Light Tank - by @Hamed_Elite



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Long lost and abandoned vehicles made of scrap are now reused by the Forgotten while scavenging throughout the yellow and red zones...
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Apr 09, 2020 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Hakann the Bully wrote:
They were truly made for each other: one shiny pile of scrap, and another shiny pile of scrap; shall we have the wedding right away?

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Mon Apr 13, 2020 5:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

?Tiberium Resurrection 3.0 comes out in 7 days!

How about a new score screen?



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TAK02
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Joined: 28 Jun 2015
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PostPosted: Mon Apr 13, 2020 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooh.... shiny logo.......

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Tue Apr 14, 2020 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection 3.0 launches in 6 days!

Ever heard of Galaga?



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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Apr 14, 2020 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Wed Apr 15, 2020 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection 3.0 is here in 5 days!

New in-game menu, huh?



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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu Apr 16, 2020 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection 3.0 ETA in 4 days!

Minigames, ready when you are!



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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Sat Apr 18, 2020 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
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Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Sun Apr 19, 2020 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection 3.0 - 2 days!

How about a sweet Nod loading screen?

?



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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Apr 20, 2020 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Woah...

I like the pixely art-style here.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Apr 20, 2020 5:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I like, will definitely check it out Wink

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hexbomb
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Joined: 31 Mar 2007

PostPosted: Tue Apr 21, 2020 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Greetings everybody! So where's the 3.0 mod?  Is it a different release date?

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Apr 21, 2020 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

On the way, last I heard.

He'll update when it happens. As long as he's alive and well.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Tue Apr 21, 2020 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

.

Last edited by LucasSK on Tue Apr 21, 2020 10:11 pm; edited 1 time in total

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LucasSK
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Joined: 29 Nov 2018
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PostPosted: Tue Apr 21, 2020 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection 3.0 changelog

Download: http://www.mediafire.com/file/sgxqrhas3g4wg8d/TiberiumResurrection.exe/file
(no virus included)


Client (used @Rampastring TS Client and re-configured it for TR):

- new textures and sounds to match the green TR theme

- new Discord, ModDB, CnCNet and YouTube buttons

- new options for Ion Storms, Capturable MCV, Fog of War, Credit Income

- changed already existing options pre-sets

- changed some .exe and .dll files a bit

- removed options for Re-Deployable MCV and Immune Harvesters

- included working FinalSun

and much more smaller changes to the client...

General (in-game changes):

- new menu textures

- new interface sounds

- new GDI and Nod loading screen

- new score and briefing screen

and much more in progress...

Sountrack (in-game themes):

- new OST Trouble, To be Feared, Alert & Awakened

- remixed Slave to the System, Valves, Dusk Hour, Nod Crush, Pharotek, Scouting

and a few more secret themes...

Maps (dunno what to add here):

Missions:

- enhanced The Prologue and Propaganda Forecast (unfortunately City Cleansing did not make it into this update)

Skirmish:

- new maps Fields of Insurgency and Islands of Destruction

- remastered Dueling Islands, They all Float, Tiers of Sorrow, Permafrost, Pit or Plateau, Tunnel Training, Desolation Redux, Tiberium Garden Redux and Narrow River

Minigames:

- new minigames City Rally, Fiend Survival, Galaga, Invasion Day, PacMan, Siege Labyrinth, The Last Stand, Tower Defense, Volcano Eruption escape and Waveloop Canyon 

Vanilla:

- original Tiberian Sun and Firestorm skirmish maps that were not remastered yet - play at your own risk

and a small secret...

Game ???? (units, building, vehicles, aircraft and other):

General:

- VeteranRatio=3.0 (was 10.0)

- VeteranCombat=0.2 (was 0.25)

- VeteranSpeed=0.2 (was 0.3)

- VeteranSight=0.25 (was 0.0)

- RepairPercent=25% (was 20%)

- RepairStep=7 (was Cool

- IRepairStep=2 (was 1)

- BuildSpeed=0.63 (was 0.Cool

- SurvivorRate=0.2 (was 0.4)

- HealScanRadius=5 (was 10)

- IonLightningDamage=400 (was 500)

- MultipleFactory=0.2 (was 0.0)

- AircraftFogReveal=7 (was 6)

- MaximumQueuedObjects=9 (was 4)

- MaxWaypointPathLength=20 (was 15)

- VeinholeGrowthRate=500 (was 300)

- MaxVeinholeGrowth=1500 (was 2000)

- JumpJet TurnRate=5 (was 4)

- JumpJet Speed=15 (was 14)

- FreeMCV=no (was yes)

- AmmoCrateDamage=300 (was 200)

- IonCannonDamage=970 (was 751)

these changes re-balance the main game aspects, making it more dynamic and faster paced...

GDI:

New Vulcan Tower

- equivalent to component tower + Vulcan turret

New Anti-Air Tower

- equivalent to component tower + Sam turret

New RPG tower

- equivalent to component tower +RPG turret

New Light Tower:

- tower with spotlight which can distract enemy troopers while headlessly attacking

Changed Construction Yard:

- Strength=2000 (was 1000)

- Adjacent=3 (was 2)

- Sight=10 (was 6)

- UndeploysInto=none (was MCV)

- Cost=4000 (was 2500)

- Capturable=false (was true)

Changed Pavement:

- Adjacent=5 (was 3)

Changed Concrete Wall:

- Strenth=225 (was 150)

- TechLevel=4 (was 6)

Changed EMP Cannon:

- Strength=400 (was 500)

- Range=30 (was 40)

- Effect lasts 650 (was 1200)

- AreaOfEffect=9 (was 11)

Changed Gate: 

- TechLevel=4 (was 6)

- DeployTime=0.022 (was 0.044)

- GateCloseDelay=.044 (was 0.2)

Changed Firestorm Generator:

- Strength=900 (was 800)

- Cost=1800 (was 2000)

- Power=-175 (was -200)

 

New OutPost:

- unarmed deployable vehicle used to expand base

Changed Juggernaut:

- Cost=1100 (was 950)

- Damage=77 (was 75)

- Range=19 (was 1Cool

- MinimumRange=7 (was 5)

Changed Disruptor:

- Strength=550 (was 500)

- Armor=light (was heavy)

- EliteAbilities=STRONGER,SELF_HEAL (was EXPLODES)

- AmbientDamage=2 (was 3)

Changed Titan:

- Elite=Elite120mm (was none)

- EliteAbilities=FIREPOWER,STRONGER (was SENSORS)

Changed Wolverine:

- Elite=EliteAssaultCannon (was none)

- Damage=16 (was 40)

- ROF=25 (was 50)

- Burst=3 (was 0)

-  EliteAbilities=STRONGER (was VEIN_PROOF)

Changed Mammoth MK.II:

- Strength=900 (was 800)

- Trainable=yes (was no)

- EliteAbilities=STRONGER,FASTER (was none)

- Elite=EliteMechRailgun (was none)

Changed MCV:

- Prerequisite=FACTORY (was FACTORY,TECH)

- Strength=1500 (was 1000)

- CrateGoodie=no (was yes)

- Cost=4000 (was 2500)

- BuildLimit=1 (was infinite)

Changed Harvester:

- ThreatAvoidanceCoefficient=0 (was 0.65)

Changed Hover MLRS:

- Elite=EliteHoverMissile (was blank)

- EliteAbilities=FIREPOWER,STRONGER (was SELF_HEAL)

Changed Mobile Sensor Array:

- Strength=500 (was 600)

- Armor=light (was wood)

Removed Mobile War Factory

Removed Mobile EM-Pulse

Removed Limpet Drones

 

New Commando:

- elite unit supposed to match Cyborg

Changed JumpJet Infantry:

- Strength=135 (was 120)

- Damage=18 (was 15)

- Speed=7 (was 5)

- Elite=EliteJumpCannon (was none)

- Cost=550 (was 600)

Changed Ghost Stalker:

- Strength=251 (was 200)

- Elite=EliteLtRail (was none)

- Trainable=yes (was no)

Changed Light Infantry:

- Elite=EliteMinigun (was none)

- EliteAbilities=FIREPOWER,STRONGER (was none)

Changed Disc Thrower:

- Elite=EliteGrenade (was none)

- Damage=100 (was 110)

- EliteAbilities=FIREPOWER,STRONGER (was SCATTER)

 

Changed Carryall:

- Strength=155 (was 175)

- Speed=14 (was 16)

Changed Orca Bomber:

- Strength=235 (was 260)

- Speed=9 (was 12)

- Cost=1700 (was 1600)

- Elite=EliteBomb (was none)

- Damage=150 (was 160)

- EliteAbilities=FIREPOWER,SELF_HEAL (was RADAR_INVISIBLE)

Changed Orca Fighter:

- Elite=EliteHellfire (was none)

- Cost=900 (was 1000)

- EliteAbilities=FIREPOWER,SELF_HEAL (was none)

Nod:

New Light Tower:

- tower with spotlight which can distract enemy troopers while headlessly attacking

Changed Construction Yard:

- Strength=2000 (was 1000)

- Adjacent=3 (was 2)

- Sight=10 (was 6)

- UndeploysInto=none (was MCV)

- Cost=4000 (was 2500)

- Capturable=false (was true)

Changed Stealth Generator:

- CloakRadiusInCells=11 (was 12)

- Cost=3000 (was 2500)

- Power=-450 (was -350)

Changed Nod Wall:

- Strenth=225 (was 150)

- TechLevel=4 (was 6)

Changed EMP Cannon:

- Strength=400 (was 500)

- Range=30 (was 40)

- Effect lasts 650 (was 1200)

- AreaOfEffect=9 (was 11)

Changed Gate: 

- TechLevel=4 (was 6)

- DeployTime=0.022 (was 0.044)

- GateCloseDelay=.044 (was 0.2)

Changed Tiberium Waste Facility:

- Strength=1000 (was 400)

Changed Obelisk of Light:

- Strength=801 (was 725)

- Armor=heavy (was wood)

- ROF=100 (was 120)

Changed Laser Fence Post:

- Adjacent=5 (was 3)

 

New OutPost:

- unarmed deployable vehicle used to expand base

Changed Stealth Tank:

- Strength=170 (was 180)

- Cost=1000 (was 1100)

- Damage=38 (was 30)

- EliteAbilities=STRONGER,SELF_HEAL (was EXPLODES)

Changed Tick Tank:

- Strength=325 (was 350)

- Armor=lightArmor=heavy (was light)

- Sight=6 (was 5)

- EliteAbilities=FIREPOWER,STRONGER (was SENSORS)

- Elite=Elite90mm (was 120mmx)

- Range=7.5 (was 6.75)

Changed Deployed Tick Tank:

- Strength=415 (was 350)

- Range=7.5 (was 6.75)

- Sight=6 (was 5)

- EliteAbilities=FIREPOWER,STRONGER (was SENSORS)

- Elite=Elite90mm (was 120mmx)

Changed Devil's Tongue:

- Strength=330 (was 300)

- Armor=heavy (was light)

- Cost=900 (was 750)

- UndergroundSpeed=22 (was 33)

- Verses=600%,225%,90%,5%,2% (was 600%,148%,59%,6%,2%)

Changed Subterranean APC:

- Speed=4 (was 5)

- Passengers=4 (was 5)

- UndergroundSpeed=22 (was 33)

Changed Attack Buggy:

- Elite=EliteRaiderCannon (was none)

- EliteAbilities=FIREPOWER,STRONGER (was CRUSHER)

Changed Attack Cycle:

- Elite=EliteBikeMissile (was none)

- ImmuneToVeins=yes (was no)

- can target air now

Changed MCV:

- Prerequisite=FACTORY (was FACTORY,TECH)

- Strength=1500 (was 1000)

- CrateGoodie=no (was yes)

- Cost=4000 (was 2500)

- BuildLimit=1 (was infinite)

Changed Harvester and Weed Eater:

- ThreatAvoidanceCoefficient=0 (was 0.65)

Changed Mobile Sensor Array:

- Strength=500 (was 600)

- Armor=light (was wood)

Changed Artillery:

- Cost=1075 (was 975)

- EliteAbilities=FIREPOWER,STRONGER (was SELF_HEAL)

- AllowedToStartInMultiplayer=no (was yes)

- Damage=170 (was 150)

- Range=19 (was 1Cool

- MinimumRange=7 (was 5)

Removed Fist of Nod

Removed Mobile Stealth Generator

Removed Limpet Drones

 

Changed Mutant Hijacker:

- Cost=1500 (was 1850)

Changed Cyborg:

- Elite=EliteVulcan3 (was none)

- EliteAbilities=FIREPOWER,SELF_HEAL (was STRONGER)

- Range=5 (was 4) 

Changed Rocket Infantry:

- Elite=EliteBAZOOKA (was none)

- Damage=26 (was 25)

- EliteAbilities=FIREPOWER,STRONGER (was SCATTER)

Changed Cyborg Commando:

- Elite=EliteCyCannon (was none)

- Damage=110 (was 120)

- EliteAbilities=SELF_HEAL,FASTER (was none)

- Trainable=yes (was no)

Changed Light Infantry:

- Elite=EliteMinigun (was none)

- EliteAbilities=FIREPOWER,STRONGER (was none)

Removed Elite Cadre

 

Changed Harpy:

- Cost=900 (was 1000)

- GuardRange=20 (was 30)

- Elite=EliteHarpyClaw (was none)

- EliteAbilities=FIREPOWER,SELF_HEAL (was none)

Changed Banshee:

- Elite=EliteProton (was none)

- Cost=1400 (was 1500)

- GuardRange=20 (was 30)

- EliteAbilities=FIREPOWER,SELF_HEAL (was RADAR_INVISIBLE)

Civilian/Mutants:

New Sign Posts

New Ramps

New Lamps

New Containers

New Vehicle Crashes

Changed Pyramids:

- Strength=800 (was 400)

- Immune=no (was yes)

- ImmuneToVeins=yes (was no)

- LegalTarget=yes (was yes)

 

New Scavanged Tank:

- mutants tank (can be found in crates)

Changed Flame Tank:

- Strength=325 (was 300)

Changed Floater:

- Strength=550 (was 500)

- Sight=6 (was 5)

- Damage=20 (was 16)

Changed Visceroid:

- Stregth=450 (was 500)

- Cost=330 (was 1)

- Trainable=Yes (was no)

- Range=1.9 (was 1.3)

- Elite=EliteSlimeAttack (was none)

- EliteAbilities=STRONGER,SELF_HEAL (was none)

Changed Mammoth Tank:

- Strength=650 (was 600)

- Damage=55 (was 50)

Changed Truck:

- Strength=700 (was 200)

 

Changed Tiberian Fiend:

- Trainable=yes (was no)

- Elite=EliteFiendShard (was none)

- Cost=150 (was 100)

- EliteAbilities=STRONGER,SELF_HEAL (was none)

Changed Mutant:

- Primary=MVulcan (was Vulcan)

- Strength=150 (was 50)

- Damage=35 (was 20)

Changed Mutant Soldier:

- Primary=MVulcan (was Vulcan)

- Strength=175 (was 50)

- Damage=35 (was 20)

Changed Mutant Sergeant

- Primary=MVulcan (was Vulcan)

- Strength=200 (was 50)

- Sight=5 (was 4)

- Damage=35 (was 20)

 

New Mutant Apache

- scavanged mutant helicopter (can be found in crates)

Other:

- new rocks

- new red tiberium tree, crystal and LAT tile

- MultiMissile and ChemicalMissile no longer ignore firestorm

- crates are no longer broken  (changes % and enhanced possible rewards)

- removed Hunter Seeker super weapon

10 000 views on CnCNet, 9 500 views on ModDB, 9 000 views on PPMforums, 2 000 views on W3DHub and 1 600 views on CnCNz

- thanks, enjoy the release and do not forget to report bugs / feedback!

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LucasSK
Cyborg Soldier


Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Sun Apr 26, 2020 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hope you are all enjoying the update so far!
I apologize for some bugs / errors and we are currently working on a 3.1 patch / update!
Here is the link to the premiere of yet another TR OST taking place next Sunday!
https://www.youtube.com/watch?v=Dj4MtyjcoWI

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LucasSK
Cyborg Soldier


Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu Apr 30, 2020 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

10 days since the release of Tiberium Resurrection 3.0...

I received some great feedback and bug reports already, but I encourage you to write me your thoughts, bug reports and things you would like to see in future versions of TR! Your feedback really matters!

Tiberium Resurrection 3.1 will be out on Sunday (3rd May) as well as 3rd OST video!

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LucasSK
Cyborg Soldier


Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Sun May 03, 2020 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium Resurrection 3.1 changelog

Download: http://www.mediafire.com/file/sgxqrhas3g4wg8d/TiberiumResurrection.exe/file


Client (used @Rampastring TS Client and re-configured it for TR)

- fixed CnC-DDRAW renderer

Maps (the things you play on)

Missions:

- removed both campaign maps (temporarily)

Skirmish:

- reduced floaters, fixed tunnels and removed veinhole in Tiers of Sorrow

- remastered "Xcapades" map!

- fixed ion storm lighting on all remastered skirmish maps!

- removed Fields of Insurgency modification (was not supposed to be there)

Game (units, building, vehicles, aircraft and other)

General:

- ion storm lightning damage is 300 (was 400)

- fixed multiple factory bonus speed

GDI:

Changed EMP Cannon:

- Power=-125 (was -150)

- Range=25 (was 30)

- Duration=600 (was 650)

- Radius=4 (was 9)

- RechargeTime=4 (was 4.5)

Changed Fire Storm Generator:

- Cost=2000 (was 1800)

- BuildLimit=1 (was unlimited)

Changed Anti-Air Tower:

- ROF=70 (was 55)

 

Changed Titan:

- Cost=850 (was 800)

Changed Wolverine:

- can target air units

Changed Juggernaut:

- Damage=69 (was 77)

- ROF=210 (was 150)

- Range=18 (was 19)

- MinimumRange=9 (was 7)

 

Changed Ghost Stalker:

- Cost=1900 (was 1750)

Changed Commando:

- Sight=6 (was 5)

Changed JumpJet Infantry:

- Strength=125 (was 135)

 

Changed Orca Bomber:

- Strength=165 (was 235)

- Speed=8 (was 9)

- Damage=140 (was 150)

 

Nod:

Changed EMP Cannon:

- Power=-125 (was -150)

- Range=25 (was 30)

- Duration=600 (was 650)

- Radius=4 (was 9)

- RechargeTime=4 (was 4.5)

Changed Sam Site:

- ROF=70 (was 55)

 

Changed Weed Eater:

- Cost=1250 (was 1400)

- no longer breaks ice

Changed Cyborg Reaper:

- Speed=4 (was 5)

- WebbingDuration=400 (was 600)

- new primary weapon

Changed Artillery:

- Damage=153 (was 170)

- ROF=154 (was 110)

- Range=18 (was 19)

- MinimumRange=9 (was 7)

Changed Subterranean APC:

- UndergroundSpeed=25 (was 22)

Changed Devil Tongue:

- UndergroundSpeed=25 (was 22)

- damage against light armor increased 105% (was 90%)

 

Changed Cyborg Commando:

- Strength=490 (was 500)

Changed Mutant Hijacker:

- Speed=6 (was 7)

generally all AA weapons now perform better and are more precise than they used to...

 

Other:

Changed Gas Clouds:

- now lasts longer and deals more damage

Changed Red Tiberium:

- more lethal

- grows 2,5 times slower

- spreads 15% faster

Tiberium Resurrection OST - Death Game will be out in a few minutes! Be sure to attend the premiere here: 
https://www.youtube.com/watch?v=Dj4MtyjcoWI

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LucasSK
Cyborg Soldier


Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Fri May 08, 2020 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Future of Tiberium Resurrection

After rather successful release of TR 3.1 we are all beginning to work on the update 3.5. While the latest update(s) focused on moving TR to TS Client and balancing, this update will focuse on maps, OST's and some very extraordinary features 😉. I will reveal / hint most of them over time...

I still ask you to report bugs / feedback anywhere you can, as this really matters. I am currently aware of an error, which causes game to crash helplessly once the Chemical Missile is launched. To fix this issue, just put rules.ini below file into TR Client -> INI directory.

Lastly, we have got 2 new devs to help us out!
No Strings Prd - helps with the story (and some epic things related to the story).
Tiberius - helps with balancing and maps.

I am very happy to welcome both of them in dev team and I am looking forward to our co-operation.

Thats all for now, see ya all soon 👋



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TR Client -> INI folder

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri May 08, 2020 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

LucasSK wrote:
No Strings Prd - helps with the story (and some epic things related to the story).


Yep, this'll be good.

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LucasSK
Cyborg Soldier


Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Sun May 10, 2020 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LucasSK
Cyborg Soldier


Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu May 14, 2020 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

?11 000 views on CnCNet, 11 900 views on ModDB, 9 500 views on PPMforums, 2 200 views on W3DHub and 1 800 views on CnCNz
Thank you all! ModDB is taking over tho Very Happy

Anyway, I feel like now is the right time to announce another upcoming feature in TR 3.5!

Each map will include a few Mutant Armories. Once captured (and held) player can build 4 Forgotten units to help defeat his opponent!



Mutant - Forgotten equivalent of Light Infantry! Can heal on tiberium and is easily pissed. 

Tiberian Fiend - Their friendly doggos (kinda glowing tho)...

Mutant Hijacker - cause why should Nod have all the fun?

Mutant Sniper - Forgotten elite unit, which can be the best or the worst unit in-game depending on how you can handle her!

Worry not though, if you are not a fan of this feature, you will be able to disable it with a new option!


Lastly, Zoom3000 did a great job on beating ExtraHard AI in TR! Check out his vid here: 





Have a good day!



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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Thu May 14, 2020 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I posted some Forgotten infantry cameo packs in the Media Hut a couple of weeks ago, you are welcome to use them for your Mutant Armoury units if you want?

_________________
Adapt or die

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LucasSK
Cyborg Soldier


Joined: 29 Nov 2018
Location: Slovakia

PostPosted: Thu May 14, 2020 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
I posted some Forgotten infantry cameo packs in the Media Hut a couple of weeks ago, you are welcome to use them for your Mutant Armoury units if you want?


Perfect idea, gonna look for em right away!

Thanks  Razz

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