Tiberian Wars Advanced 1.5 Stuff
#51
Posted 06 September 2008 - 17:51
Awesome mod, now I almost finished campaign and can finally starting to play skirmish with this. Awesome
#52
Posted 06 September 2008 - 21:27
This is my signature. If you like it, good. If you don't, I don't care.
"The walls we build around us to keep out the sadness also keep out the joy" -Jim Rohn
Final Fantasy VII - Voices of the Lifestream
#53
Posted 07 September 2008 - 00:23
#54
Posted 07 September 2008 - 09:39
I like the shiny tank on page one.
"Never forget 06/17/2047" Sig edited, due to it being 300 pixels to wide. -Nem
#56
Posted 07 September 2008 - 11:51
"Never forget 06/17/2047" Sig edited, due to it being 300 pixels to wide. -Nem
#57
Posted 08 September 2008 - 20:50
#58
Posted 08 September 2008 - 22:53
-Spectre uses Juggernaut voice ALL TIME
-Sometime when you double-click Militant replacement it select Rocket Squad as well, vice versa sometime.
-Riflemen Squad's Foxholes sometime look like it isn't finished, screenie soon.
#60
Posted 06 November 2008 - 18:21
One of the additions for the next version (aka 1.53) will be a new aircraft, the Nod Wraith Fighter.
Quote
Gameplay wise it will be a tier-3 fighter aricraft, very fast and mobile, but with 2 drawbacks: It hat a limited ammo storage and a minimum attack range, making it prettty powerfull against slow targets, yet it can easily shot down by Stormriders and other untis that can stay behind or inside the minimum range.
Wraith Render:
Wraith ingame:
Attacking Wraith:
Once again, this awsome model (and its description text) was made by Golan.
#61
Posted 06 November 2008 - 18:31
#62
Posted 06 November 2008 - 18:40
I like the added tiberium fiends also, do they server the same role as the little blobs in earlier tiberium series games?
#63
Posted 06 November 2008 - 19:45
One of my major gripes with Spam Wars and Kane's Wrath was that it took thousands of credits' worth of units to destroy buildings in an acceptible time frame. A single Predator Tank could fire on a building that was on auto repair and still not destroy it after 40 seconds (IIRC, I tested this on a Power Plant; basic structure). WTF?
A single Rifle Squad or Missile Squad in your base should be something that you cannot afford to ignore.
Have you addressed these things and the unit veterancy?
Tiberium Wars was missing a hard counter system, also. Rocket Squads killing Rifle Squads and other bullshit.
Nice work on the fighter, BTW. You should be pleasing the fans and keeping them coming back for more with these regular installments.
Edit: Curiosity got me so I've decided to download the latest version.
Edited by Stinger, 06 November 2008 - 20:14.
#65
Posted 07 November 2008 - 00:20
Quote
This.
Anyway nice, and since you're pretty much the only active partial addition mod that has new units and stuff, you are actually the best in your field.
#66
Posted 09 November 2008 - 22:44
Unit lethality is still a problem: It takes thousands of dollars' worth to destroy a building in a short space of time - only now it takes longer because the game is so painfully slow. It's almost as if there is a no rush feature built in and the speed of gameplay suffers for it.
The models, visuals and new icons for the Grenadier and Sniper Team are quite nice, but overall the gameplay failed to impress me.
Edited by Stinger, 09 November 2008 - 22:47.
#67
Posted 10 November 2008 - 11:57
About unit lethality and rushes: Did you try PP Rax Rax Ref? What maps where you playing on? Do you feel that lethality against structures a general problem or only of the non-anti-structure units? Do you feel that there´s a distortion in the effectiveness of AS units (like Flametanks, Devastators, Missileman with HEAT) to regular units (tanks, riflemen, scouts)? Did you try using engineers/saboteurs/assimilators to take out structures? Is lethality only a problem against structures or a more general issue? Do you feel that any of the AI, AA, AT or AS groups are notably less lethal than the others?
Did you see any other new content besides the Grenadier and Sniper Team?
#68
Posted 10 November 2008 - 13:33
#69
Posted 16 January 2009 - 16:18
Hence, one of the changes for future TWA versions will be the introduction of Support Airfields for GDI & Nod. Each of them can support 2 planes, allowing the player to increase his airforce without loosing to much buildspace. However, since they are only intended as support, they are unable to build new aircraft and only have 1 repair drone (instead of the 3 normal airfields have).
It also worth noting that airfields in general got a health increase to make them less vulerable.
Models & textures were made by Elmo & EA.
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