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 Tiberium Mod 
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Joined: Fri Apr 30, 2010 2:12 pm
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Post Re: Tiberium Mod
Dragonchampion wrote:
I was woundering about that. I sometimes had my brain a mile underground, when suddenly tiberium a mile up sends a single crystal to infect my brain... :-?

It smells your fear... and your brains in jars.


Thu Jul 22, 2010 9:56 pm
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Joined: Sun Dec 19, 2010 10:53 pm
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Post Re: Tiberium Mod
very nice and works a treat just dont know how to make it really effective :???:


Wed Dec 22, 2010 11:42 pm
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Post Re: Tiberium Mod
Is this working with B24?


Thu Dec 23, 2010 2:21 am
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Data Realms Elite
Data Realms Elite
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I don't see why not.


Thu Dec 23, 2010 2:25 am
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Joined: Fri Mar 05, 2010 3:59 am
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Post Re: Tiberium Mod
ok well i have seen this mod and i like this is just a request but could you make it like when someone or something dies in the tiberium they turn into some kind of tiberium creature thing but just a suggestion and thanks


Thu Dec 23, 2010 1:08 pm
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DRL Developer
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Don't they already?


Thu Dec 23, 2010 1:11 pm
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Yeah they do


Thu Dec 23, 2010 5:29 pm
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Post Re: Tiberium Mod
They mess up and create a second Skirmish Defense.


Thu Dec 23, 2010 5:52 pm
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Post Re: Tiberium Mod
Awesome mod, read the first page, didn't see anyone explain Tiberium, so here I go:

Quote:
Tiberium is of course an alien semi-organic mineral. It was designed to leach valuable metals out of the ground(Iron, gold, platinum, some carbon here and there, etc) Due to its highly reactive nature, it's also a great energy source. Tiberium can be refined by heating and separating out the metals it forms into its alloy. Tiberium waste is then disposed of, or repurposed in weaponry.
After years of environmental damage and proliferation of Tiberium, GDI discovered that sonic projectors(like super-focussed speakers) set at the resonant frequency of tiberium would destabilize the crystalline matrix, essentially breaking it apart at the atomic level and rendering it unable to regrow. This development led to GDI's reclamation project and the maintainability, or in some cases creation, of Blue Zones.

Later, the Scrin came into play, having been duped into thinking the planet was ready for harvest, when in fact it was far from it as the Human race still lived.
They use tiberium as an all in one construction material, weapon, fuel, and healing salve.


As for the mod, I think the green tiberium could use a nice glow effect, but nothing too heavy as that could lag. I can't tell the green apart from plants in that screen shot.

For actor immunity, I suggest scripting an item, call it sonic emitter, it causes the actor's armor to resonate at tiberium's frequency. Either that, or of course make mutants/hazard suit infantry.

Something that might be worthwhile: Make the crystals harvestable, but work like Gold used to where an actor has to pick up bricks and deposit them, but instead of putting them in a rocket, they need to drop it in a refinery. This would make harvesters viable while adding some growth control.

Edit:
Read that Commodore no longer plans on working on this, but my post still stands, if anyone wants to, I think they should do that^.


Sun Dec 26, 2010 7:11 am
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Post Re: Tiberium Mod
I like the mod as is. I just want to find a way to great rid of those little green tiberium emissions. I don't think they add too much visually but they about double the particle load the Tiberium brings.

Still, despite the lag, it's one of my favorite mods. Take Weegee's Stratosphere map, run a Skirmish Defense on that, and start a Tiberium infestation on the top of the mountain. It's quite creepy watching it work its way down to the bottom level.


Sun Jan 23, 2011 7:26 pm
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