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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Tiberium Mod
Duuude this rocks so much. BTW, the visceroids in this mod spawns differently from Tiberian Sun... in TS an infantry unit would turn into a visceroid if its health is low enough and is near a tiberium field. Anyway, any plans for a Tib harvester using Abdul's wheel code? BrainChild wrote: Very nice this is like the most awesome first mod ever You should make a huge tiberium crystal that spawns viceroids and lots of crystals , make it like the mother of tiberium In the TS game, there is a tiberium regenerating thing called a Tiberium Riparius. It's for the green tiberium, I forgot what the blue tiberium's regenerator called. EDIT: here's something cool on Tiberium. http://cnc.wikia.com/wiki/Tiberium
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Thu Jun 24, 2010 11:15 am |
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GISMO
Joined: Mon Apr 13, 2009 3:18 pm Posts: 80 Location: FINLAND RULZ
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Re: Tiberium Mod
YESSS YESS YESSSSSSSSSS ive allways wanted something like this in cc. good job
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Thu Jun 24, 2010 4:15 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Tiberium Mod
I would like to see the Chemical Warrior or the Tiberium trooper in the mod. it could work a bit like the Metal Slug Faction's Hazmat Soldier that NaXx made.
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Thu Jun 24, 2010 4:50 pm |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: Tiberium Mod
The tiberium seems ridiculously easy to dispose of, and it doesn't take much before the level suffers immense lagtime, but this very much a sweet mod.
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Thu Jun 24, 2010 6:12 pm |
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Frostilicus
Joined: Fri Jul 31, 2009 4:11 am Posts: 42
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Re: Tiberium Mod
With the glows.... Maybe a persistent, light(as in very transparent) glow. I like the idea of the sparkling, but the popup glow around it is a little questionable.... I'd get rid of the glow on that, probably look better....
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Thu Jun 24, 2010 6:19 pm |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: Tiberium Mod
The Hives and Floater idea are awesome, But i dislike the zombie idea.
Also, is there a way to create an actor that Is immune to the damage of the Tiberium, but only as long as his armor is intact?
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Thu Jun 24, 2010 9:43 pm |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Tiberium Mod
Preview of the next version. You can't hide. It will find you.
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Fri Jun 25, 2010 2:40 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Tiberium Mod
Wow...the underground effect looks great.
But will it lag like hell??
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Fri Jun 25, 2010 2:45 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Tiberium Mod
Commodore111 wrote: I never actually got the point of having tiberium give you money in CnC. It is there to make everyone's lives miserable and to kill everyone, yet you can get rich by selling the stuff. Scientific Research (It's a new material) Military Purposes (It's harmful to humans) Art (It's very shiny and pretty) Many people would want it, I'd think. Low supply + high demand = expensive.
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Fri Jun 25, 2010 2:56 am |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Tiberium Mod
Now you can abduct it. In the next version it should do less damage to craft so abducting it would be dangerous, but possible. Quote: Wow...the underground effect looks great.
But will it lag like hell?? Did a bunch of optimization. Doesn't seem to lag any more than the last version. All the underground effect really does is put deepcheck MOSRotatings underground. Working on forcing the deepcheck and settling it right away.
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Fri Jun 25, 2010 3:15 am |
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Frostilicus
Joined: Fri Jul 31, 2009 4:11 am Posts: 42
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Re: Tiberium Mod
Dropping in two visceroids and letting them die lags my machine to hell. Getting rid of the mini-tiberium crystals helps, but completely getting rid of the crystal is difficult because they're already so small. Is the lag because my computer's convoluted with bloatware (work related), or is it like this for others? Anyway, the digging effect is pretty cool, do you have it set up so they grow as they dig? Another thing that'd be cool is blue and red tiberium, after digging a while they turn into blues, have red around as an explosive, shooting off shards of tiberium.... Hell, the tiberium trees would be pretty cool too. Oh, and I'm currently unable to buy tiberium directly. Only way is to use visceroids.
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Fri Jun 25, 2010 3:19 am |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Tiberium Mod
I can't really speak for most people about the lag, I have 6 gigs of DDR3 RAM and a Phenom II X4 955, so it only starts to lag when it covers a decent amount of ground. Like in the preview.
I'll make the crystals buyable next version.
Blue and red tiberium is a good idea. I'll be sure to add that in later.
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Fri Jun 25, 2010 3:26 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Tiberium Mod
Commodore111 wrote: I'll make the crystals buyable next version.
Remember to make it a shower of crystals or a big ass meteor
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Fri Jun 25, 2010 4:01 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Tiberium Mod
Commodore111 wrote: I can't really speak for most people about the lag, I have 6 gigs of DDR3 RAM and a Phenom II X4 955, so it only starts to lag when it covers a decent amount of ground. Like in the preview.
I'll make the crystals buyable next version.
Blue and red Tiberium is a good idea. I'll be sure to add that in later. could you make Tiberium gas? TheLastBannana's Death Wasps could be made to work right, it would just be green and shinny
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Fri Jun 25, 2010 4:43 am |
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Frostilicus
Joined: Fri Jul 31, 2009 4:11 am Posts: 42
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Re: Tiberium Mod
Well, I'll chalk it up to all the bloat on my computer at work and live with it for now.... Soon enough, I'll have my personal back at home and I'll be playing on that.
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Fri Jun 25, 2010 5:03 am |
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