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Tiberian Cortex (G:R1.1g/N:R1.4f)
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Author:  Arcalane [ Mon Apr 20, 2015 4:41 pm ]
Post subject:  Tiberian Cortex (G:R1.1g/N:R1.4f)

A pair of collaborative mods by Arcalane, Major, CaveCricket48, and miscellaneous others!

This thread serves as a 'hub' for the GDI and Brotherhood of Nod mods, to keep them centralized - less posting, less shenanigans.

Image


These (hopefully somewhat) vanilla-balanced mods add four craft (a drop pod and drop ship for each faction), several actors, and an exciting array of death-slinging weapons ranging from humble pistols to man-portable ion cannons.

Yes, you read that right. Man-portable ion cannons. So what are you waiting for?!

Oh, and it includes full support for weegee's Unmapped Lands 2 and Void Wanderers metascenarios.

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Mediafire Download:
GDI - Nod

Unified Download

Outdated, please wait for next major releases.

Steam Workshop:
GDI - Nod


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You can also get loads of juicy details about the GDI/Nod arsenals in the following documents;

GDI - Nod


If you want to take a peek at some of the ugly numbers beneath the pixels, you can also refer to my balance spreadsheet;

Balance Sheet @ Google


This sheet shows important stats for a number of weapons such as laser range, gib limit, and so on.

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Most Recent Changelogs;

GDI


Nod

Author:  Arcalane [ Fri Apr 24, 2015 6:03 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1b/N:R1.4a)

Various issues have delayed the progress of our work on the turrets, so instead Major and I are focusing on finishing up the current actor list for the GDI.

First up is the GDI Recon, a light and cheap scout trooper;

Image
A three-man team on patrol - two are armed with compact rifles, and the third carries a GLS-70 sniper rifle.

These guys are a little more durable than fanatics and could be used as light infantry, but their real 'perk' is that they're in the Snipers group; their AI is much more... proactive about incoming enemies. Two or three with GLS70s can easily set up a firing line that'll stop most attacks cold. You could also give them GDLAWs for more aggressive surface-to-air defense.

One down, two to go.

Author:  Xery [ Sun Apr 26, 2015 4:37 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1b/N:R1.4a)

Really good mod, played it these few days.

Author:  Arcalane [ Wed Apr 29, 2015 11:38 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1b/N:R1.4a)

Up next, Zone Raiders!

Image
A pair of Raiders with GDCCW shotguns take a break during training exercises.

Raiders combine mobility and durability, being a hard-hitting, fast-moving unit that bridges the gap between standard infantry and zone troopers. They're more or less equivalent to the Brotherhood's Crusaders and Templars.

Next post will be the GDI Commando and release. There will be a small update to the Brotherhood at the same time to iron out potential mishaps with materials, as well as to rebalance the durability of Crusader & Templar breastplates.

Ed:

Last but not least, the GDI Commando!

Image
A Commando checks the sights on his Commando Rail-Carbine.

Commandos are super-tough specialist soldiers on par with the Brotherhood's Templars and Crusaders in terms of durability. They are also the only unit capable of using the absurdly deadly Commando Rail Carbine, a miniaturized railgun that is more like an assault rifle. Whilst they may look like common GDI troopers in white armour, don't be fooled; these guys are much tougher.

Author:  Collective [ Sun May 03, 2015 9:31 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1c/N:R1.4b)

I haven't played around with their NOD equivalents yet, but Zone Troopers and Raiders seem almost excessively tough to me, both against vanilla and other modded factions. Zone Troopers in particular are practically indestructible. If the AI manages to drop a squad of Troopers off against me, pretty much the only things stopping them from completely destroying me are how their weapons are a lot less durable than they are and how easily they sink into the dirt.

Author:  Arcalane [ Mon May 04, 2015 7:20 am ]
Post subject:  Re: Tiberian Cortex (G:R1.1c/N:R1.4b)

I may have gone slightly overboard with the material stats. :lol: I'll tone them down at some point in the near future.

ED: There, quick rebalance pass done. I also tweaked the GibWoundLimits for a number of weapons - a few were too high, and a few were too low.

Author:  von [ Wed Jun 03, 2015 8:45 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1e/N:R1.4d)

First off, I'd like to say to all those involved in the creation of these mods, great work. Excellent quality content, well polished, and (for the most part) well balanced.

Unfortunately, I am having a somewhat strange issue though with multiplayer. Split screen 2 human team vs. 2 AI team is a big hit in my household. Player one plays with keyboard and mouse on default mapping, player two plays with a 360 controller on default mapping. Player one is playing with GDI as their faction, player two with NOD. For some reason, if we both drop on the same site, it's giving player two control over the GDI brain unit and player one control over the NOD brain unit, the opposite of how it should be.

I haven't tested it thoroughly, but with this exact setup it's definitely repeatable for me. It also appeared to give player one control over the NOD commander if he was playing a faction other than GDI.

When only one person is attacking or landing on a site, there are no issues. Does anyone have any ideas what could be going wrong, or what a solution is? These factions are a favorite and appear to be stable and bug free aside from this one issue.

As for some balance notes, I haven't played NOD thoroughly enough yet to review, but for GDI the Zone Trooper and Raider appear to be just a little stronger than they should be. A small nerf might be in order. The only other thing that stood out as alarmingly OP was the GDI man portable railgun. It can penetrate far too much ground and bunker, making sniping the enemy brain from ground level trivially easy. Might want to reduce that.

Thanks again!

Author:  Arcalane [ Thu Jun 04, 2015 12:20 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1e/N:R1.4d)

von wrote:
First off, I'd like to say to all those involved in the creation of these mods, great work. Excellent quality content, well polished, and (for the most part) well balanced.

Unfortunately, I am having a somewhat strange issue though with multiplayer. Split screen 2 human team vs. 2 AI team is a big hit in my household. Player one plays with keyboard and mouse on default mapping, player two plays with a 360 controller on default mapping. Player one is playing with GDI as their faction, player two with NOD. For some reason, if we both drop on the same site, it's giving player two control over the GDI brain unit and player one control over the NOD brain unit, the opposite of how it should be.

I haven't tested it thoroughly, but with this exact setup it's definitely repeatable for me. It also appeared to give player one control over the NOD commander if he was playing a faction other than GDI.

When only one person is attacking or landing on a site, there are no issues. Does anyone have any ideas what could be going wrong, or what a solution is? These factions are a favorite and appear to be stable and bug free aside from this one issue.


Never heard of an issue like that before. :???: Do you have two players on the same physical team (i.e. are both on Red?) or what? If I had to guess, it's either due to that, or due to the setup of the map(s), but I couldn't say for sure.

von wrote:
As for some balance notes, I haven't played NOD thoroughly enough yet to review, but for GDI the Zone Trooper and Raider appear to be just a little stronger than they should be. A small nerf might be in order. The only other thing that stood out as alarmingly OP was the GDI man portable railgun. It can penetrate far too much ground and bunker, making sniping the enemy brain from ground level trivially easy. Might want to reduce that.


I direct your attention to the part where Raiders have a pricetag of 275, Troopers have a pricetag of 500, and the GDMPR has a pricetag of 300. That is a gun that by itself costs more than a basic trooper with weapons, maybe even two if we're talking Fanatics or GDI Recons.

If you can afford to deploy such weapons so freely, your enemy should be able to afford defenses formidable enough to stop them - and if I make them any weaker then I'm going to have to cut the costs accordingly. Which is daft because these are basically the GDI's strongest units - despite both being weaker than the physically more durable Cyborg (also costs 500) but making up for it in weapon choice flexibility (the Cyborg can only use his arm-mounted gatling).

For the price of a properly armed Zone Trooper, I can equip and outfit 2-4 GDI Infantry or Nod Loyalists, maybe even a pair of Black Hand Crusaders. Believe me when I say that three Loyalists or two Crusaders armed with Mantis Flechette Rifles can make very very short work of a Zone Trooper or Raider.

Essentially, nerfing them goes completely against their purpose, design, and intended use/deployment behaviour.

That said, I appreciate the thought and feedback, and will probably adjust the MPR slightly.

Author:  halo117 [ Thu Jun 04, 2015 11:30 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1e/N:R1.4d)

Very fun mods to play. I tried playing them with the tiberium mod and well, it went... Sort of okay unless I call the frame drops okay.... But still, they're very fun to play.

Author:  The Decaying Soldat [ Sat Jun 06, 2015 11:25 am ]
Post subject:  Re: Tiberian Cortex (G:R1.1e/N:R1.4d)

Thank you for making this mod. It's (finally) time to fire up CC again just for a GDI vs Nod battle.

Author:  Arcalane [ Sat Jun 06, 2015 2:30 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1e/N:R1.4d)

halo117 wrote:
Very fun mods to play. I tried playing them with the tiberium mod and well, it went... Sort of okay unless I call the frame drops okay.... But still, they're very fun to play.


Unfortunately the issues with the Tiberium mod appear to be due to the sheer number of things it happens to be doing at any one time, not broken scripts as I previously suspected. It might be possible for someone to fix, somehow, but that someone is not me. :???:

The Decaying Soldat wrote:
Thank you for making this mod. It's (finally) time to fire up CC again just for a GDI vs Nod battle.


Thanks - though this wouldn't be possible without the spriting abilities of Major, nor scripting support I've received from various others (namely Cave). :wink:

I'm probably going to roll out a small bugfix/balance update in a little bit, which should straighten out a few of the weapons and maybe squash an issue Cyborgs were having with their special leg script.

Author:  Arcalane [ Wed Jun 10, 2015 10:19 pm ]
Post subject:  Re: Tiberian Cortex (G:R1.1f/N:R1.4e)

As promised, small updates are out! This is some minor tweaks to weapon balance, AI, and a new minor feature for the GDI Commando.

GDI
Quote:
Release 1.1f:
* [WEAPONS] Reduced accuracy and muzzle velocity of the Compact Rifle, increased muzzle velocity of the Standard Rifle.
* [WEAPONS] Reduced effective firepower of the GDMPR. It's still superbly deadly, just not quite as much as in earlier builds.
* [ACTORS] Zone Troopers will no longer throw themselves prone when under attack.
* [ACTORS] The GDI Commando now has an infinite supply of Timed C4 that cannot be shared with other actors.


Nod
Quote:
Release 1.4e:
* [WEAPONS] Tweaked accuracy and firepower of the AR70.
* [WEAPONS] Tweaked muzzle velocity and minimum velocity of projectiles for the Talon Tiberium Flechette SMG and the Mantis Tiberium Flechette Rifle.
* [ACTORS] Cyborgs and the Cyborg Commando will no longer throw themselves prone when under fire.
* [ACTORS] Replaced the workaround used by Cyborgs with a proper script solution, may or may not fix crashes related to Cyborgs.

Author:  fv22 [ Thu Jun 11, 2015 2:56 am ]
Post subject:  Re: Tiberian Cortex (G:R1.1f/N:R1.4e)

This mod is awesome, I always play with the GDI, but I wanted to ask two things : First, when I use the GDMPR or the GDCRC, the game start lagging, is there anything I could do to prevent them from making the whole game lag? Because they are my favorite weapons, and I can't use them. Two, do you have some kind of release date or estimation for the turrets? Because they look amazing!! :grin:

Author:  Arcalane [ Thu Jun 11, 2015 11:20 am ]
Post subject:  Re: Tiberian Cortex (G:R1.1f/N:R1.4e)

fv22 wrote:
This mod is awesome, I always play with the GDI, but I wanted to ask two things : First, when I use the GDMPR or the GDCRC, the game start lagging, is there anything I could do to prevent them from making the whole game lag? Because they are my favorite weapons, and I can't use them.


They use a lot of particle effects which are quite CPU-intensive when they overlap. There's not a whole lot that can be done here without sacrificing the effects, and I feel that would kinda defeat the point. :???:

If it makes you feel any better, I get slowdown from MPR shots too, even with a pretty good CPU. :roll:

fv22 wrote:
Two, do you have some kind of release date or estimation for the turrets? Because they look amazing!! :grin:


Unfortunately no. Major's having a rough time with work/etc. lately. I'd like to get them done soon but things are slow-going at the moment.

Author:  LSWraith [ Fri Jun 19, 2015 1:02 am ]
Post subject:  Re: Tiberian Cortex (G:R1.1f/N:R1.4e)

I have a bug that, whenever the Nod cyborg dies, my game crashes.

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