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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Tiberium Mod Extended
Visceroids were, but they were taken out.
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Fri Apr 29, 2011 10:57 am |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Tiberium Mod Extended
I've been testing a method to limit tiberium density in a given area, but I haven't tweaked it yet. The trick is simply to look at nearby particles, see if they're tiberium, then settle nearby crystals.
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Sun May 01, 2011 12:43 am |
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Zeroxys
Joined: Mon Dec 26, 2011 8:39 pm Posts: 30 Location: Here There Everywhere.....EVERYWHERE!!!
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Re: Tiberium Mod Extended
So there hasn't been an update in a while, but the mod runs with B26. Glad it does. Have u been able to make any progress?
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Sun Mar 04, 2012 9:44 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Tiberium Mod Extended
Zeroxys wrote: So there hasn't been an update in a while, but the mod runs with B26. Glad it does. Have u been able to make any progress? nice bump....if its beyond the 4th page, dont do that and assume there is no development.
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Mon Mar 05, 2012 4:39 am |
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TheStragedyGuy
Joined: Sun Sep 11, 2011 11:48 pm Posts: 59
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Re: Tiberium Mod Extended
i am i still dont understand what this mod is all about....
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Sat Mar 10, 2012 10:40 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Tiberium Mod Extended
TheStragedyGuy wrote: i am i still dont understand what this mod is all about.... http://cnc.wikia.com/wiki/EVA_Database
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Sun Mar 11, 2012 6:25 pm |
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SingularityGhost
Joined: Tue Apr 10, 2012 2:44 am Posts: 4
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Re: Tiberium Mod Extended
Perhaps the immune faction could be the scrin from command and conquer 3?
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Wed Jun 20, 2012 4:02 pm |
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URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
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Re: Tiberium Mod Extended
Sorry for the bump but I was wondering if this still works for B27? I wonder if anyone would continue on this, I would but I'm no good at modding.
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Wed Jun 20, 2012 6:25 pm |
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Kanedoom
Joined: Wed Jul 20, 2011 10:45 pm Posts: 55
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Re: Tiberium Mod Extended
URLEFT4DEAD wrote: Sorry for the bump but I was wondering if this still works for B27? I wonder if anyone would continue on this, I would but I'm no good at modding. Test it, Newb. You cannot continue the project if you don't have permission. No mod stealin' Newb.
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Wed Jun 20, 2012 8:42 pm |
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URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
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Re: Tiberium Mod Extended
Kanedoom wrote: URLEFT4DEAD wrote: Sorry for the bump but I was wondering if this still works for B27? I wonder if anyone would continue on this, I would but I'm no good at modding. Test it, Newb. You cannot continue the project if you don't have permission. No mod stealin' Newb. The amount of times you said "Newb" in that post makes me want to punch a puppy. Grow up, you are not 9. Also, if I were to continue this (Which I won't) I would have asked for permission.
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Sat Jun 23, 2012 12:31 am |
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whitebear
Joined: Sun May 02, 2010 10:17 pm Posts: 18
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Re: Tiberium Mod Extended
Might be bit Necro but This is another mod that might work great as AI faction in campaign. If someone is able to work it out.
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Sun Sep 30, 2012 3:11 am |
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CyberFoxar
Joined: Sat Feb 19, 2011 4:07 pm Posts: 7
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Re: Tiberium Mod Extended
Hum, while we'r at it, can someone please update it to the 1.0 / B27 version ? (Or say if it works.)
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Sun Sep 30, 2012 6:30 pm |
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kaboomarang
Joined: Tue Jul 27, 2010 6:29 am Posts: 38
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Re: Tiberium Mod Extended
For the record, please try it for yourself to see if it works. But yes it works for the current version last time I checked.
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Wed Oct 03, 2012 12:06 am |
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CyberFoxar
Joined: Sat Feb 19, 2011 4:07 pm Posts: 7
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Re: Tiberium Mod Extended
Tested and working, but laggy, as usual.
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Wed Oct 03, 2012 7:55 pm |
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SmallLeagueChew
Joined: Sat Jun 28, 2014 7:38 am Posts: 6
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Re: Tiberium Mod Extended
I will seriously donate some $$$$ to someone to fix this mod for B30, I think it is genius. This + Dovaken Creeper mod + dynamic warfare = a fun time. If only it didn't lag sooooo bad.
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Mon Jul 07, 2014 4:37 am |
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