| We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
- Pages:
- 1
- 2
| 1.4 beta | |
|---|---|
| Topic Started: Jul 17 2008, 03:01 PM (134 Views) | |
| [=T=] Desecrator | Aug 8 2008, 09:59 AM Post #16 |
|
100 Posts +
![]() ![]() ![]()
|
I have sent a test mod to Hawk for: Structure & Defense - HP Defense - Damage they deliver, rate of fire, range |
![]() |
|
| [=T=] HawK | Aug 11 2008, 11:55 AM Post #17 |
|
5000 Posts +
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
OK I tested the Assist mod latest version with all 3 factions. Didn't notice any changes other than the tier one defenses getting upgrades, but that seemed to work well and I think it's a nice addition to the mod. I have noticed that stormriders seem to fly in slo-mo sometimes with this latest version and the previous beta. I'll test the TALON Mod and give feedback next. |
![]() ![]() ![]() ![]() FORUM ETIQUETTE GUIDE________TACTICS GUIDE | |
![]() |
|
| [=T=] HawK | Aug 11 2008, 01:14 PM Post #18 |
|
5000 Posts +
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
The TALON mod; Buildings are about right. Maybe the conyards could be a little stronger but it took a lot more to destroy buildings and that is valuable time for a defending army, which makes it more of a challenge for the attacking army. I didn't notice a big change in the defensive structures to be honest. They seemed a little stronger but they weren't tearing up units. Because they were stronger they seemed to inflict more damage because they were up longer, but they still need a quicker rate of fire. That is especially true for the AA turrets. I set 3 up by my base and stormriders one stormrider would fly towards them and then over them and past them before getting downed by three turrets. One turret should basically shred a small air unit before it even gets n top of an AA turret. Bomber might be able to drop bombs on a turret but they would sacrifice themselves in the act. Special attacks like Orca Strike seem too weak still. I used one against a Scrin buzzer hive and they didn't destroy it. An Orca strike or equivalent needs to be able to take out a vehicle factory otherwise it's a waste of money using it really. Overall I would say that the changes are a definite improvement but we still need to go further. Nice job so far. Can't wait to try the mods combined at some later stage! |
![]() ![]() ![]() ![]() FORUM ETIQUETTE GUIDE________TACTICS GUIDE | |
![]() |
|
| [=T=] HawK | Aug 11 2008, 05:28 PM Post #19 |
|
5000 Posts +
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Redneck and I just played a game and the stronger buildings worked well. He attacked me with 2 waves of avatars and I took out about 30 in the end before the third wave came in (Whore!). The only reason I could put up a good fight was because my buildings gave me time to fight back with venoms. If there was a unit cap and the defenses had better rates of fire he probably would have required to use beam cannons to break me down and buggies (which should also be buffed IMO against Air units). Something to keep in mind is that if bases are overall tougher, then there should be a higher cost for the superweapons because it will be a lot harder to get to the superweapon. I would say make it cost $10.000. This will make superweapons less common and less annoying in game as well. |
![]() ![]() ![]() ![]() FORUM ETIQUETTE GUIDE________TACTICS GUIDE | |
![]() |
|
| [=T=] HawK | Aug 13 2008, 08:29 AM Post #20 |
|
5000 Posts +
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I was thinking that with the buildings stronger and garrisonable like in the Assist Mod it will make things even better especially with the unit cap. Maybe give the conyard 3 garrisoning slots? If the defensive turrets all have their rate of fire doubled then we should be close! |
![]() ![]() ![]() ![]() FORUM ETIQUETTE GUIDE________TACTICS GUIDE | |
![]() |
|
| [=T=] HawK | Aug 13 2008, 12:41 PM Post #21 |
|
5000 Posts +
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I just read the readme for a mod called Command & Conquer 3: Tiberium Wars Termination v2.4.436 Mod which seemed to have an AI GDI crash as well, and claims to have fixed it. >> Technical mod info and fixes: > Fixed original bug: Nod Black Hand auto-damage > Supports low detail textures > Fixed old beta 0.9.nnn Nod Crane bug > Fixed Nod Campaign Terrorist vs. Wall bug > Fixed GDI AI crash bug > Fixed wall price balance > Fixed SW and T3 Power drain balance > Fixed GDI bunker repair bug > Fixed Nod called Carryall showing pips > AI can attack walls > Fixed Rocket Squads Range finder bug http://www.gamespot.com/pc/strategy/commandconquer3/download_6195825.html |
![]() ![]() ![]() ![]() FORUM ETIQUETTE GUIDE________TACTICS GUIDE | |
![]() |
|
| [=T=] Desecrator | Aug 14 2008, 12:51 AM Post #22 |
|
100 Posts +
![]() ![]() ![]()
|
I will chk it out. Thanks |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Assist Mod · Next Topic » |
- Pages:
- 1
- 2











1:09 AM Nov 26