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Everything posted by sgtmyers88
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Duplicate file or cannot find file error
sgtmyers88 replied to jasonbourne's topic in Technical Support
Please make sure the files are visually located in the same folder as the generals.exe file. Full guide is here http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/tutorials/cc-tiberian-dawn-redux-troubleshooting-faqs -
This mod is for C&C Generals Zero Hour. NOT C&C3. (hence you mentioned Tiberium Essence which is a C&C3 mod) http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/tutorials/cc-tiberian-dawn-redux-troubleshooting-faqs
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Ah OK just making sure. Lol
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Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Nice work on the video. -
1440x900?
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Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
This is fantastic to hear that the original Westwood guys seem impressed by this! (sorry I missed this post) -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Yes they are all intergrated into the Official Maps section. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
There is about 50 all new maps. A dozen or so of them are actually mine which were originally made for Generals. Campers Creek, European Wardogs, Desolate Villages, Ayers Rock, Cold Shores, and City On The Lake are a few off the top of my head that were community made maps. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Feel free to look thru and explore the dozens of beautifully constructed custom skirmish maps available too! The mappers who made the custom maps for the mod and converted the ones originally designed for the original Generals did a fantastic job! I had over a dozen contributors to have their maps reconstructed when I did the graphics overhaul for v1.3. They all turned out superb. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
The Generals AI in general was marginal at best. Spam rushes is the best way to sum it up. Then does nothing when you swarm their base. It's too predictible. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
FYI for some odd reason it has been argued that the Medium AI is actually more aggressive than the Hard AI. It could partially be due to the fact that the Hard AI tends to Turtle early on in the game building massive amounts of base defenses before making swarms of assault forces while the Medium AI tends to rush A LOT which can easily overwhelm players who tend to screw around early on in the match. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Well done. -
THROWBACK THURSDAY: The Original TDR Mod Trailer
sgtmyers88 replied to sgtmyers88's topic in Mod Discussion
And while on the topic I just recently published an old video I forgot about while digging thru the Mod archives. It was a test cut scene utilizing the game engine in the same manner that was used for the Generals campaign missions. This was in the works way back in 2010 and apparently got abandoned. lol SEE HERE: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/videos/unused-tdr-cutscene-ambush -
Mod Management Utility for Generals and/or Zero Hour
sgtmyers88 replied to mjsummers's topic in Newer C&C games
Ever wrote or considered having someone write a batch file? (.bat extension) That is usually a simple and efficient method. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
haha okay sounds good -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Oh good you actually finished it. For some reason the game actually crashed on me for this mission. lol -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Some upgrades are across the board but vehicle weapon upgrades are on a per unit basis. The skirmish AI also utilizes these upgrades under some circumstances so use caution. -
Decided to do a Throwback Thursday type of post here. This is the original Mod Trailer for Tiberian Dawn Redux. It was pretty rough looking during the first few years of development since it was all being done by me in secret during that time. I just figured I would feature this here just to show how far this mod had progressed and how much my skills as a modder and 3D artist had improved. The original cut of this trailer was originally made very early in 2008 and C&C 3 had just been released the year before returning a lot of hype and interest to the Tiberium Universe for the C&C Fanbase which prompted me to later re-edit it for a Mod release. It was also during this time I started getting a lot more help from the community in order to get this Mod out the door with much better quality which of course resulted in v1.3 a year later being a huge improvement over what was seen here. WATCH: https://www.youtube.com/watch?v=t4TZ-NpidMo
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Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Thanks. Oh and some tanks do actually gain a Machine Gun or Missile upgrade to deal with infantry or aircraft. It is only available in Skirmish/Multiplayer and it will cost you though. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Yeah I tried to design infantry to have somewhat of an edge while applying/recycling some concepts from Generals. This is most apparent with the Engineer, Grenadier, and Commando who have several special abilities. Often in RTS games infantry are overlooked and dismissed as mere cannon fodder. Here they are not to be underestimated. One reason the Rocket Soldiers have such an insane range is due to the AI in Generals being hard coded to obsessively try running over infantry which can be annoying. For the Mod the weapon range code for Rocket Soldiers is carefully tuned to barely be just beyond most vehicles "vision range". Engineer: Repairs vehicles, captures buildings, steals harvesters, disables other vehicles. (can also mimic RA2's IFV by turning an APC into a mobile repair vehicle) Grenadier: Explosive Anti Infantry/Vehicle Grenades, also optional is the use of EMP Grenades for disabling Tanks & Buildings. Can clear garrisoned buildings. Flamethrower: Can Clear Garrisoned Buildings. Chem Warrior: Same as Flamethrower Technician: Can hijack non weaponized vehicles (MCV & Harvester), disables buildings. Commando: Depending on faction he can be stealthed, can be armed with either a sniper rifle or an anti-tank weapon. Blows up buildings with C4. A lot of these features are only available with the full Tech Tree/Upgrades enabled or in Skirmish/Multiplayer games to keep it from being too easy. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
When you get around to playing a skirmish match you might notice a pattern that the Nod AI players will tend to be more sporadic in their assaults and "harass" you until you rage quit. GDI simply steamrolls you. Especially on Medium and Hard settings. Some had claimed that the Medium AI is too hard as it tends to rush you a lot more preventing you from getting established early in the game while Hard AI tends to turtle and build a ridiculous amount of defenses and aircraft while amassing a huge ground army. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
I actually had to restart Mission 7 because of this. GDI sent in a swarm of tanks and light vehicles right after they bombed my army of tanks and APC's loaded with troops for a final push. I also tried to do an APC/Engineer rush through the backdoor of their base by the ridge but they picked up on that too by sending everything they had. Wasted a lot of $$$. Also the AI will do the same thing with Engineer rushes. This is first observed in the 2nd Nod campaign mission. So watch yourself. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
The AI is more dynamic. Depending on the difficulty setting. They can target and pick off certain units. Especially in Skirmish matches. They will often target your Harvesters Refineries and Silos. I once witnessed GDI sending in a half dozen Mammoth Tanks just to wipe out my harvesters and silos. The Silos and Power Plants and even sometimes the Helipads and Airfields are a favorite target for air strikes. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Because this is a TC Mod that basically recycles Generals code there is limitations to what can be done. The Vanilla game has a pretty basic resource gathering system. The idea you mentioned is sound but implementing it is not so much. There is an upgrade called Supply Lines in Generals that could be used and recycled to fit your idea but it is only set to add 10 percent to your total income. Its really not worth the upgrade costs in Vanilla Generals. There is not much else that can be done with it coding wise. The original release of TDR did not have Silos but it was added in v1.1 by popular demand. It was decided to use Black Market code to award funds to give it a function and for a little added income since the original system could not be replicated. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
It appears the video was made prior to the patch being applied? The Silos take longer to build and now cost the same as a SAM Site and they take twice as long to generate credits. EDIT: Also the Guard Towers don't get disabled after they lose power in the patch.