
Jeod
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Everything posted by Jeod
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I'm not sure if you got my point 6...I meant the ion/nuke superweapons separate to GDI and Nod. Is it possible to patch it so Nod can use a captured ADV Comm Center for an ion cannon?
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Actually the file used in cnc95 is aoi.aud. In the scores.mix. I assume I'd also need to do something to game.exe as well.
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I'm going to have a looksie anyway, because I'm going to make a new campaign. 1. I'll keep names short then. 2. Awesome, tell me when it's done! 3. I originally did have production at 0, but saw that the AI didn't rebuilt structures and so tried a loop. (By the way, I still don't know the difference between and loops and or loops. I don't think your guide overs that) I didn't think of the bibs, my bad. 4. I got the nuke working. 5. I didn't know 'move to cell' was erroneous. I haven't learned waypoints yet, but I'll research that over the weekend. 6. Can that be fixable in your upcoming patch? 7. The trigger edit box wouldn't let me set the team to none for some reason. Manually editing is a good alternative though. 8. I was going to replace "act on instinct" with a remix.
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Thanks Tore, but this may become a major mod depending on what I can do with C&C95. I've brainstormed more ideas on the style of IDF, but keep in mind that these tactics assume that RA95's shps and units can be imported to C&C95 to replace the original "special" faction. Imperial Domination Force Intelligence Data Infantry All infantry are trainable via the IDF Barracks. The infantry are made up of GDI and Nod types as well as combinations of Soviet and Allied troops. The IDF has seen an advantage in taking control of the old ways, and most importantly impliments the spy. Minigunner Rocket Solder Medic Flamethrower Spy Engineer Commando The IDF chose to keep the ideal Nod Flamethrower as well as the GDI Rocket Soldier. The Medic proved very useful to Allied task forces in WWI, so it was put back into training protocols. Vehicles Vehicles are built via the IDF War Factory, which is a remodel of the factory used for the Soviets. IDF leaders realized that GDI and Nod may ally to destroy the new faction, so they made a few adjustments to the production list... Ranger APC Heavy Tank Radar Jammer Harvester MCV Phase Transport Ultimately, the Phase Transport was included to combine the strategic Nod stealth and the hardhitting GDI rocket shells. Aircraft IDF aircraft are buildable via Air Field, which is brought back from the Soviet era. The only two buildable aircraft are the MIG, taken to match GDI's orca, and the Hind, and the Yak, taken to match Nod's apache. A chinook is also buildable, however it does not land on the air field. Structures The Imperial Domination Force began as a small force consisting of both GDI and Nod forces. Over time, it grew into what it is today: a massive strategic-based army that used the past as it's ultimate weapon. Construction Yard (Tiberium Era) Command Center (Soviet Era) -The command center is used in missions as an advanced communications building. Destruction of these comm centers would result in a massive blackout of IDF communications, separating the armies. Tiberium Refinery IDF Barracks (Allied Era) Power Plant (Tiberium Era) ADV Power Plant (Tiberium Era) Silo (Tiberium Era) Communications Center (Tiberium Era) War Factory (Soviet Era) Service Depot (Tiberium Era) Air Field (Soviet Era) Turret (Tiberium Era) Tesla Coil (Soviet Era) Flame Tower (Soviet Era) AA Gun (Allied Era) Concrete Wall -For balance, the IDF does not yet have a superweapon. However, the faction may gain one later on in the story, if this story branch continues. Singleplayer Units The Imperial Domination Force has embraced Tiberium as a weapon, thus they have carried out experiments in order to utilize it. Below are the units IDF uses in singleplayer only, and only in special case missions.
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TIBERIAN DAWN REDUX MADE HEADLINES ON THE OFFICIAL C&C WEBSITE!
Jeod replied to sgtmyers88's topic in Mod Discussion
*Massive applause* It's really good to see the mod being spotlighted by EA! Maybe this will bring more people around. I imagine it will take a bit of time before you score an interview Sarge, but when you do it'll be epic. By the way, I've received your msn add request. Hit me up anytime you wanna chat. I'm open for anything, even learning how to mod ZH! -
I've been wanting to create a mod for CnC for a while now, and as luck may have it I have stumbled upon this excellent website. I'm very new to map editing in Tiberian Dawn, but it's pretty simple and I think with practice I'll be able to master it in no time. Here's my plan: Global Defense Initiative Classified Records In the first tiberium war, the GDI defeated the Brotherhood of Nod at their temple prime base in Sarajevo. With Kane gone, all seemed well in Europe. Recently, however, there have been reports of large scale assaults on Nod African-based operations. The GDI has nothing to do with this, and as a result we looked into the reports. Dr. Mobius, lead expert in tiberium research, has shifted his focus to the study of time. Nod top secret records show that Kane, the late leader of the Brotherhood, was once first in command next to Joseph Stalin, the late leader of communist Soviet Russia. World War I involved time travel, so it seems. Albert Einstein, now deceased, apparently used a chronosphere device to alter history and bring about the Soviet Revolution. This is Kane's first appearance, and the GDI now believes that time was again used to bring about this new faction. The Imperial Domination Force, spawned from an alternate timeline in which Kane failed to dispose of the corrupt members of GDI and Nod, are on a mission to destroy both GDI and Nod, and gain control of Tiberium for their own experiments. The IDF possess both GDI and Nod technology, and are considered very dangerous. GDI executives have agreed to send only our finest commanders after them. Brotherhood of Nod Classified Records Everything is as the GDI said. This new army, the Imperial Domination Force, has stolen what is rightfully ours. They have betrayed Kane, and the Brotherhood. However unlike their belief, Kane lives dormant in a secure underground facility. Until the right moment, we refuse to reveal him. Unfortunately, we may have to form an alliance with GDI to dispose of the imperials. This new timeline has opened our minds and granted insight. He who controls the past controls the future. One mission, one purpose. For Kane. I'm not sure if the "special" house, which is able to build both GDI and Nod trees, is controllable as such by the AI. I may need some help in accomplishing my goal, including some ideas for missions. I plan to have ten missions total for each campaign, thus there will be thirty missions total. (If adding a third campaign for the IDF is impossible, then I may have to limit the campaigns. One will alternate between GDI and Nod and the other will be purely IDF. If the second option is chosen then I will make fifteen missions for each side)
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Beta Testers Wanted! Are you ready to conquer the task?
Jeod replied to sgtmyers88's topic in Technical Support
I have msn and have added you. -
Okay, thanks. Everything works except: 1. The Ion Cannon still doesn't fire. Nod AI can't use the ion cannon weapon apparently. 2. I set the capture=win/destroy=lose trigger to the Nod CY following Nyerguds' instructions. But it doesn't work. 3. Nod doesn't build vehicles, it seems. Fixed 4. The reinforcements enter where I want them to, but they keep moving up even though I set a "move to cell" command. 5. The AI will build units, but not rebuild structures. A production trigger error? *The ini and bin file is attached below *Nyerguds, may I inquire about how to make .aud files? I want to add some music to my game *How to I make a screenshot that shows the entire map? Testmap.rar
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Sorry, it is my first time doing this. 1. I already found that out. 2. So unless it's 4:8, the trigger won't work? 3. Stated above. 4. Ok, so I'll need to make the mission something else. 5. I added waypoint 26 after posting that. 6. I wasn't aware of a production trigger. How's that work? 7. I set it to goodguy with the same results. It may be because the production trigger isn't there, but the nuke still doesn't hit my base. 8. How else do reinforcements know what cell of the south part of the map to enter from? Also, how to I even make them move to a certain cell? 9. Thanks for the info, that'll help in other mission maps I plan to make. 10. Stated in 8. Thanks for the help! Also, I tried uploading the ini file as an attachment. It didn't work because the file extension isn't allowed.
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It's a singleplayer map. Problem is, I don't know how to get it into the covert operations mission list! I need to know how to put it into the covert ops mission list. EDIT: I got it on the list, but I can't get the triggers for the nuke and ion cannon to work right. In fact, none of the triggers seem to work right. The AI doesn't build teams, the nuke and ion cannon never hit my base, and I can't capture the adv comm center. (I don't even lose when I destroy it)
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Beta Testers Wanted! Are you ready to conquer the task?
Jeod replied to sgtmyers88's topic in Technical Support
I'm in if you'll have me. But will you make it easier for the testers? (In 1.2 the Temple of Nod needed to be unlocked through 5 star promotion, which kinda sucks for testing purposes) -
=P Still no answer for the ETA release for 1.3. I'm guessing December or November though.
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I'd buy it if you're able to sell it, but will it be a free download supported by EA? (A Path Beyond is a good example)
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Gauge balancing tweaks more. In skirmish I used a nuclear missile on a GDI base and destroyed his construction yard, two adv powerplants, two MCVs, and a barracks. I don't think that was possible in the original TD. The construction yard, at least, should have survived.
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Any chance of becoming a standalone at some point?
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Will 1.3 be a patch or a new install altogether? Also, as a fix you could just have the harvester be destroyed until you find out how to make the classic setup work.
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Dayum, that looks amazing! What's the ETA for release?
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I read somewhere that Nyer's hotfix for 1.06b R1 causes OOS if one has it and another doesn't. That right?
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I guess you could call it the texture, yeah. I haven't tried zooming in yet. BUG: I captured a Nod Tiberium Refinery withoiut the harvester inside. When the harvester came back, it went into the refinery and gave me credits even though it was a Nod harvester. I could not control the harvester; it was still a Nod unit.
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I'm unsure if you have plans already because 1.2 is now released. However, my vote is to continue this mod and add in anything extra you can. (Online support, all campaign missions, all covert ops missions, LAN support) I also highly recommend this mod be stand alone at the end of the road. (I've had to reinstall ZH and TDR twice now because of mysterious game.exe dissapearances) As for the future, I would recreate Tiberian Sun and Firestorm using the SAGE engine, following the same procedures as TDR. (All campaign missions, online support, LAN, standalone, etc) When all that is done, I would package all the mods together and call the package "Westwood Reborn" Only then would I personally create spinoffs. By then, modding experience will have reached an all-time high, and we'd be able to create much better mods and spinoffs.
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If I say grainy, does that make it better? The CY isn't smooth like the rest of the buildings.
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I've recently got this working, and I'll keep updating this topic with graphical suggestions as I play. 1. The FMVs. Make them widescreen and reduce blurryness, if possible. In this image, I play as Nod. 2. Reduce fuzzyness of the control bar at the bottom. (The red looks kinda blurry and it has black spots everywhere) 3. Some of the models need work. The construction yard, for example, is fuzzy. 4. See that icon on the lower right of the control bar? The one that says construction yard? That's fuzzy. Fix it. Not bad so far, just a few graphical things that could be changed.
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Now it says Generals wasn't found on my computer... -_- *reinstalls both* Painful..
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When I start the game, it will show the splash screen and the loading bar after thw westwood animation will get t 100%. Then I get this: I don't know if it's the mod, or the ZH game itself that's the problem. But just in case, here is a screenshot of my ZH folder. It might also be worth noting that I inserted my ZH disc before installing the mod. It gave me an "install" option when I already had the game installed, so I chose to repair the installation.