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Everything posted by TaxOwlbear
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Welcome Command & Conquer: Tiberian Sun - Firestrom! Firestorm is the expansion pack to Tiberian Sun and directly continues its story - which is a first. Previous C&C expansion packs where more lose, with no overarching story and single missions rather than a campaign. Anyway, let's recover the Tacitus. Also, the Kodiak is huuuuuuge now. GDI Mission 1: Recover the Tacitus
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You can select it when you start a new campaign. Or do you mean mid-campaign?
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Let's Play Command & Conquer: Tiberian Dawn Redux
TaxOwlbear replied to TaxOwlbear's topic in Mod Discussion
Here's another skirmish match, this time de facto against two Nod AIs. Skirmish #5 -
I played another match against two hard Nod AIs on Tiberium Nightmare. No major AI issues this time, but a couple of things I noticed: - the AI does occupy tech bunkers, but not tech fire bases - both AIs built a Chinook which just stood there next to their helipad doing nothing - both AIs built an extra MCV but didn't expand, at least not before I below them up - the AI upgrades about 25% of its basic power plant to APPs
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My XP nostalgia has been replaced by 7 nostalgia at this point.
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Not bad at all. A good number of MP games have less than that a year after their launch.
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I'll check it out.
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Let's Play Command & Conquer: Tiberian Dawn Redux
TaxOwlbear replied to TaxOwlbear's topic in Mod Discussion
Time to evacuate Moebius! GDI Mission 12 -
I just finished the mission and didn't notice any issues. Very minor nitpick: Once the last SAM site is gone, you can access to the Warthog airstrike. I don't think that's supposed to happen in this mission.
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I played as regular GDI. The AIs were two regular Nods and the Black Hand, all on Hard. Only the Black Hand behaved normally.
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I just finished a skirmish on Atlantic Boardwalk. One AI worked fine, another one only built a half a base, and the last AI constructed a plant and then nothing.
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Wow, I didn't even know those parameters could be changed that way.
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Let's Play Command & Conquer: Tiberian Dawn Redux
TaxOwlbear replied to TaxOwlbear's topic in Mod Discussion
No problem. The mod does have some popularity (the series is my most popular LP series), but I suspect that most people just download the mod from ModDM and that's it. -
If he is talking about Mobile Artillery, Juggernauts, or Tick Tanks: I don't think you could ever capture those with anything else than a Hijacker.
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Oh, that's true. There's no way you are getting that MCV off the beach without scratches.
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Those guns make it harder, yes, but the ROF was too high as well. I couldn't even reach the additional two guns before the fix. :laugh:
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Let's Play Command & Conquer: Tiberian Dawn Redux
TaxOwlbear replied to TaxOwlbear's topic in Mod Discussion
Here's the infamous GDI Mission 11. I'm not going to cheese it with air units, promise! GDI Mission 11 -
The video will go life on Saturday BTW.
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To me, the AGT always looked like some sort of frankeinsteinian structure welded together from five other things. Like my Lego stuff, but not like a proper building.
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Is that the top of the AGT?
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Video should be watchable now. I never encountered this bug before, so it's probably not a big deal. Using 'S' probably won't work because I mapped the WASD keys to the arrow keys for convenient map scrolling... XD
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I beat the mission yesterday. Having access to Orcas makes taking out all those scattered Nod troops and gun turrets so much easier! The mission as such is pretty much bug-free, but I noticed one odd thing: Twice my MCV was unable to build anything after I built the initial obligatory power plant. Both times, this seemed to happen when my MCV was heavily damaged (see clip here). During my second playthrough of GDI 10, I also noticed that, amusingly, Orcas can be shot by gun turrets when they fly over a cliff! :laugh: It seems to happen very rarely, though, and isn't necessarily unrealistic. I mean, an actual airborne vehicle that does fly low enough can be shot by pretty much anything.
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I haven't completed the mission yet, but it's MUCH more bearable with the normal turrets. One oddity I noticed: The initial Bradley followed my MCV, but when I deployed it, it just froze and wouldn't move until I attacked it. Then it fired and moved as normal. Also, I tried to be crafty and use an Orca to contact Delphi, but that didn't work.
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To be fair, there are differences between Vanilla and YR other than the addition of the Yuri faction.
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I think I applied the new INI correctly because I was able to go from GDI 10 to GDI 11 (instead of getting only the "End Campaign" option). I'll give it a shot with new files later, though.