This modification is dedicated to bring back some essential things and features from previous cnc games (especially from CnC Tiberian sun) which many CnC fans (like me) missing in vanilla CNC3 (things like classic tiberium model, blood and gore from infantry, burned infantry, tiberian sun units and more.) But it´s not only that, there are many minor visual, sound or balance changes which I want in my mod.
Tiberium Essence 1.0 Game - Command and Conquer 3 : Tiberian Wars with patch 1.9 Developer - Jiri "Carnius" Chalupa e-mail - email@example.com Description: This modification is dedicated to bring back some essential things and features from previous cnc games (especially from CnC Tiberian sun) which many CnC fans (like me) missing in vanilla CNC3 (things like classic tiberium model, blood and gore from infantry, burned infantry, tiberian sun units and more.) But it´s not only that, there are many minor visual, sound or balance changes which I want in my mod. Instalation: Unzip folder "TiberiumEssence" to "Documents and Settings*YOURNAME*DokumentsCommand & Conquer 3 Tiberium Warsmods" Run mod: Open Autorun and in Game Browser menu switch to mods, select TiberiumEssence and then click Launch Game Uninstall: Simply delete folder TiberiumEssence Known issues: Saved files from original Tiberian wars is not compatible with this mod and cause game crash, it is due many changes in weapons and units. Both skirmish and campaign maps must be started from begin. For campaign it means start campaign from begin or go to campaign load menu and chose auto save from top menu and then chose any map from theatre you want to play. If you do save game with this mod it can be loaded normally, but of course it works only with this mod. My changes on commando units do not work in campaign maps where you have this unit from begin. My guess is that it is different unit than that buildable on barracks. Their xml file is probably part of that map and cannot be edited. Legal: This mod contains sounds taken from previous cnc games and modified textures from CNC3 Tiberian wars, but EA support modding their games so it should be legal. Everything else in this mod is done by myself. For modders: You can use anything from my mod, but only if you give me credits for that. I want clear this here, so you don't need to send me e-mails with request for that. Word from Author: After halve year work I'm finally pleased with my mod enough to release it, though it is still only beta and maybe is not everything balanced for skirmish, so I appreciate any suggestions and comments. Big part of this mod is new/old units from tiberian sun which I (and many others) really miss, like Mammoth MkII, Titan, Hover Mlrs, Nod Cyborg, Reaper and my own version of subterranean APC. All models is done by myself in last 3 months, but I must admit that I'm beginner in 3ds max (well I started just 4 moths ago:)) so they are not perfect, but I hope you will not be disappointed. (I'm quite pleased with my work, but I believe some more experienced modelers can notice few flaws here and there;)). Finally I want apologise for any blunders in my English, it is not my national language (I'm from Czech republic). So enjoy and have fun. Version 1.0 - first release New Graphic -classic tiberium model -human infantry bleeding after hit -add new explosive death for human infantry - infantry explodes in blood and gore when killed by explosive based weapons (grenade, rocket, bomb etc). -add missing flamethrower hit effect -new burned death (experimental stage, works with laser death too) -add chance that black hand and grenade soldiers explodes like in old cnc games (right now its just effect, explosion do not collateral damage) -new explosion effect for juggernaut weapon warhead -new rocket trail effect -new rail gun effect - added projectile and new trail (feels more like tiberium sun rail guns now) -new heroic laser for all nod units - red-orange (in my opinion blue is not true Nod color) -bigger model for annihilator tripod, walk animation fixed (I mean weird animation lag which occurred during moving) -alien seeker tank projectiles now travels in straight line (looks better, do not affect game balance) -all commando units are highlighted with house color decal underfoot (I have always problem find them in crowd of other soldiers, don´t you?) -altered nuke explosion -altered model for avatars beam cannon upgrade Sound changes -new predator gun fire sound -new mammoth gun fire sound -mammoth move sound - louder (now you notice that this behemoth is moving) -avatar fire sound - obelisc like sound -new sounds for some explosive effects (taken from tiberian down, where is best sounds I ever heard in CnC game) -new sound for scorpion tank laser cannon (from TS) -new sound for nod base defense laser cannon (from TS) -gdi commando sounds changed to tiberian down commando sounds (I think his voice is just cool) -fixed missing fire sound at missile soldier and rocket militant when heroic -new sound for gdi apc machinegun (from RA) -new sound for nod buggy machinegun (from TD) Balance changes: Global: -all missiles flying 33% faster -added buildable walls to all factions, requires barracks to build -heroic units gain 10% bonus to speed Gdi: -Orca strike support power - delivers double damage (up to 5000 hit points), cost - 1500. Spawning 5 Orcas. Spawned Orcas health reduced from 3000 to 2000 each. -Mammoth Tank - missiles 10% more firepower, speed increased to 45 (like in patch 1.1 for Kanes Wrath) -grenade soldiers grenades - flying faster, double reload time (slower), 33% more firepower, greater scatter vs infantry, cannot fire while moving -grenade soldiers health 10% reduced -Zone Troopers - 10% more health, Autoinjectors upgrade increase health 40% (was 30%) and 33% faster regeneration rate - new zone trooper armor makes Zone troopers less vulnerable to anti infantry weapons, but more vulnerable to anti vehicle weapons -gdi guardian cannon requires weapon factory to build and have 35% more firepower. -Sniper squad cost reduced to 1000 -Hunter killer Team support power cost reduced to 3000 -radar is moved from construction yard to command post Nod: -nod fuel bomb support power - 25% lesser damage, cost 3000 (like in patch 1.8), bomber health 25% increased. -nod black hand - 25% reduced health, 10% more firepower -nod laser cannon hub requires weapon factory to build and have 35% more firepower. -Stealth tank fires 6 missiles per clip instead of previous 10, overall firepower 20% reduced -Beam Cannon - requires NOD Operations Center to build (is tier 2 unit now) -Avatar - primary laser firepower reduced back to previous 1000, Cost reduced to 2000, beam cannon upgrade firepower 50% increased, flame tank upgrade reload time doubled (slower) -Sacred Shirne create Black Hand squad when destroyed or sold (was Shadow squad) -radar is moved from construction yard to Operations Center Scrin: -scrin photon cannon requires Gateway to build and have 35% more firepower -all scrin vehicles heal in tiberium -radar is moved from Drone Platform to Control Center NEW UNITS: GDI: Mammoth Mark II - yes, this good old mech is back better than ever. Rumor is that gdi realized, in face of nod avatars crawling on battlefield that it was a terrible mistake discontinued this project and quickly restore its production. However, it is still very expensive and time consuming vehicle so their presence on battlefield will be still rare. Anyway even one Mammoth Mark II on battlefield is good news for any GDI commander. Hitpoints - 25 000 Armor - Heavy (similar to mammoth tank) Armament - 2x double barelled railguns (strong vs vehicles) - 2x missile launcher (strong vs aircraft, can aim ground targets but is less effective) - 1x double barelled autocannon (strong vs infanry) Abilities - Self repair - Mammoth Mark II have engineers on board which do their repair duty at any circumstances - leaving husk when destroyed - can crash lesser vehicles under feet Requirements - GDI Dropship Bay - Support power Mammoth Stomp - cost 5000 - weapons factory have not capabilities to construct such enormous vehicle, so gdi distribute Mammoth Mark II via drop ship. - there can be deployed only one Mammoth Mark II per army Titan - Gdi not produce this mechs anymore, though they have still few in stockpiles all around the world, and some commanders still likely includes this relics in front of their armies for their thick armor, firepower and ability to crash lesser vehicles under feet. Hitpoints - 4 500 Armor - Heavy (similar to mammoth tank) Armament - 120mm cannon - (strong vs vehicles) Requirements - GDI Command post - Support power Titan Spearhead - Cost 3000 - a dropship deploys couple of titans anywhere on the battlefield Hover MLRS - There was never explained by old gdi top command why they stopped production of this most successful vehicle, but new command seems to think otherwise and suddenly restore its production again. Hitpoints - 2500 Armor - Light (similar to apc) Armament - 227mm long range missile launcher (strong vs. light structure, infantry, aircraft) Requirements - War Factory, GDI Command post Cost - 1200 Abilities - call for transport NOD: Cyborg Squad - Kanes return inspirited many fanatics to sacrifice their lives and becomes Cyborgs - Kanes loyal servants unto death and maybe even beyond. Armament - right hand mounted minigun (good vs infantry, light vehicles) Armor - heavy infantry armor (similar to zone trooper) Hitpoints - 500 per squad member (3 squad members total) Requirements - Hand of Nod, Sacret shrine Cost 800 Abilities - call for transport - Die hard - cyborg resilience on battlefield is beyond any soldier, even when lost halve of his body he do not die and continue in fight - Tiberium heal - cyborg regenerate health in tiberium Cyborg Reaper - Heavy four legged cyborg, originally developed by rebellious nod computer system Cabal during second tiberium war. Now is Reaper in Kanes service, no more for harvesting people, but for his lethal weapons which includes both anti-ground and anti-air missile launchers. Armament - 2x anti-ground missile launcher 1x anti-air missile launcher Armor - heavy Hitpoints - 2700 Requirements - Nod War factrory, Nod Tech center Cost 1300 Abilities - Tiberium heal - reaper regenerate health in tiberium Scarab Subterrain Apc - infantry transporter, have no weapons but comes with preloaded militant squad, which can shoot out from vehicle Can by upgraded with drilling tools (dozer blade upgrade) which improves its armor and unlock subterrain attack ability Armament - none Armor - heavy (like scorpion tank) Hitpoints - 2200 Requirements - Nod War factory, Hand of Nod Cost - 800 Abilities - Subterrain attack - Scarab APC can burrow and move under ground to designated location unseen by enemy, but this ability is limited with distance and when dig out Scarab cannot move for short period of time. NEW BUILDINGS: Gdi Dropship Bay - the only place where can be Mammoth Mark II deployed. Hitpoints - 5000 Requirements - Gdi Space command uplink, Cost - 1000 Provides support power - Mammoth Stomp
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