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Thu, 2010-06-03 00:48
DTA is an awesome mod (and my favorite mod as I always wanted to have the possibility to play against the CPU in the original Tiberian Dawn and doing Comp Stoomps in Multiplayer mode), but some things could make it even better:
1. Plz put the next full release into a real professional install.
There are a lot of free, easy to use install makers in the internet and an install program makes a game/mod feel more complete and professional
(and often has a better compression).
2. some unit suggestions:
As the GDI got the powersuit, which is some kind of Mammoth MK2, Nod could get a Cyborg Commando (Probably my favorite unit in TS
). The normal commando is boring and
as in the enhanced mode GDI has first versions of hover technology and a prototype mech it would fit giving Nod some kind of prototype cyborg. And Cyborgs are cool.
Also the phase transport is too similiar to the Stealth Tank. The best thing imho would be if you would replace it with a subterranean transport, maybe removing
its weapon, reducing its place (so that maybe only one engineer, Thief, etc. could be transported) and/or increasing its price for keeping things balanced.
Then DTA would be imho the perfect combination of the best things of TD and TS (But of course its already great).
1. Plz put the next full release into a real professional install.
There are a lot of free, easy to use install makers in the internet and an install program makes a game/mod feel more complete and professional
(and often has a better compression).
2. some unit suggestions:
As the GDI got the powersuit, which is some kind of Mammoth MK2, Nod could get a Cyborg Commando (Probably my favorite unit in TS

as in the enhanced mode GDI has first versions of hover technology and a prototype mech it would fit giving Nod some kind of prototype cyborg. And Cyborgs are cool.
Also the phase transport is too similiar to the Stealth Tank. The best thing imho would be if you would replace it with a subterranean transport, maybe removing
its weapon, reducing its place (so that maybe only one engineer, Thief, etc. could be transported) and/or increasing its price for keeping things balanced.
Then DTA would be imho the perfect combination of the best things of TD and TS (But of course its already great).
Thu, 2010-06-03 09:27
#2
- I actually considered doing this after I released DTA 1.10, but I haven't figured out exactly how to do it yet. I intend to give it a shot with DTA 1.11 however.
-
- Giving Nod the actual Cyborg Commando might be just a bit too big a leap in technology I think (GDI doesn't have the actual Mammoth Mk. II either, after all). Possibly it could just be some kind of prototype cyborg with a different weapon than TS's Cyborg Commando or maybe it should be a different unit altogether; I'm open for suggestions (although I do rely on whether or not I'll be able to find someone to for the unit, since raminator seems left the modding community for a while).
- I realize that currently the Phase Tank is a bit too fast, but I won't reduce the number of infantry it can carry. A lot of people play TS (and also DTA, I'm sure) with Multi-Engineer enabled and because of that, it'll need to be able to carry at least 3 infantry.
I actually did consider using a subterranean APC instead, but the problem is that without mobile sensor arrays to detect them, they'd be a bit too overpowered. I'd likely also need it to be a voxel for the dig animation to look right.
Thu, 2010-06-03 12:44
#3
- I actually considered doing this after I released DTA 1.10, but I haven't figured out exactly how to do it yet. I intend to give it a shot with DTA 1.11 however.
-
- Giving Nod the actual Cyborg Commando might be just a bit too big a leap in technology I think (GDI doesn't have the actual Mammoth Mk. II either, after all). Possibly it could just be some kind of prototype cyborg with a different weapon than TS's Cyborg Commando or maybe it should be a different unit altogether; I'm open for suggestions (although I do rely on whether or not I'll be able to find someone to for the unit, since raminator seems left the modding community for a while).
- I realize that currently the Phase Tank is a bit too fast, but I won't reduce the number of infantry it can carry. A lot of people play TS (and also DTA, I'm sure) with Multi-Engineer enabled and because of that, it'll need to be able to carry at least 3 infantry.
I actually did consider using a subterranean APC instead, but the problem is that without mobile sensor arrays to detect them, they'd be a bit too overpowered. I'd likely also need it to be a voxel for the dig animation to look right.
About the install:
http://www.clickteam.com/eng/installcreator.php just download the free version and after starting the program, and follow the wizard.
About the Cyborg. It isn't a really big leap, Nod had them in CnC Renegade (which occurs during TD) and (when I'm already thinking about Renegade) it could have a laser as a weapon.
http://cnc.wikia.com/wiki/File:NodMutantResearch.jpg
http://cnc.wikia.com/wiki/Project_ReGenesis
http://cnc.wikia.com/wiki/Laser_chaingun
And I could make the shp for the cyborg.
About the apc. If you keep teh 1 unit build limit, and do different other things (e.g reducing the tunnel speed or making its armor extremely weak), I'm sure its possible to keep things balanced (I mean if someone doesn't build any base defences near to important buildings, he can also be easily owned by the Helitrans, and if he builds them, then a subapc won't be also a so big problem).
And I find doing voxels rather easy so I could also make a subapc voxel.
Thu, 2010-06-03 16:33
#4
If you could really do the graphics for those units, that'd be great, although the graphics should look properly fitting among all of DTA's other graphics. So for voxels that means they have to look just as smooth as SHPs (considering almost all of DTA's units are SHPs); currently only the Carryall doesn't fit that criteria (so hopefully I'll have it replaced with a better voxel in the future), but all the other aircraft in DTA do. Raminator managed to make them look as smooth as he did by making the voxel several times bigger than it was supposed to be ingame and then shrank it down, which pushes the volume pixels closer together and thus makes it look a lot smoother.
Also, I did think about giving the (prototype) cyborg commando a laser, but then figured an "infantary" might not really be able to carry an educate power source for it. I might still end up using a laser for it anyways however...
Also, I did think about giving the (prototype) cyborg commando a laser, but then figured an "infantary" might not really be able to carry an educate power source for it. I might still end up using a laser for it anyways however...
Thu, 2010-06-03 21:44
#5
I tried making the commando cyborg (i made him some pixels higher than regualar infantery) and here he's facing different directions (southwest, south, southeast and east).
As it won't be easy making all the walking/shooting animations, I'd like to know whether you like him or not before I start doing the animations. Also it would be nice to know if you'll also give him the crawling-around-after-losing-his-legs-ability or not.
As it won't be easy making all the walking/shooting animations, I'd like to know whether you like him or not before I start doing the animations. Also it would be nice to know if you'll also give him the crawling-around-after-losing-his-legs-ability or not.
Fri, 2010-06-04 00:10
#6
It actually looks quite fitting, I like it
Including TS's "crawling without legs" cyborg feature would be nice as well, if it's doable.

Including TS's "crawling without legs" cyborg feature would be nice as well, if it's doable.
Fri, 2010-06-04 20:43
#7
Ok then, I'll make him with all animations and later the apc, though it may take some time as i've gots lots of things to do the next days.
Probably I'll be finished with the commando and the apc the next Saturday, maybe slightly later.
Probably I'll be finished with the commando and the apc the next Saturday, maybe slightly later.
Fri, 2010-06-04 21:52
#8
Alright 
I got a lot on my plate for DTA myself, so there's no rush at all.

I got a lot on my plate for DTA myself, so there's no rush at all.
Sat, 2010-06-05 16:55
#9
That looks really good, the only (minor) thing about it I don't like is that it would probably look funny after a remap for the different players.
Another reason it's not that big a leap is that, like I said, there was Volkov and Chitzkoi in Red Alert Aftermath (assuming you consider it a prequel to TD, like it was supposed to be until EA butted in
)
Another reason it's not that big a leap is that, like I said, there was Volkov and Chitzkoi in Red Alert Aftermath (assuming you consider it a prequel to TD, like it was supposed to be until EA butted in

Wed, 2011-03-02 22:28
#10
What is the difference between Classic and Enchanted and DTA.exe and DTAmod.exe??? I havent seen any difference yet!

Thu, 2011-03-03 01:18
#11
FAFAIK, DTAMod uses the special *.mix and *.ini names instead of DTA's normal ones.
Thu, 2011-03-03 03:27
#12
Indeed; DTAMod is for those who want to make their own custom mod for DTA.
The difference between Classic and Enhanced mode is that the Classic mode is as close as possible to the original C&C as possible concerning units, buildings and game balance, while the Enhanced mode adds some extra units and buildings, while also tweaking the balance a little.
The difference between Classic and Enhanced mode is that the Classic mode is as close as possible to the original C&C as possible concerning units, buildings and game balance, while the Enhanced mode adds some extra units and buildings, while also tweaking the balance a little.
Thu, 2011-03-03 16:23
#13
Is there any tutorial how to make mods?
Thu, 2011-03-03 19:13
#14
It works pretty much the same as making mods for Tiberian Sun, so modding tutorials for Tiberian Sun will apply to DTA as well; the only difference being the filenames.
You can find many Tiberian Sun modding tutorials at the following links:
http://www.tiberiumweb.com/forums/index.php?showforum=39
http://www.ppmsite.com/forum/index.php?f=30
You can find many Tiberian Sun modding tutorials at the following links:
http://www.tiberiumweb.com/forums/index.php?showforum=39
http://www.ppmsite.com/forum/index.php?f=30
Thu, 2011-03-03 19:53
#15
Thanks!

Fri, 2011-12-02 18:09
#16
I wonder what the game would be like with Black hand stealth suit soldiers, great against infantry without splash damage and lack the ability to destroy armor.
Or the Black Hand Heavy Weapons Specialist, tank armor is butter to them but lack defense against infantry and are slow.
Also the human/tiberium hybrid Nod Acolyte that slowly regens health
-all ideas from C&C Renegade.
One thing I would like to see, is a base defense that counters artillery.
I could see it being defenseless at close range and air attacks.
Or the Black Hand Heavy Weapons Specialist, tank armor is butter to them but lack defense against infantry and are slow.
Also the human/tiberium hybrid Nod Acolyte that slowly regens health
-all ideas from C&C Renegade.
One thing I would like to see, is a base defense that counters artillery.
I could see it being defenseless at close range and air attacks.
Fri, 2011-12-02 18:58
#17
I wonder what the game would be like with Black hand stealth suit soldiers, great against infantry without splash damage and lack the ability to destroy armor.
To be honest I never liked the idea of stealth infantry, considering the stealth device would normally be too big and heavy to be carried by infantry (it didn't really make sense in Renegade in my opinion). That put aside however, considering how weak infantry already are in DTA, adding another anti-infantry unit really wouldn't do the game balance much good.
Or the Black Hand Heavy Weapons Specialist, tank armor is butter to them but lack defense against infantry and are slow.
It has actually been years since I last played Renegade, so I actually don't remember its weapon. It doesn't sound like a bad infantry to add, but I don't think there's still room to add even more Nod units to DTA 1.11.
Also the human/tiberium hybrid Nod Acolyte that slowly regens health
To be honest I disliked seeing this in Renegade, since there'd have been at least a mention of it in either TD or TS if such a being had ever existed. Either way, Nod already gets the Cyborg Prototype (basically a Cyborg Commando) in DTA 1.11, so there's no more room to give it any other special units.
I could see it being defenseless at close range and air attacks.
That would defeat the purpose of artillery units. Their main purpose is out-ranging base defenses and it shouldn't be possible to defend a base against everything without ever building a single unit. I know there's people that try doing so, but game balance-wise it wouldn't be favorable (especially when it comes to multiplayer matches).
Sat, 2011-12-03 00:05
#18
Good point on all of those, btw the Black Hand Heavy Weapon specialist used a gatling laser gun.
And a cyborg prototype you say, mmm sounds cool and I could see it countering the XO suit GDI has. I just wish Nod had a viable counter for the hover mlrs, I still thing the range on that
sucker is uber compared to anything else.
And a cyborg prototype you say, mmm sounds cool and I could see it countering the XO suit GDI has. I just wish Nod had a viable counter for the hover mlrs, I still thing the range on that
sucker is uber compared to anything else.
Sat, 2011-12-03 00:49
#19
The Hover MLRS is probably the most imbalanced unit in DTA 1.10 and it's probably also a tad too futuristic for DTA's era. For this reason the Hover MLRS will strictly be a crate goodie in DTA 1.11 and GDI is given a hovercraft instead; you can see the mentioned hovercraft in the bottom-left corner of the image below.

Sat, 2011-12-03 08:52
#20
And the new Hovercraft isn't able to outrange Obelisks and Advanced Guard Towers anymore. While this might sound unbalanced for some (GDI has no unit that could outrange defences), based on our testing I can say that GDI doesn't really need to outrange base defences since in larger numbers their generally strong units can just steamroll through them.
Sat, 2011-12-03 15:09
#21
I honestly can't wait for 1.11 to come out

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2.
Cyborg Commando:
That kind of unit could work out... although it wouldn't likely be able to heal in tiberium yet (and it would hardly be a prototype... remember Volkov in Red Alert? he was a cyborg)
In the case of balance, I agree that the Commandos are boring (and meant for GDI!!!), but don't forget that the XO Powersuit is prohibitively expensive, has a buildlimit of 1, and has some major weaknesses (you need to pay close attention to find out). Another thing: ever tried combining commandos and the Phase transport? Always results in a lol
Phase Transport:
I agree with you completely here, and so do several other people.
He who controls the past commands the future...
And he who commands the future conquers the past.
-Kane