So to anyone who's a little more curious about how the mod works, Here's an excellent mod spotlight from Barky!
https://www.youtube.com/embed/awz4kqtqts4
https://www.youtube.com/embed/awz4kqtqts4
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Show posts MenuQuote from: TolSatha on February 04, 2017, 06:54:44 PMQuote from: Telefonmast on February 03, 2017, 08:30:54 PM
Will be done soon with the TiberiumRim 1.2 update.
Just a thought on this - it might be better if you did smaller, more frequent updates.
People love this mod so much that waiting for an update becomes excruciating
Quote from: TolSatha on February 02, 2017, 08:23:07 PM
Absolutely love this mod, can't wait for the next patch.
One thing I find strange tho is how it's spreading over water, turning it into Tiberium Soil. From what I've read in this thread this seems to be intentional behavior. I feel this makes Tiberium very exploitable - in a single day you can dry water that would take several seasons with moisture pumps, and afterwards just cut down all the Tiberium and pave the ground to get rid of it - all without even needing any resources or energy for the pumps to do it.
From my limited understanding of Tiberium lore, it should infect and mutate algae, resulting in some form of toxic surface goo. Shallow water would still be shallow water (retaining it's movement debuff), just infested with Tiberium algae (with an additional debuff?). This would make much more sense then it simply drying out water completely, and could have interesting gameplay mechanics - it seems intuitive that Tiberium would spread faster over water then on the ground, and walking thru it would be probably be deadly (since your skin is completely in contact with water, and thus Tiberium).
It's possible you've already thought of this for a future patch, or maybe there's an issue that I'm overlooking?
Another exploit is allowing Tiberium to spread and cover the exits of the map, and then waiting for / calling in a trade caravan. In most cases they all drop dead before they leave the map, spilling all the loot on the ground. Obviously this also makes sieges mostly a non-issue as well - they get a few artillery shots off before they fall over.
Quote from: Birdy on January 31, 2017, 07:04:19 AM
Will there be a powerplant or something that creates energy in 1.2, or will it be in later updates?
Quote from: Birdy on January 17, 2017, 01:59:04 PM
Is there any way we can help?
Quote from: re1wind on January 07, 2017, 04:25:15 PM
Everything in the C&C universe after tiberian sun & its expansion firestorm is effectively[/url=https://en.wikipedia.org/wiki/Design_by_committee]designed by EA's corporate comittee[/url], and should hence be ignored. For all intents and purposes, you could consider cnc3 a high-quality fan-made expansion that throws out most of the lore, mechanics, concepts, etc. in favour of things that are more likely to be accepted by everyone.
I'm not saying that cnc3 isn't fun as a form of entertainment, i'm saying that the reasoning, atmosphere, purpose, and intention of various aspects of the cnc universe took a nose-dive into the dark depthy realm of design by committee and ergo can, and should, be ignored.
Quote from: re1wind on January 07, 2017, 04:25:15 PM
I'm experiencing a strange bug, at least i hope it is one, where pawns with high quality protective masks and suits are getting tiberium infections. I'm assuming the protection is absolute because i haven't read anything suggesting partial protection based on apparel quality or deterioration. Could be that other apparel and/or implants are interfering with the tiberium protection.
Quote from: Bodog999 on January 07, 2017, 05:01:11 PM
And I cant imagine someone checking out tiberium by sticking their head into it first. Plus if they stand on the tiberium, logically, for me atleast, the lower body would have a much higher chance of being infected than the upper body unless the crystall is around the same height as the person hugging it.
Quote from: Treason5240 on January 07, 2017, 02:22:20 PM
For all the events that spawn tiberium generators, I was sending pawns to try and quickly wall them off.
However, I just saw that tiberium doesn't grow into tiles where a chunk of rock or slag is sitting.
Huh..why didn't I think of this sooner?
Quote from: iWilliBlecha on January 03, 2017, 07:04:35 AM
Damn, seems like I wont use this mod for long. You see, and I am just giving you my opinion here, I dont like it when mods try to add to much in one package. The idea of Tiberium? GREAT! The suit? Yes, needed! Research stations? Yes, as long as the textures are vanilla like.
But than there comes factions (like I dont have enough on my planet already) etc, etc, etc. and I dont want to much added from another game. Now I know a lot of people will like it and I am not saying you shouldnt make it the way you want, but there are sure also people like me who like to add something from another game, without actually adding everything from another game (if that makes sense?)
So, what I would ask you then is to maybe make a core for your mod with the minimum of content or make a seperat, basic version just with Tiberium and thats it. I know I may sound entitled, but so often mods.
Quote from: lacrimi512 on January 02, 2017, 11:35:16 AM
This
Quote from: Encrtia on January 02, 2017, 11:11:35 AM
Crack. Guess a new game it is. Ta
Quote from: Encrtia on January 02, 2017, 10:20:57 AM
Ok, I need to know if it's possible, or I highly recommend adding this in:
A way to actually "Kill" the spawning Crystal/Tree. Every time I wall around the areas, the raiders decide to poke holes in the walls just for the lulz, then my guys decide to start repairing walls in the middle of a Tiberium field without me even knowing, get poisoned; then repeat EVERY single time ANYTHING raids me. Quite irksome :p
So yeah; I would like a way to invest my resources/time/etc. into neutralizing the tree/mother-crystal itself. I'm not sure if that's in your plans, but I'd really like to enjoy this mod with that 1 minor addition if possible. Otherwise, too hardcore for me
Quote from: lacrimi512 on December 31, 2016, 02:50:40 PM
I did the Rimworld Project.dll fix thing and it didn't help. So, i wait for 2.0?
Quote from: nephlite on December 30, 2016, 07:34:38 AM
I think, this mod need endcontents for control or destroy device for all of Tiberium center objects.
(blossom, shard, anyway)