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Messages - Telefonmast

#1
Releases / Re: [1.0] Multiplayer
December 16, 2018, 06:49:06 PM
This looks amazing so far, good job!

Can't wait to see this fully developed!
#2
Unfortunately.. I am currently updating it, and some modders mentioned they will use it once it's done.
#3

Welcome to the Story Framework!

This is a modding tool designed for xml and C# modders alike, it supports full control over complex missions and objectives with xml.

It can be safely added to existing games and should be loaded as close to Core as possible.

More info and guides can be found on the wiki: https://github.com/RealTelefonmast/Missions-Objectives/wiki

Downloads:




Preview

#4
New update:
TiberiumRim now uses the Mission&Objective framework that I also now published, be sure to load the framework above TR.
#5
This mod has been worked on for a while now, but yeah, Rivals is quite a disgrace to the franchise.
I can promise that this mod attempts to honor the games in a respectful manner!

Adding a very in depth Tiberium system, including growth and different types, refining process and use in a network, flora and fauna and more!
Following with the addition of the main factions such as the Forgotten, Scrin, Nod and GDI!.
Controllable mechanical units, support powers and super weapons!
With a pseudo storyline that includes a world-scale Scrin invasion, player choice specific consequences and an introduction to the various systems!

#6
Yes, that would be good, otherwise things get broken.
#7
Downloads are now available! Beware it is experimental!
#8
Yes - Super weapons will be a thing!

A WIP of the Ion Cannon:
https://www.youtube.com/watch?v=-ObbH58iBXQ
#9
Quote from: kubolek01 on June 06, 2018, 01:09:21 AM
Quote from: ThiiSoul on June 05, 2018, 05:35:05 PM
Download link?  :'(
Return to release thread of 1.7, last Telefonmast's post links to Steam Workshop page.

I will provide a download link to the experimental branch soon.
It's not on the old versions, please avoid those in context with this version.
#10
TiberiumRim is experiencing heavy developments, you can follow it on the unfinished thread:

https://ludeon.com/forums/index.php?topic=41668.0

Hope you like where this is going!
#11
TiberiumRim is experiencing heavy developments, you can follow it on the unfinished thread:

https://ludeon.com/forums/index.php?topic=41668.0

Hope you like where this is going!
#12
You will probably be able to finish any other mod while this is in development.
The new features take a long time to finish.
#13
This is not even a quarter of what I have planned!
#14




TiberiumRim 2.0

The next iteration of the Command & Conquer inspired mod will have pretty much everything reworked.
Including many new structures, systems, features and an emphasis on graphics.


Harvesters
2.0 will implement automatic Tiberium harvesters and a whole network system to handle harvested Tiberium, which is stored in silos as a value called "Tiberium Credits" - these "credits" can be used to craft many resources at a specialized refinery not shown on the image.
You can see the network controller on the top left which connects all the other buildings with a new structure only constructible in the network controller; below the controller is a Tiberium powerplant, which is fueled automatically by Tiberium credits when connected to a network; Next to that is a refinery, which spawns a harvester and distributes the harvested Tiberium in the network, the the right of that are three silos, storing Tiberium.


Mission & Objectives
Most of the new content will be available through a custom missions system, each mission and objective appearing with various conditions.
Objectives can use any map object, and planned to also use world objects, as targets and work stations. Utilizing the various skills of pawns which will also level up accordingly.
This system allows a complex flow of steps to unlock new items and buildings, and initiate events!
It has been moved to a standalone framework

Detail Overhaul
The main aspect is detailed implementation of features, making a simple terrain change depend on multiple factors for example.
Graphics are also affected by this, leading to dynamical changes of visuals (the contained Tiberium, in any storage that shows it visually, slowly appears according to the amount and is colored depending on the proportion of each type.

[images pending]
-And Much More To Come-


Support us and our work!



Join the Discord!


--Downloads--


Steam

Github
#15
All of that is already known and will be fixed in the next huge update.

Thanks for the feedback, I know the current version lacks in quality and is quite disappointing sometimes.
I'm working hard on changing that, if you want to see the progress you can test the Development Version on Steam by searching for "TiberiumRim" and downloading the "Experimental Branch".

It wont work with older TiberiumRim saves or the Factions addon, so keep that in mind.