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Messages - Telefonmast

#16
Removing structures/crystals is not all, your save will be missing new components that are not within structures.
#17
I don't think there is a way without breaking saves, no easy waycat least.

And currently steam is the easiest way to update the test version, though it's available on github aswell but is currently not up to date there.
#18
Not too much actually, there is a lot in the factions part though.
But I'm currently working on a huge new update anyway, you can get the test version here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1346865620

Introducing Harvesters and much more!
#19
It's just an ad link that you can usually skip after a few seconds  I know that not everyone likes or trusts such.
Apologies for any inconvenience.
#20
It does link to the fences and doors, but for some reason these won't really suppress it, but at least doors can be used as a link between seperated walls.
#21
That is really unfortunate that players avoid it because of that..
While it currently is quite rough because it infects fast it is mostly an issue for caravans and raiders.

I will rework it tho to have it less effective, but still important.

And while I really think it just belongs to the gameplay, I suppose more options won't hurt anyone ;P
#22
When the main content is done, of course.
#23
Yeah I agree that the current Tiberium system is rather borked and tends to be game breaking.
Some behaviours you explain do not accord to what it should actually be, since there is no difference between the types except their spreading behaviour. Green and blue tiberium are basically identical, except you're talking about the green tiberium pod type.
And the initial state is supposed to be the worst which then improves on it's own.
#24
The fences do not check for Tiberium each tick.
It actually just creates a "protected area" and kills tib in that area on spawn of the fence and removes it on despawn, similar to what you described.
So there is no lag coming from those,

This mod itself should be compatible with every other mod, not sure why others should affect inhibitors at all.
#25
Quote from: Imca on December 04, 2017, 07:05:27 AM
Will tiberium eat natural rock walls like it does man made ones? Or can I throw it in a cave some where to control it until I get the right tech?

It will slowly damage natural walls but has a chance to corrupt them instead, so it will never dig through a whole mountain.
#26
Quote from: kubolek01 on December 03, 2017, 06:16:58 AM
I keep the latest A17 version. And I've seen 2 bugs. 1:Shocktrooper don't have any HeadAttackTool part. 2:Faction weapons have 2 versions, one is bugged and have no description, can't be dropped or switched without vanishing. Raieers use this bugged version.

A17 will not be supported anymore nor updated.

The shocktrooper issue is minor, and the weapons aren't bugged.
They are "hidden" factions' weapons that the player is not supposed to get, that's why they are destroyed on drop.
#27
Yeah, any new apparel with that tag protects from Tiberium 100%.

#28
Quote from: CannibarRechter on December 02, 2017, 04:12:24 PM
Hello,

I was reading over the Defs for the GDI apparel,  and I cannot find any stat specific to shielding from Tiberium. Did you, perhaps, reuse one of the others, such as heat or electric?

Thanks.

There is not stat. It's a tag in the defName called "TBP".
#29
Tiberium spreads indefinitely, but there is an option (in the mod options menu) to make it spread in a set radius around a field.

Yes, tiberium terrain is reversable, there is a "Decrystallizer" for the GDI in the factions addon which does the job.

To control fields use inhibiting structures, my favorite is the sonic fence only available to the GDI.
#30
Thanks for the help but I have my own concepts for each new feature.
Harvesters will be bots with only one function though, but the Ion Cannon ist not just going to be a boring static laser.