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Messages - Telefonmast

#31
Planned features include:

Tiberium Harvesters like in the C&C games.
Improved nod laser fence and inhibitor fence (pylons connecr to each other instead of needing to place multiple like a wall)
Faction super weapons, C&C3 style Ion Cannon for GDI and aurora bomb/tiberium superweapons for Nod.
GUI for special abilities.
Nod and GDI mech vehicles.
TCN (Tiberium Control Network) world structures to control tiberium growth on the world.
Scrin invasion, scrin will start invading your planet and builds threshold towers for you to destroy.
Possible mission GUI at the end.

These will not be done anytime soon, just ideas.
#32
Yes I do plan on adding more.
It takes time though but there are lots of ideas left unfinished.
#34
Quote from: Canute on November 21, 2017, 09:20:56 AM
Arn't these the ones that give power ?
Just build walls around them, so noone damage them, and connect them to your powernetwork ! :-)

Guess it looks like I gotta fix that exploit ;P
#35
This mod doesn't focus on a specific game. Ideas and concepts are taken from the whole franchise and build a whole Tiberium universe.
#36
Alpha 18 version is out now.
#37
Quote from: kubolek01 on November 11, 2017, 03:30:18 PM
Another 1.6 weirdo. Thrumbo basing Fiends have maturity age of 25, comparing to 4 of "pure" one.

First of all, don't play old versions.
Second, it's not a "weird bug" it's just that I simply spawn a fiend and the game decides the age on its own, I should fix that for attention to detail though.
#38
Quote from: kubolek01 on October 25, 2017, 10:30:50 AM
Well, this mod seems complete. Maybe we would have some other RTS universe from you, Telefonmast?

This mod is not complete ^^
I am still developing it.
#39
If you have the option for both enabled nothing happens, you get no extra or negative relation.
#40
Don't ask me, I didn't code their behavior.
Usually you aren't supposed to spawn in npc's, that's more like cheated armor ;P
Anyway, that behaviour is not related to my mod.
#41
Quote from: Encrtia on September 26, 2017, 06:01:41 AM
1) Soil reclamation. I just saw your post on it being a low priority, so decided to give a vote of "I'd want to see that one as well". It's technically not a big issue, but when a veinhole or other appears in your architecturally sound farm, it really messes it up.
Already exists but only for GDI.

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2) Could be a mod conflict, but all GDI/Nod Caravans spawn with default gear. I assumed the mod was unfinished, but when I entered their base - they were all armed up with Faction gear - was pretty epic.
Depends on climate, they are not forced to have their armor at all times.

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3) Obelisk of light roof hacks. I assume you made it so that it can shoot anything within range to make it fire over walls - but it has a tendency to execute prisoner's that throw a fit... through the roof...
Welp ¯\_(ツ)_/¯

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4) The MAIN reason I wanted to post- quick query; will there be an repercussions to "Debug Researching" the GDI tree after already finishing the Nod tree? I've always. since C&C 1, engineered the enemy construction yards to build their stuff, but was surprised I couldn't build both side's stuff here :( So will just "cheat" if it doesn't cause any conflicts.

You can do that right here:
https://i.imgur.com/2DaEKXQ.png
#42
TCN = Tiberium Control Network
It will basically be an inhibitor/decrystallizer for world tiles, so br prepared to get your caravans ready and construct them all over the world.

Soil reclamation has been a very low priority for me, as other features need to be worked on instead of such rather simple issues.
There are many things that come to my mind now, but all mostly take time.
The decrystallizer is quite an OP thing afterall, it makes all infested terrain usable again, and basically converts previously unfertile fields to be fertile so i don't know.
I dont like instantaneous processes, the sonic inhibitors also kindof bore me, and I'll likely rework them to have impulses and not constant inhibition.

Anyway, work is not done, old features are always improved and worked on.
#43
Quote from: Madman666 on September 19, 2017, 02:49:39 PM
That should definitely be optional. It sounds cool, but... well. There is just too little and too ineffective means of cleaning the land after it (I am looking at you, slow decrystallizing "pump" that only gives 80% fertility back).

Well it is not as bad as it sounds, besides it is a necessary feature for the future, and you will be able to control it with the TCN.
#44
TiberiumRim Factions 1.2.4:
Bunch of fixes including Factions' caravans now working.
A new mod option allows whether or not to use both faction research trees.

Be sure to get the new version of TiberiumRim first.

Downloads:

#45
New Update:
Tiberium spreads across world tiles now.
Currently unstoppable but rather slow, infested tiles become Tiberium biomes.

Be sure to check out the Factions.

Downloads:



Report bugs asap!