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Off-Topic Discussion => Gaming Discussion => Topic started by: Colonol Dekker on July 02, 2007, 03:35:57 am

Title: Tiberium Wars
Post by: Colonol Dekker on July 02, 2007, 03:35:57 am
It feels a bit slapdash acting/plotwise, but i still like it....................

The third race seems slapped on but the tripods make me smile :nod:
Title: Re: Tiberium Wars
Post by: TrashMan on July 02, 2007, 05:26:24 am
Nuttin' beats a Mammoth rush!
Title: Re: Tiberium Wars
Post by: IceFire on July 03, 2007, 04:42:42 pm
I finally got it running properly on my computer (I guess I had leftover driver hell because I had to reinstall windows and now all is well) and yeah its a blast...cheesy but a blast.  The Tripods are hilarious and terrifying at the same time...love those things.
Title: Re: Tiberium Wars
Post by: Unknown Target on July 04, 2007, 10:22:00 pm
I tried the demo...found it to be too much like the original C&C to waste my time on it.
Title: Re: Tiberium Wars
Post by: CP5670 on July 04, 2007, 10:48:38 pm
I played this some time ago. The game was generally excellent, one of the few genuinely good games I've played in recent years, although the Nod ending sucked. However, the multiplayer had some glitches despite being fun, and the ladder rankings system was all messed up last I checked. I don't know if they ever changed it, as it has been a few months since I last played. I still want to try to mod it like I did with the older games.
Title: Re: Tiberium Wars
Post by: asyikarea51 on July 04, 2007, 11:05:18 pm
Had a go at it, but I only bothered to play the GDI campaign, didn't play multi since mine was borrowed. And it was kinda weird to see "Welcome back" when I've only played RA2YR... :lol:

To me, the tripod just feels so... weak... I'd rather send in warships backed by a whole force of medium tanks and light vehicles (the Mammoth usually slows the whole group down, so I just send one or two and relegate the rest to base defense... park right next to the war factory XD ). Or better still, just drop all three superweapons right on top of the enemy MCV. :lol:

Combined-arms tactics!
Title: Re: Tiberium Wars
Post by: brozozo on July 05, 2007, 01:17:25 am
I played the demo. It felt so weird playing an RTS like that. Clumsy, perhaps. I've spent too much time with Dawn of War and Company of Heroes.
Title: Re: Tiberium Wars
Post by: Colonol Dekker on July 05, 2007, 03:40:23 am
the Nod ending sucked.


How very very very true  :nod: !!!


Kane lives in death!! but what a twat endingwise.........
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 05, 2007, 03:44:43 am
Er. You guys updated your C&C yet? Cuz the latest patch adds a motherload of balancing and other stuff. Really makes the game tick now. The tripods fare better now... Plus i use tripods with a mastermind, 'port them next to the CY or important stuff for a surgical strike.
Title: Re: Tiberium Wars
Post by: CP5670 on July 06, 2007, 03:17:59 pm
the Nod ending sucked.


How very very very true  :nod: !!!


Kane lives in death!! but what a twat endingwise.........

I think it may well be the single worst ending I've ever seen in a game. It seriously makes you wonder why the game is not loading the next mission properly. :p The other endings were better though.
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 07, 2007, 07:52:57 pm
I'm pretty sure the Nod ending was Kane about to introduce the Nod Commander (you) to the Inner Circle. And if that doesn't scream 'EXPANSION COMING!' to you, the scrin ending should.
Title: Re: Tiberium Wars
Post by: CP5670 on July 07, 2007, 11:41:30 pm
You're already in the inner circle at that point. I think he is supposed to take you into the Scrin gateway thing. It's obvious that they have an expansion pack planned, but that doesn't make the ending any better. :p
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 08, 2007, 06:35:40 am
-shrug- Baldy egomaniac ftw.
Title: Re: Tiberium Wars
Post by: Colonol Dekker on July 09, 2007, 03:22:24 am
Yeah i got the impression we were about to
Spoiler:
go through a gate too.

Kane is still cool, but he seems to be getting on a bit, his firey temper seems to have quelled since getting stabbed.

PS- GDI mission, where you have to hold until the MCV arrives, Keeps kicking my ass, Croatia i think. (god i love the new MCV's on both sides by the way-nod especially)
Title: Re: Tiberium Wars
Post by: TrashMan on July 09, 2007, 04:37:26 am
Turn the power on for turets immediately.. That will save your behind... Get APC's with rocket infantry...get defense towers..get regular infantry and dig them in - secure the bridge (lower-left of hte base)
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 09, 2007, 05:29:04 am
Like he said, get sonic emitters running then dig in. You seriously gonna take some heavy flak on that one. You should get Firehawks up asap as well, Devastators have a much longer range than any AA tower in the game, plus Firehawks own at AA duty,.
Title: Re: Tiberium Wars
Post by: Roanoke on July 09, 2007, 05:46:28 am
I still want to try to mod it like I did with the older games.

Tell me more...
Title: Re: Tiberium Wars
Post by: TrashMan on July 09, 2007, 05:48:41 am
Like he said, get sonic emitters running then dig in. You seriously gonna take some heavy flak on that one. You should get Firehawks up asap as well, Devastators have a much longer range than any AA tower in the game, plus Firehawks own at AA duty,.

Dude, you only fight the NOD in the Croatia mission... you must be thinking about another mission...Berlin maby?
Title: Re: Tiberium Wars
Post by: IceFire on July 09, 2007, 04:31:15 pm
Yeah Coratia is a pre-Scrin mission.  Its a real tough mission...you just have to keep rotating the power on the various turrets as the NOD attack waves come through.  APC's with rocket infantry and Predator tanks along with a fair bit of the basic infantry are the best thing you can do.  Try and keep as many towers intact as possible.
Title: Re: Tiberium Wars
Post by: TrashMan on July 09, 2007, 04:57:41 pm
Yeah Coratia is a pre-Scrin mission.  Its a real tough mission...you just have to keep rotating the power on the various turrets as the NOD attack waves come through.  APC's with rocket infantry and Predator tanks along with a fair bit of the basic infantry are the best thing you can do.  Try and keep as many towers intact as possible.

Rotating? I had enough power for them all - you got to start reparing that power plant ASAP.
Title: Re: Tiberium Wars
Post by: CP5670 on July 09, 2007, 06:36:34 pm
That was a fun mission. It was one of the few nonstandard missions (i.e. not straight-up base building ones) that actually posed a decent challenge. In general, I thought most of the limited force missions were too easy, especially compared to the stuff in the first C&C and its expansion pack. This Croatia one and the Scrin mastermind mission were the only exceptions.

I still want to try to mod it like I did with the older games.

Tell me more...

Most of the stuff I did was for the first RA. I took an existing mod called Future Wars, added a ton of extra stuff into it and play-balanced everything. I still have it around and load it up occasionally. It's fun to watch AIs fight each other with it. I also made a basic desert tileset and a few singleplayer missions and multiplayer maps with special goals. I messed around with TS a bit as well, which was much more moddable than RA.
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 10, 2007, 03:06:30 am
Like he said, get sonic emitters running then dig in. You seriously gonna take some heavy flak on that one. You should get Firehawks up asap as well, Devastators have a much longer range than any AA tower in the game, plus Firehawks own at AA duty,.

Dude, you only fight the NOD in the Croatia mission... you must be thinking about another mission...Berlin maby?

Uh. Yea. I think so =p.

Yeah Coratia is a pre-Scrin mission.  Its a real tough mission...you just have to keep rotating the power on the various turrets as the NOD attack waves come through.  APC's with rocket infantry and Predator tanks along with a fair bit of the basic infantry are the best thing you can do.  Try and keep as many towers intact as possible.

Rotating? I had enough power for them all - you got to start reparing that power plant ASAP.

No way you have enough power for 4 GTs, 4 Guardian cannons AND 4 AA sites.

Your best bet is place riflemen bunkers at the GT entrances, and rocket soldier bunkers at the cannon entrances. Muster a force of about 10 Preds, 4 APCs w/ rockets, 4 pitbulls, and murder the Nod armour base to the NE. capture the CY to make things easier. Try to start the attack from the east of the Nod base after they attack.

That was a fun mission. It was one of the few nonstandard missions (i.e. not straight-up base building ones) that actually posed a decent challenge. In general, I thought most of the limited force missions were too easy, especially compared to the stuff in the first C&C and its expansion pack. This Croatia one and the Scrin mastermind mission were the only exceptions.

I still want to try to mod it like I did with the older games.

Tell me more...


Most of the stuff I did was for the first RA. I took an existing mod called Future Wars, added a ton of extra stuff into it and play-balanced everything. I still have it around and load it up occasionally. It's fun to watch AIs fight each other with it. I also made a basic desert tileset and a few singleplayer missions and multiplayer maps with special goals. I messed around with TS a bit as well, which was much more moddable than RA.


CP you were the one who made the desert tileset for RA ? No ****?
Title: Re: Tiberium Wars
Post by: TrashMan on July 10, 2007, 05:22:44 am

Yeah Coratia is a pre-Scrin mission.  Its a real tough mission...you just have to keep rotating the power on the various turrets as the NOD attack waves come through.  APC's with rocket infantry and Predator tanks along with a fair bit of the basic infantry are the best thing you can do.  Try and keep as many towers intact as possible.

Rotating? I had enough power for them all - you got to start reparing that power plant ASAP.

No way you have enough power for 4 GTs, 4 Guardian cannons AND 4 AA sites.

Your best bet is place riflemen bunkers at the GT entrances, and rocket soldier bunkers at the cannon entrances. Muster a force of about 10 Preds, 4 APCs w/ rockets, 4 pitbulls, and murder the Nod armour base to the NE. capture the CY to make things easier. Try to start the attack from the east of the Nod base after they attack.

AA sites? You only need one operational once the NOD air units start coming. I generaly go and secure the bridge as soon as possible, so I cna focus on the other sides.
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 10, 2007, 06:02:23 am
You only have power for one defense per side, and a single aa, i think. I'd rather take down the Nod armour base, stops the tanks and starts my construction!
Title: Re: Tiberium Wars
Post by: Colonol Dekker on July 10, 2007, 07:17:51 am
I keep gettin gbpimped when i'm escorting my MCV, i'll try to capture the nod con-yard, that seems pretty sound strategy........... :nod:
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 10, 2007, 07:31:33 am
If you have the Nod cy, you can build up a force to tie down the infantry base, or get some flame tanks to help clear the buildings. btw, the rocket squads that garrison the buildings come from out of the map, and the biggest threat are the fanatics. As long as you brought apcs, some with  riflemen inside, your quite safe. If it helps, knock down the buildings near the bridge before rescuing the MCV. Watch for venoms that come from the se base, they'll damage your MCV, lose you the bonus objective. If you need credits there are credit crates south of your GDI base.
Title: Re: Tiberium Wars
Post by: Colonol Dekker on July 10, 2007, 07:35:21 am
Ta mate, [london for thanks]

I'll do the old fashioned technique i tended to use on Total Annhilation

RESTART MAP

SEND EVERYONE OFF EXPLORING

LOSE EVERYONE

HAVE KNOWLEDGE OF STUFF

RESTART :D
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 10, 2007, 07:53:06 am
Hah T.A. Classic game, awesome. Having massive robot brawls where everything dies too fast, but over a hundred units hammering away at each other. -sigh- Classic.

Now, we have SupComm. Even better. Shiny, sparkly T.A. Which happens to be the reason that if i can't do something properly, some wisecrack friend of mine will go: "You can navigate 30km by 30km maps, plan elaborate attack strategies, co-ordinate a massive attack, and you can't do -insert appropriate event here-"
Title: Re: Tiberium Wars
Post by: CP5670 on July 10, 2007, 09:50:23 am
eh, I liked TA much better. I played TA a lot back in its time but found myself getting bored of SC quickly, and the extremely bloated graphics engine didn't help matters.

Quote
CP you were the one who made the desert tileset for RA ? No ****?

Which one? I think there were others available too. Apart from the C&C stuff that could be adapted directly, I had also replaced most of the shore tiles.
Title: Re: Tiberium Wars
Post by: Fineus on July 10, 2007, 10:05:17 am
I'm horrified that I'm starting to agree with CP5670 on this one regarding SC. I like how it looks - a lot better than TA but then that's not hard considering the graphics gap between them.

But it's chunky, clunky and usually comes down to some very basic formulas. The maps are too large and open - only big mountain ranges make routes un-navigable for most things. I like the variety over CnC3 but CnC3 really wins out in terms of attention to detail and keeping things running smooth.
Title: Re: Tiberium Wars
Post by: Stormkeeper on July 10, 2007, 10:11:25 am
I do admit that SC starts to lag round the big battles/maps but i find that the AI and the strategies/tactics i can use make up for it. Like i said, its basically shinier, sparklier T.A. I just forgot to mention its uber lag  :lol:


Quote
CP you were the one who made the desert tileset for RA ? No ****?

Which one? I think there were others available too. Apart from the C&C stuff that could be adapted directly, I had also replaced most of the shore tiles.

The one based off an ra bridge. The one where the creator took the central tile for a bridge and used it to create a desert tileset.
Title: Re: Tiberium Wars
Post by: CP5670 on July 10, 2007, 10:28:58 am
Oh, I know what you're talking about. That wasn't actually a new tileset at all though. It just used the existing graphics in a clever way.

I had basically replaced the entire snow theater with the basic, ridge and road desert tiles from C&C along with many custom-made shore tiles (since the C&C ones had different dimensions and were incompatible with RA).