Author Topic: Tiberium Wars  (Read 5598 times)

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Offline CP5670

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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.

 

Offline Stormkeeper

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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 ****?
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Offline TrashMan

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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.
Nobody dies as a virgin - the life ****s us all!

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Offline Stormkeeper

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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!
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Online Colonol Dekker

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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:
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
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The only good Zod is a dead Zod
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Offline Stormkeeper

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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.
Ancient-Shivan War|Interview Board

Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 

Online Colonol Dekker

  • HLP is my mistress
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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
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline Stormkeeper

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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-"
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Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 

Offline CP5670

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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.

 

Offline Fineus

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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.

 

Offline Stormkeeper

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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.
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Member of the Scooby Doo Fanclub. And we're not talking a cartoon dog here people!!

 

Offline CP5670

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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).