Group: Members
Posts: 699
Joined: 3-February 07
From: the far side of dawn,
Member No.: 768
Alliance: Forgotten
Favorite game: Tiberium Wars
one of the few things i liked in TW was the use of those huge glaciers made of tiberium. i think we should have them in the mod with one change: shoot them and tiberium comes off.
Group: Members
Posts: 699
Joined: 3-February 07
From: the far side of dawn,
Member No.: 768
Alliance: Forgotten
Favorite game: Tiberium Wars
or both. you have a cliff set that is a tiberium glacier then a small gap, then the building, it would look like the the piece had broken off the cliff. couldn't you also imbed a structure in the cliff so it would work that way?
Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun
Because we already add 2 new sides to the game (Scrin, Rebels; ?3 with Cabal?), why not adding a third side, just for all creeps, monsters, glaciers and stuff mooching around on maps, making players life harder and more exciting.
Group: Members
Posts: 672
Joined: 21-October 06
From: Finland
Member No.: 32
Alliance: Nod
Favorite game: Tiberian Sun
Giving up off Nod is just plain stupid idea. They should be there as long as GDI is there. Even if they would help the Scrin, you should include them. Think about USA and China in Generals. They are allies in the story, but can be against each other in multiplay.
Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun
yes, but only with some negativ sideeffects. One is that you can't have multiple vehicles as starting units in multiplayer. Because you have to force the game to give only one MCV for each side. The AI.ini probably needs new triggers/teams.