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> tiberium glaciers
Lightstorm
post Jul 27 2007, 07:01 PM
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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.


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Nod Strike
post Jul 27 2007, 07:17 PM
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Yeah, they were nice. Perhaps make them in snow maps though? The tiberium had infected the ice, turning it into glaciers.


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Team Black
post Jul 29 2007, 09:58 PM
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totally, a good idea - it might be best to make them as cliffs or something...


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Crimsonum
post Jul 30 2007, 11:54 AM
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You cannot have a terrain object to spread particular debris (to spread tiberium) when destroyed, so you have to make a fake building.
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Team Black
post Jul 30 2007, 12:00 PM
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hmm.gif yeah, we could make em a group of tall buildings, that might be cool...


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Lightstorm
post Jul 30 2007, 01:45 PM
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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?


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Team Black
post Jul 30 2007, 02:38 PM
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Yeah, PlaceAnywhere=yes like the Dam. in SP maps we could make base node, so that the AI rebuilds it if it's destroyed


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Crimsonum
post Jul 31 2007, 08:05 AM
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Then you need a natural looking build-up where the Tiberium grows back to the cliff tongue.gif
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Lin Kuei Ominae
post Jul 31 2007, 10:27 AM
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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.


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Lightstorm
post Jul 31 2007, 02:23 PM
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i like that idea. but when are the rebels a side? they're just in the prologue


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Team Black
post Jul 31 2007, 02:33 PM
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it might be easier to ditch CABAL (in multiplayer, at least)... it'll be difficult enough getting GDI + Nod + the Scrin balanced


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Lightstorm
post Jul 31 2007, 04:21 PM
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i thought we were ditching Nod in the multiplayer? i thought we'd agreed they would be helping the scrin.


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Crimsonum
post Aug 2 2007, 10:57 AM
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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.
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Lightstorm
post Aug 2 2007, 03:01 PM
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can TS SUPPORT three playable sides?


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Team Black
post Aug 2 2007, 03:08 PM
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well, yes, but its not really good.. . VK is working on that I think -

On a singpleplayer map though, I think we could do that without too many problems..


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Lin Kuei Ominae
post Aug 2 2007, 03:13 PM
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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.

All disadvantages i don't know. I've never made a third side. But there are already Mods with more than 2 sides.
More info here -> Correctly adding the third side to Tiberian Sun


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Lightstorm
post Aug 3 2007, 03:47 AM
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someone should work on an EXE hack to add a better 3rd side, that could be a major help to a lot of mods.


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SeekSomethingNew
post Aug 3 2007, 09:03 AM
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lol, before anyone asks, no tongue.gif

VK is working on the third side, its has some fixes for it in ETS at this moment... expect to see some new ETS versions soon.


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