This is a mod I'm making when I have both time and desire (so IDK if it will ever be complete). I know not very much people care about Tiberian Sun nowdays, but whatever. The goal of the mod is to enchante gameplay all ways possible. Bugfixing, new units and structures, new models and remapped old ones, more reasonable coding, hopefully new cameos, enchanted game rules are all on the list. The mod has a story like thing too, here it is:
The final battle around the Pyramid of Nod did not go exactly as well as the GDI command hoped, and Kane sucesfully launched his WAM from the near-destroyed pyramid, as well as one of the three ICBMs, nearly destroying the Philadelphia space station, leaving it heavily damaged, with no functioning communication, and even worse: the ICBM knocked out it's stabilisers, and it is only a matter of time until it falls off orbit. However, the WAM never reached it's destination. For an unknown reason -most likely the missile was damaged either in the pyramid or the GDI anti aircraft weapons which attempted to destroy it-, the missile shattered and exploded 32 miles high in the atmosphere. The detonation destroyed everything in a huge radius, both GDI and Nod forces, and some say the Prophet himself. Then the world started to turn green around the wake of the explosion.
most of the stuff are conception, the ones that beacame reality have pictures attached.G.D.I.SandbagsThe cheapest yet weakest barrier. On early tech levels it can enchante base defenses a great deal. Sandbags can be built like laser fences, up to a distance of four cells.
Tech Level: 2
Prerequisite(s): Barracks
Cost: 25$
Take cower!ArmoryThe GDI Armory is a small sized weapon depo where you can give your infantrymen better training and weapons.
Tech Level: 4
Prerequisite(s): Barracks
Cost: 950$
Savior Light TankIn times the GDI need a lot of armored units yet Titans are slow and costy to produce, they swarm the battlefield with these cheap and fast, yet fragile tanks. It's the best to use this vehicles in mixed groups with a few Titans.
Tech Level: 3
Prerequisite(s): GDI War Factory
Cost: 680$
Amphibious APCI made a recolored model to replace the old, all remapable sh!t.
guess what: red is remap.Mammoth TankNot a new version of the Mammoth Tank, but the tuned version of the vehicle used in the First Tiberium War. GDI engineers attached new, stronger armor plates, and a Tiberium-powered engine to the tank, resulting in a deadly "new" frontline unit. Unlike Disrupters, these tanks can be used with other armored units.
Tech Level: 8
Prerequisite(s): GDI War Factory, GDI Tech Center
Cost: ?
Orca FighterI made a new model out of the old one. It meant to be a recolor, but at the end, several features changed, resulting in a new model.
Orca BomberThe Orca Bomber got a recolor and re-normalisation, resulting in a much smoother model with a blackish glass. It is possible that in the future I will make a new model out of it, like in case of the Orca Fighter.
EMP BomberThis special Orca variant has a huge EMP cannon facing downwars, and the energy to make two blasts with it.
Tech Level: 9
Prerequisite(s): GDI Helipad, GDI EMP Cannon
Cost: ?
Hyena GunshipHyena Gunship: The Overlord of the skies. These huge, slow, and heavily aircrafts serve the GDI air force since the first tiberium war, but only a few dosens existed, and they were used as cargo planes / troop transports. But in these desperate times, the GDI realised that if they fill it with hundreds of high explosive rockets and place a tiberium powered engine inside it, they will get a gunship, which can float in the air for days, and continously keep the Nod forces at distance. In numbers, they can tear apart a lightly defended base in minits. You build them at helipad, but once they take off, they won't land anymore.
Tech Level: 7
Prerequisite(s): GDI Helipad, GDI Tech Center
Cost: 2000$
* the coding is done, tomorrow I will do the model (;
UmagonThe secondary GDI commando, Umagon, is equiped with a very long range sniper rifle and C4 charges. Altought she has a weak armor, it allows her to run faster than any other infantry.
Tech Level: 10
Prerequisite(s): Barracks, GDI Upgrade Center
Cost: 1400$
Umagon and all her anims. The Brotherhood Of NodSandbagsThe cheapest yet weakest barrier. On early tech levels it can enchante base defenses a great deal. Sandbags can be built like laser fences, up to a distance of four cells.
Tech Level: 2
Prerequisite(s): Barracks
Cost: 25$
A laser and a Tick Tank fortifyed with sandbagsMilitary HospitalThe Brotherhood finally gained a method to heal wounded infantry. These hospitals work the same way as the captureable civilian hospitals do.
Tech Level: 4
Prerequisite(s): Hand Of Nod
Cost: 950$
EMP CannonI found a much better turret image for the EMP cannon in the original MIX files. Enjoy!
Devil's TongueI made a recolor -again- for the Devil's Tongue tank. As always, this may be altered in the future (It's the 4th version)
"Viper" Tank DestroyerThe perfect tool to break down tank rushes, Chameleons have 105mm cannons with specialy designed, armor piercing shells. Altought it's not the strongest unit on the battlefield, its long range, agility, speed, and the ability to cloak itself while not moving or shooting makes it a dangerous foe.
Tech Level: 7
Prerequisite(s): Nod War Factory, Nod Tech Center
Cost: ?
SAM DroneGDI aircraft were always a problem for the Brotherhood's tank divisions. SAM Drone is a new method to secure other units from airborne attacks. Altough it cant fire on ground targets, it still can take down most aircraft in seconds.
Tech Level: 8
Prerequisite(s): Nod War Factory, Nod Tech Center
Cost: ?
SSM LauncherNod's new artillery, the SSM is a smaller version of the ICBM Launchers known from taking down the Philadelphia.
Tech Level: 9
Prerequisite(s): Nod War Factory, Nod Tech Center
Cost: ?
FlamethrowerPart of the Nod's special operations brigade, these troops are outfitted with flame-proof battle armor and highly efficient flamethrowers. A bad habbit of the more experimenced soldiers is to remove the flamethrower's safety lock, thus giving it a greater range and brutal power, but it is dangerous, since the fuel tank is likely to explode when hit.
Tech level: 3
Prerequisite(s): Hand Of Nod
Cost: ?
Chameleon SpyThe good old Chameleon Spy is back! It is stealthed, and can infiltrate a variety of buildings to gain information.
Tech Level: ?
Prerequisite(s): Hand Of Nod, Nod Tech Center
Cost: 720$
A Chameleon Spy and all his anims.Civilian Structures, and unitsCivilian HospitalCivilian Hospitals are littered around on some maps. Capture one with an engineer to gain a method to heal wounded troops, and some building space around it.
Don't be fooled - the red cross is red only cus the remap.Civilian ArmoryJust like hospitals, these buildings can be captured too. Troops sent in will recieve a quick, yet advanced combat training, and better weapons. You can also build next to a captured armory, and hire mutants to your army.
Red is remap.Civilian ArrayA captureable civilian radar station, it is very useful if you play on low tech level. However, on higher tech levels it's only use is to build an outpost next to it.
Red is remap.Civilian Repair bayA capturable service depot. What did you expect?
Civilian EMP CannonIn areas where the forgotten recently attacked heavily populated cities, local militias started constructing these huge EMP devices with the help of GDI engineers to stop the mutants or others who wished to steal the remaining supplies. However, as Tratos died, and most of the forgotten either joined the Brotherhood of Nod in thir final fight against GDI, or just left in chaos, the EMP cannons soon be abandoned. Now they are to be once again used...
Tiberium-shakers (static)
The heavy Tiberium-controll resonance devices, or as nicknamed the "Tiberium-shakers" are huge devices developed by GDI, and placed by civilian militias around remaining cities to protect them from the engrwoing tiberium, the attacks of the rogue mutant forces and tiberium lifeforms. These devices are generating harmonic resonance waves, similar what the disruptors use, but much weaker. In time, it will destroy all tiberium and tiberium based lifeforms in a large area. Destroy it to gain extra resources. Despite very effective, these devices can't be used to clean the Earth of Tiberium, thatnks to their huge power needs, and their relatively small radius of effect.
Mobile Tiberium-Shaker The smaller and mobile version of Tiberium-controll resonance devices, they are primarily used in populated areas, to temporarily replace the damaged static ones. If its deployed, it can be captured, then be relocated, causing anger and surprise for the enemy, as you place it near their tiberium field. However, it have a much smaller effect radius than the static ones. It's a crategoodie for both sides.
CABAL CoreOn some maps there will be CABAL Cores, usually heavily defended by his cyborg army, and sometimes even by firestorm walls. If you can capture one however, it will allow you to build CABAL Obeisk, Obelisk Of Darkness, and the allmighty Core Defender.
CABAL ObeliskIt have as much firepower as the Obelisk Of Light, but its much more difficult to destroy this one.
Thanks to its height, its also have better range. Needs lot-o-power. BTW its remapable.
Tech Level: 9
Prerequisite(s): CABAL Core
Cost: 1700$
Obelisk Of DarknessAlso known as AA obelisk, this obelisk cant attack ground units, but its deadly to aircraft.
It requires lot of power in order to function. And its remapable.
Tech Level: 9
Prerequisite(s): CABAL Core
Cost: 1900$
Core DefenderEveryone knows everything about this unit, but in this mod its much slower and weaker to make it more balanced.
Tech Level: 10
Prerequisite(s) CABAL Core
Cost: 10000$
School BusA School Bus can transport 20 infantry. Both GDI and Nod can get it in MP from crates.
Recoloured model. Red is remap.Recreational VehicleA Recreational Vehicle can transport 5 infantry. Both GDI and Nod can get it in MP from crates.
Recoloured model. Red is remap.AutomobileAny automobiles can carry 4 infantry. Both GDI and Nod can get the white version (first from the left) as a crategoodie, but a Mutant Hijacker can get any of them. There are 4 different coloured variant of Automobiles.
Recoloured models. Red is remap.Pickup TruckAny Pickup Truck can carry 2 infantry. Both GDI and Nod can get the white version (first from the left) as a crategoodie, but a Mutant Hijacker can get any of them. There are 5 different coloured versions of these.
Recoloured models. Red is remap.Mutant MercenaryOnce you have captured a Civilian Armory, a part of the local mutant population will propably join your army for some weapons and a small sum of credits.
Tech Level: 2
Prerequisite(s): Barracks / Hand Of Nod, Civilian Armory
Cost: 190$
Mutant Mercenary uses MUTANT3 skin, which is modified a bit.Tiberium WildlifeTiberian Fiend (green)
I made a recolor to this SHP, turning the remapable tiberium crystals on it's back to Tiberium-green. It looks much better, trust me on that.
It will blend well into tiberium fields.Tiberian Fiend (blue)
This variant of Tiberian Fiend prefer fields of blue tiberium. Altought physically weaker than its green cousin, these Tiberian Fiends fire explosive, blue shards, which -unfortunately- can start a chain reaction in the tiberium field surrounding them. Like any other Tiberian Fiends, blue ones defend their territory against intruders with their lives.
And here it is: one blue Tiberian Fiend.Minor Changes. Important ones are like THIS(not the full changelog)
V 0.01
-Restored missing theme to MP: Pharotek
-Restored missing theme to MP: Nod Crush
-Restored missing theme to MP: Defense
-AI bonuses removed / normalised. The AI's stuffs have the same values as the players. No more, no less.
-Minimum number of infantry from Drop-Pods increased to 8
-Maximum number of infantry from Drop-Pods increased to 14
-Survivor rate from destroyed/sold buildings is increased to 0.3
-Restored production bonus of multiple factories
-Increased the maximum number of queued units in buildlist to 20
-Increased maximum waypoint lenght to 30 (+0)
-Units will gain veteranship 2.5 times faster than before-Increased tree flamability to 0.5
-GDI Gates are no longer insignificant
-GDI gates are resistant to tiberium veins-Nod Gates are no longer insignificant
-Nod Gates are resistant to tiberium veins
-GDI Upgrade center became the source of GDI Hunter Seekers
-the cost of the GDI Upgrade Center is increased to 2000$
-Fixed the GDI Upgrade Center's animations
-Seeker Control Upgrade for GDI Upgrade Center is no longer aviable-Fixed Hand Of Nod's animations
-Fixed Barrack's animations
-Fixed Tiberium Silo's animations
-Fixed Civilian Array's animations
-Cyborg Commando got the same dieing voices as the Cyborg have
-Cyborg Commando can gain veteranship
-Umagon can be built at tech level 10
-Mobile War factory is a crategoodie
-Mobile War factory has no buildlimit
-Mobile War Factory's cost increased to 2800$
-Fist of Nod is a crategoodie
-Fist of Nod has no buildlimit
-Fist of Nod's cost increased to 2800$-Mammoth MK2's prerequisite changed to GDI War Factory and GDI upgrade Center
-Mammoth MK2 can gain veteranship
-MCV's tech level changed to 6-Recoloured Amphibious APC skin, and its water variant's too.
-Recoloured Devil's Tongue skin
-Recoloured Automobile skin
-Recoloured Recreational Vehicle skin
-Recoloured School Bus skin
-Recoloured Pickup Truck skin
-Recoloured Tiberian Fiend skin
-Sandbags can be built at tech level 2
-Recoloured Civilian Armory skin
-Recoloured Civilian Armory skinV 0.02
-All power plants generate 50% more power-All civilian stuff' cost reduced to 10$ to prevent unit training on them
-All trainable units got new veteran and elite abilites, each got 2 vet. abs and 3 elite abs
-Armor upgrade from goodie crates is fixed
-Goodie crates became real GOODIE crates. They won't explode/gas attack/shroud map so often.
V 0.03
-Invisible light posts generate power, so civilian stuff work without power plant (eg Grand Canyon (4) SAM sites)
-Civilian Armory's image cloned, and coded, so it'll appear on snowy maps too.
-Civilian Array's image cloned, and coded, so it'll appear on snowy maps too.
MAPSKD Mountain Warfare (2)This two-players map has a river in the middle, with 4 bridges crossing it. On both sides there are Civilian Hospitals, Arrays, and Armories. And a plenty of Tiberium. Altough the cold climate prevents Tiberium from spreading in a larger area, there are mutant lifeforms. Destroyable cliffs may provide additional paths to bases.
It's not final. The lighting and the paved roads are to be updated.To be UPDATED
This post has been edited by Blackhand Commando: Aug 18 2011, 10:57 AM