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> Tiberian Sun - Secrets of War, My first Planned Mod Project
Shakar
post Sep 18 2008, 01:48 AM
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Hello people, I'm Shakar. Recently, I've been putting a mod in the planning stages (No actual work in the game itself yet) and I'm liking what I have up so far. My mod is called Tiberian Sun: Secrets of War.

This mod takes place five years after the FIRESTORM campaign, but it's more of a campaign mod, following the story of a GDI commander who is working with GDI as he would any other friend. But due to Nod having recent advances in their technology, GDI also made advances in their technology as well, but both sides were keeping secrets from them, and their own forces. When you, as the GDI commander, finds out about a terrible weapon in the making, you break off with a couple of other GDI commanders and form the GRI, the Global Resistance Initiative (Still need a GDI-Like Logo for them XD), to keep their former GDI allies from unleashing this weapon, thus forming a civial war in GDI. Nod, actually being amused, helps the GRI several times, but still fights them.

I plan on having the mod be usable with Skirmish, with some new units and buildings for each side like a Railgun Turret for GDI and a Tiberium Laser for Nod, thus their new techs and all. It's still in the works, I'm using Gangster's Tiberian Sun Cameo pack he has up for download, which I got permisison for use, though I'm still needing alot of new cameos for some units and defiently the buildings. Other then that, it's still a WiP, the mod, you can find all the info at this link: www.secrets-of-war.webs.com

As a note for the mod, I'm disabling the Cyborg Reaper and the Juggernaught, reasons will be on the site link there. I am also strongly aware of the site not being completed, I just finished the beginning of the GDI stuff before the making of this post.

So far, most of GDI's stuff is done for the beginning of the mod, as I improve on the mod itself more units and buildings might become available.

Another Note: All the Tiberian Sun cameos you see are placeholders for better ones, hopefully i nthe same style as Gangster's Cameos, though GDI and Nod will have different backgrounds, same with the mutant units that will be available to the different sides.

Tell me what you think! ^_^

~Shakar the Shakster, Shakar Productions

This post has been edited by Shakar: Sep 18 2008, 01:50 AM


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KingByng
post Sep 18 2008, 03:32 AM
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I get the feeling that the Railgun turret will still be overused, despite what monetary and electrical requirements are put into place. IMHO a relatively low build limit (4-8) is a must.

Good luck with the mod!


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Shakar
post Sep 18 2008, 03:39 AM
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QUOTE (Yaraday @ Sep 17 2008, 11:32 PM) *
I get the feeling that the Railgun turret will still be overused, despite what monetary and electrical requirements are put into place. IMHO a relatively low build limit (4-8) is a must.

Good luck with the mod!


I know what you mean, but I am not putting a build limit... Just a long recharge time, as long as the turret itself isn't as powerful as the Mammoth or as weak as the Ghost Stalker. Yes, it will be expensive, and yes it will require a lot of power, but I have plans that due to a Railgun's power, I will set it so that it has to recharge longer then what the Ghost Stalker's will be, and I should have it set longer then the Mammoth's, once I start working on the mechanics, I will be testing the turret constantly, like I will the Tiberium Laser, to check to see if it's recharge needs to be set longer or shorter. All in all, it should still be balanced still. Other then that, if I just give it the Mammoth's and have it require a lot of power, you can expect a GDI base to be a good 70% power plants fully upgraded just to support all the railgun turrets. Unlike the Component Tower however, the Railgun Turret will be it's own building, that can't connect to the walls, but can shoot over them like an Obelisk of Light.


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Nod Strike
post Sep 18 2008, 10:41 AM
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Cool. I'll be waiting for screenshots.


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