It's been quite awhile since I posted any new D-day news, that doesn't mean I've been sitting idle tho. I have lots of new (& old but unreleased) content to post, which I plan to start churning out on a weekly basis. To start things off tho here is a little known WW1 tank for the Italians.
The Ansaldo Magrini Mangiapan was designed in 1916 by major Magrini as a "mobile fort" and was one of Italy's first tank designs. It featured multiple sets of tracks to help it traverse the crater filled battlefields of no-man's land. To power these tracks there were four 200hp engines in the centre of the tank which then drove two electric motors at the front and back, propelling this massive 70t vehicle to an estimated 20 km/h. It also unusually for that era featured two rotating turrets equipped with 76mm (some sources state 75mm or 105mm) cannons, as well as having multiple machine guns fitted around the hull. The design was approved by the direzione generale del regio esercito but was cancelled soon after because of the high cost and feasibility of such a complex design. Instead interest moved to the Fiat 2000 and purchasing tanks from France and Britain.
Since the mod has been in (sort of) a testing phase for a while now there hasn't been a lot of significant content updates and that kind of shows in these newsposts. Not a lot of new stuff, more wrapping up things shown over past few months in one nice package.
UNIT SHOWCASE VIDEOS
For those who have not yet seen them, the conclusion of both the Hero Spotlight and Experimental Weapons Test showcase series are available for viewing at Youtube.
Hero Spotlight #3
Experimental Weapons Test #3
There's also a picture with all of the Experimental Units shown on it, combined with a chart that displays under what conditions you get each of them. Stolen technology involves infiltrating both a tier 3 laboratory structure and a vehicle factory, as a reminder.
A little while ago the fourth terrain theater to be included in Project Phantom besides Temperate, Tundra and Desert was revealed. The so-called Gloomy theater combines certain elements from both Temperate and Tundra, featuring withered landscapes combined with urban environments consisting primarily of darker pavement and unique cliff-face tiles.
When initially announcing the mercenary factions, it was stated that capturing Crimson Crown's Technology Vault grants access to one of three unique units, depending on your chosen faction. However, in testing most of these unique units were deemed redundant, not unique enough or simply not worth it at all. As a result, capturing the Vault will now instead grant players who have any tier 3 laboratory building and vehicle factory an access to Blackout Signal Inhibitor, a mobile unit limited to one per player that generates a jamming signal with significant radius that blocks use of enemy support powers and superweapons, as well as jams radars and captured Satellite Centers. In addition to this, Blackout can also detect cloaked units at ranges higher than any other unit capable of doing so and use an electromagnetic interference weapon to stop a single, EM-susceptible unit from working at all.
Technology Vault also grants Prototype Disruptor Towers, that use a similar but slightly different type of jamming signal to generate blank spots in enemy radar views to shroud the area in their vicinity. They are deployed via a support power, and will eventually, due to being unstable prototypes, explode upon itself regardless of if they are being fired upon (this is displayed via a timer bar under the structure itself to all players).
Lastly, to round out the capturable base defenses roster, there is an addition of a heavy-duty anti-air defense in form of Missile Bunkers, which work more effectively against slower-moving, heavily armored aircraft than fast ones such as fighter jets.
That's all of it for this time. I have something bit bigger planned for the next news post, so keep your eyes out for that.
Rocket TroopsRen: Good value all purpose troops! (replaces Tiberium wars Missile Squad) SidamTDFMV: Clear the skies with this effective unit! ORCATD: The classic unit, that has a new twist! (replaces Tiberium wars ORCA) Mammoth IVTT: Unfathomable power, pray for your enemy!
Flame TrooperRen: Burn them with fire! (replaces Tiberium wars Black Hand) Flame TankRen: Burn everything! (replaces TD Flame Tank) Stealth TankRen: They cannot hit, what they cannot see! (replaces TS Stealth Tank) Communications Center TD: Provides radar! (replaces Tiberium Wars Operation Center) C-130Ren: Delivers seed tiberium! (replaces Tiberium Wars Armageddon bomber) Nod Pyramid TS: Launches the Nuclear missile! (replaces Tiberium Wars Temple of Nod)
A pleasant mix of Tiberian Dawn, Renegade and Tiberian Sun tunes, including some pulsating action track mixes!
Same EA code bug, were anything which tints an object, will tint everything near the object.
The GDI Jackhammer sometimes has animation issues due to the way it was coded, this does not effect the weapons performance.
Both the GDI Sidam and Nod Linebacker will always prefer aerial targets over ground targets. Further more, if an aerial target is within the weapon range of these units, it will not be possible for you to target ground units until the aerial units are destroyed. This can cause issues (ie if an enemy aircraft is parked at an airfield), but this is a work in progress.
Please note that previous versions are not required. There is no need for you to remove existing versions.
Make sure that C&C3; is updated to version 1.9!
Unpack the file.
Inside the file will be a 'readme' file and a folder named 'TiberianHistory'.
Cut and paste the 'TiberianHistory' folder into your 'Command & Conquer 3 Tiberium Wars\mods' folder, which should be in the 'My documents' section of your computer (typically'C:\Documents and Settings\Username\My Documents\Command & Conquer 3 Tiberium Wars\Mods').
If you get an overwrite* warning click 'yes'.
These instructions assume that you have a Windows XP PC with administrator rights. Ask the community for help with other set-ups.
*This new version does not overwrite the previous C&C history mod file, due to it having a different file name (so you can play the old version if you prefer it!)
First of all, I'd like to express my sincere thanks to everyone involved in the development of this new version, most notably: AlexB, the current developer of Ares DLL, Nooze, the designer of majority of the new side's visuals, World Beyond, the artist behind new side's soundtrack, Rampastring, the developer of the new client, Mevitar, ONEX, Azri_Apoc, the designers of majority of new mechanical units, Seoras, De'Lante, for voicing so many units added after 3.0 and also Toveena, Alstar, Lovalmidas, Cesare, Sandman, Esther, iForce, Martinoz, Ollerus, Nolt for designing maps, missions, various story and gameplay elements and of course lots and lots of testing. For the full list of credits please visit this section of our website. Thank you, you made it possible to take this project this far!
The new release adds an entirely new faction - the Foehn Revolt - to the previously heavily modified vanilla sides from Command & Conquer Red Alert 2 Yuri's Revenge, which were already divided into 3 subfactions each, the new one being no exception. Haihead, Wings of Coronia and the Last Bastion are the subfactions of Foehn and each comes with its unique units, buildings, support powers and heroes. There are also new additions for the Allies, the Soviets and Yuri's Epsilon, as well as new missions, skirmish maps and game modes.
What's also important is that the new release makes use of Rampastring's client, originally created for Dawn of the Tiberium Age mod, which allows us to do some interesting things. The most important thing this client has given to Mental Omega, is the possibility to use version 5 of CnCNet for multiplayer services. Since the release, there've been many players on our server with the amount of players peaking at around 150 at times. According to Rampastring, there've been 44 000 unique users of the client in a month since the release, which I think is nice for a mod.
The new Mental Omega version arrived with an updated soundtrack, to keep the tradition of giving each of the factions a unique one. The soundtrack for the Foehn Revolt is an album called "Mindshell" created by World Beyond, which is available for download on his Bandcamp page in best quality. You can also listen to it on his YouTube channel.
Now would be a good time to discuss what's ahead.
We are aware there is a group of players who can't start missions at all, this is one of the fixes that will be included in 3.3.1 in a form of an Ares DLL update. Initial 3.3 release did not contain all of Act Two missions, so there's more of those to come for sure. We have several missions more already finished, but they require additional polish and internal tests before they are included in one of the Mental Omega updates. Speaking of those, we've been following your feedback and comments in all places possible and so here's a proposed changelog for the first mod update, for which there is no date just yet. Keep in mind this is not final, discuss it here.
One thing we want to expand for sure and already in patch 3.3.1 is the Challenges mode. These are quite fast and fun to make and it seems like many people are trying their best not to lose those battles. These challenge maps are made with an uncontrolled difficulty mindset, meaning that don't expect a balanced fight getting into those. Remember that you can adjust the difficulty and handicap of challenge maps using standard skirmish settings, and like with everything else, there's three difficulty options and the additional Mental AI toggle, which replaced the Meteor Shower mode in 3.3.
New additions to the arsenals of Mental Omega factions are a possibility but not a priority right now, but if you have suggestions in regards to what you'd like to see next in the mod, let us know.
That's all for now, stay tuned for more announcements!
If you'd like to help develop Mental Omega further, write an e-mail to email@example.com
We always welcome additional Voxel Artists, 3D & SHP Artists, Mission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
Mike.nl's tools source code are now available on GitHub
Hello everyone! Our friend Mike.nl, from Petrolution Mod Tools, has posted the source code from pratically all his tools on GitHub. It uses the MIT License, so anyone can fork it follow this license... and yea, you'll need the latest Visual Studio to compile the code and some C++ skills to understand it.
His GlyphX Tools includes:
So, it's a jewel! Everything you need to know about the file formats used in the Alamo Engine, from Petroglyph Games, is there. Have fun!
The only structure that you will be able to build the Mammoth Mk IV from is the deployed defensive Crawler. As such it does not replace the TD Mammoth tank as the main high tier mass production vehicle, instead it is considered a 'luxury' addition.
The other thing that you should know is that the only way to upgrade this Mammoth tank is to fully upgrade your defensive Crawler. Whether you consider this worth your time and money is up to you, maybe this information will help you decide.
The basic Mammoth Mk IV has slightly better health then the TD Mammoth, and also a slightly better self repair (it works even when the Mammoth is taking damage). The rocket pods however have a much longer reload then the TD Mammoth, and are not close to being as effective against infantry.
"You cannot run!"
Since by the time you can build this Mammoth tank, you would also be able to upgrade your TD Mammoth with sonic grenades, deciding to build this unt might not be as simple as you think.
So finally we get to something really different.
This laser can only target ground units and structures, and has two different uses. Vs infantry it operates as a dazzle laser. The effect of the laser on infantry causes them to go prone, and greatly reduces the speed and range at which infantry attack. Finally it will also do a small amount of damage to infantry. This is more useful against infantry then you might think.
Vs vehicles and structures, it works as a target laser that allows all of your units to do slightly more damage to the targeted unit (10% more). Unlike the dazzle laser, the effect of the target laser stacks up to 5 times (ie up to 50% more damage to a targeted unit).
Obviously the target laser is the difference, and vs the Scrin and Nod late game units, a few Mk IV will be very handy if used correctly.
One of the major irritations that some had with this mod, was the removal of vehicle based rail attacks. I just never liked EA's implementation.
Finally GDI can have vehicle based rail attacks, but see how awkward it is to get to!
To get the beast Mammoth tank, not only do you have to have a defensive Crawler, but that Crawler has to be upgraded to its maximum level! (Tech level III).
Once you have done this all Mk IV's will have not only have rail guns, but will also have double the rocket ammo, a true beast of a vehicle, if you factor in the extra health, better repair, and target\dazzle laser.
The final note, if you remember from the Crawler news article, that the final upgrade boost the production speed of your Crawler? This means that you will be able to pump out rail Mammoths at twice the speed!
Once again the dimensional rift as replaced a current unit with a historic version of the unit, once again the main interest are, "what will the set-backs be? and can the classic technology be modernised?
Well the first bit of good news is that the pulse scan has been integrated into the Orca. The pulse scan is invaluable in flushing out Nod Stealth tanks, and support missions against high tech Nod adversaries would have been extremely difficult without it.
As usual though, powerful factions have had their say on how they think the Orca should be improved, and in order to insure that all parties are appeased, tactical command have approved two major upgrade packages that implement a wide array of suggestions.
Steel talons wanted their Orcas to perform mop-up operations. Steel talons typically get air support from Orca bombers, after which they role through and fatten everything!
The Orca is not required during combat, but rather after the main engagement, to seek, and hunt out any survivors. As Steel talons can easily deal with most enemy vehicles and structures due to their impressive firepower, it is highly likely that infantry will make up a portion of the enemy leftovers. And so Steel talons upgrade kit includes a Gatling gun, with a reasonable amount of ammo.
"Where's those Nod rocket troopers?"
Steel talons expect that the 'hunter-seeker' operations will last a while, and so extra ammo is also a part of their upgrade package.
Zone Operations Command
There was never going to be any mystery to ZOCOM's demands. The only question was whether their demands could be met, and more importantly, how cool a ZOCOM refitted classic Orca would look!
Zone Command have managed to refit the classic Orca with the ceramic armour that they made famous, and also even more iconic, the sonic grenade launchers.
You do not want someone who knows how to control this beast, attacking you!
As always, ZOCOM are all about going into enemy 'hot-spots', dealing quick high damage, and quickly retreating. They more often then not complete their mission.
For those who have played Tiberian History: Release 7, the Orcas will no longer benefit from the Hard point upgrade. Instead when you purchase one of these upgrades, you will get the extra ammo.
This bypasses the infuriating 'double upgrade' ammo exploit.
Both upgrades are unlocked by building the Technology center (ie Tier 3), to give your opponent time to prepare.
As you upgrade individual Orcas, you can mix and match your upgrades!
The Orca gun ammo is also limited, and has to be reloaded at the Orca pad.
Thanks to Black_Drakon for the Orca model and texture!
So as an introduction into what will be a very controversial potential addition, I am going to explain my mindset when I first thought of adding this unit.
I was just doing general CnC image browsing and I came across the Tiberium twilight GDI defensive Crawler (not deployed), and I thought "you know what that does not look bad!"
I remembered that a Kane's Wrath mod had added a GDI Offensive Crawler, and while I do not like the look of the Offensive Crawler, I immediately went back to Tiberian Sun firestorm and thought about GDI's mobile Warfactory. At that point my thinking was that I would look into adding the defensive Crawler as a high healthed mobile Factory, in the spirit of the Firestorm mobile War factory.
At this point I had never played any CnC4 at all, so the idea of adding CnC4 gameplay to TiberianHistory never came up (as stated the idea of a mobile unit factory was thought of well before CnC4).
Eventually I realised that If I wanted sound files etc, I would have to purchase CnC4, which I did.
So those who are looking for CnC4 gameplay will be somewhat disappointed.
So now the question is, did anything get carried over in terms of the abilities of the CnC4 defensive Crawler?
The Crawler can self repair in both deployed and un-deployed modes.
The Crawler is able to repair vehicles (and when upgraded structures) in a small radius around it.
The Crawler can be upgraded twice (the upgrades lead into each other).
The Crawler will be able to deploy infantry and vehicles (the list has not been decided yet).
The Crawler will get its defensive gun when upgraded!
Presume that anything not listed is not in the mod.
The Crawler is a high level reinforcement power (Tier IV at the Space Command Uplink) that drops off the infamous defensive Crawler. You can drop it anywhere (were there is space!) on the battlefield.
You will only be allowed one Crawler per team (the support power is greyed out after deployment).
The Crawlers primary purpose is as a mobile unit factory (infantry and vehicles, although it will be a small selection that is yet to be decided). The secondary function is to act as a repair post (deployed only).
It is designed to be used in the front line, and as such it has a lot of health (at least the same as a Con yard when deployed, at least 3/4 of an epic unit when mobile).
Further functionality can be added via a couple of upgrades.
The first available upgrade, will upgrade your Crawler to tech level II. The main feature of this upgrade is the defensive turret that gets added. While this turret is not even close to an upgraded AGT or the monstrous Jackhammer, because of the sheer health of the structure that it is placed on, it will do a lot of damage!
The second important feature is a significant increase in the repair power and radius of the Crawler. If you plan on using your Crawler on the front line, this is a vital upgrade (it will also effect the Crawlers self-repair).
Once the first upgrade has been purchased, the second upgrade 'Tech level III' will become unlocked.
This upgrade is certainly not as big a jump as the first upgrade, however:
It doubles the barrels on your defensive tower, effectively doubling the damage!
It adds a large stealth detection radius, handy if you are facing Nod.
Increases the shroud clearing radius.
It halves the amount of time that it takes to produce units at the Crawler!
The defensive turret will only appear on the deployed Crawler. The stealth detection and increased vision will be on both deployed and mobile states.
Please be warned that the Crawler upgrades only apply to your current Crawler. If it is destroyed then you will have to repurchase the upgrades, so please consider this.
As before this is being trialled, so it might not make it into release 8. However I will say that the only thing that will stop me from using this is extensive bugs that effect the mods gameplay. It is a lot more likely that this will make the main roster then the Nod trike for example. If it does not make it, and if there are not too many bugs, I will include it as a rare crate item for you to try it out.
I would like to thank all those who are leaving the mod, for your support over the years. I understand and respect your decision, I will not try to change your mind. Please understand that adding this does not mean that I like CnC4 (having played it it is worse then I ever could have imagined!), but from a gameplay perspective, this interest me too much not to add it.
Thanks to Gunship_Mark_II for the Drop pod code and FX!
The T3A Ladder was updated and now all ladder profiles can receive their own profile page. Linking your profile is not mandatory, but you will need it if you want to have a player profile page and awards on display.
To link your profile, we will need your Revora account ID found in your profile link. Simply post that ID in this topic as well as the ladder profile(s) you're using, we will then link your profile(s) to your ladder name.
Also, we decided to implement pages for all ladders, limiting the number of players per page to 25. This way, it will not look as cluttered as before. The Quick Match Generator received a visual overhaul and was provided with an auto-complete function to type names in faster (also helps to affirm that players are indeed registered).
Lastly, as some of you have noticed, we're about to introduce 3vs3 Quick Match. We're making some final adjustments before it goes live. Stay tuned!
Have a great remaining holiday season and a happy new year celebration!
Hi everyone, as promised, we are releasing yet another version of Contra mod.
A year has passed by since the last beta version, and we made a lot of changes. As usual we have made many new things for you guys to discover and enjoy. Improved old and bad things, fixed bugs, and added new stuff for you to play with. Two brand new Challenge maps are available: Demolition and Flame.
Before actual download link, there are few new visual improvements to show, so let's start.
USA Laser Avenger tank
Old Avenger model got replaced with new one, but it is not just visual update. New Avenger has only one weapon, which is of course anti air, but he got new hybrid armor. Armor which is resistant to RPG missiles more than usual AA unit, and also resistant to Jet Missiles. You could say, it is combination of regular tank, and anti-air tank.
USA Air Force's Black Hawk
In order to balance generals' powers, we did some changes there too. So Air Force general's Shockwave Bomb is removed, and replaced with SEAL drop. SEALs are dropped by 3 stealth Black Hawks, which are very well armored too. This power is available at rank 5.
USA Air Force's Navy SEAL
So as explained above, SEALs are dropped by stealth Black Hawks. All together 9 Seals, very well armored and equipped with M32 grenade launcher effective vs all ground targets. They come as a good support, or ambush attack from behind. In future, SEALs will get the ability to swim, and place explosive charges on structures. They are also stealth while not moving or shooting.
GLA Toxin Pump
GLA Toxin general's demo traps are replaced with toxin pumps now. This nice little thing can spill both toxin and acid (despite of the name) around itself and damage nearby units. It is manually controlled. Acid damages pump and destroys it, but if you purchase Neutralizers upgrade at rank 3, pump won't damage itself anymore. Of course, both toxin and acid can be even more upgraded to bring more damage. Plant those things on map, pollute everything and enjoy watching your enemy dying slowly. Toxin pump is stealth, and can be destroyed by any unit.
Last but definitely not least, is improvement on GLA structures. PredatorBG took some time to improve GLA textures, and with this, all structures look much better.
This is render of GLA assault general's Temple
No more yellow boring walls, now we have nice looking bricks.
And here is a picture of all GLA structures together:
Before you download and start playing, please read these most important gameplay changes, and avoid unpleasant surprises
all USA Valanx units now come with already upgraded TOW (but nerfed) weapons
all USA Valanx units passengers cannot fire from inside anymore
all USA Laser generals units, can go through rampage from game start, meaning, they upgrade lasers individually with experience
all GLA tunnels no longer have a mounted weapon, and don't give free tunnel defenders, but they are much cheaper and built very fast
all GLA command trucks are limited to 1
you can reach rank 6 now, which gives you additional 3 science points which you can spend on your general's powers
...for complete changelog article, visit this link:
Now, we will take some rest from working on new version, and we will be available for online playing with you. So, we are inviting you to join us in Tunngle and play with us, if you see us there, feel free to challenge anyone for a game.
And a few more final words, about our future plans. So next release will be Contra 009 FINAL. Which will have some finished things from this version, and fixed bugs. This 009 Beta 2 is almost as complete as 009 FINAL would be, but we decided to release it under beta code name, in order to give you guys something for holidays. We plan to release 009 FINAL in 2017, if our RL goes as planned.
We would like to thank you for all support, and for voting on MOTY. Keep in mind, we are just 2 people that are working on all aspects of this mod. We have RL same as you guys have.