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Impressions and Feedback
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Terminal
Vehicle Driver


Joined: 12 Mar 2014

PostPosted: Sat Mar 15, 2014 12:05 am    Post subject:  Impressions and Feedback Reply with quote  Mark this post and the followings unread

First, I'd just like to say that this is a fantastic mod that shows a great deal of professionalism, has obviously had a great deal of hard work put into it, and is of exceptional quality, easily exceeding the original Tiberian Sun, and that I'm quite impressed.

With that out of the way, have some blatantly unnecessary, unhelpful whinging from someone who clearly has no understanding of the concept of combined arms and is only capable of spamming infantry because he doesn't understand how to build a war factory:

I don't like GDI lacking a medic. GDI, as it stands, has no real lategame infantry options other than the siege trooper (who has no real armor and is a supporting unit) and the Railgun Commando (of which there can only be one, which is irritating given how frequently he ends up decapitated by random bullshit - the improved health and such given to him in the upcoming patch seem nice, though I don't know if he's worth the price given he quite frequently can't so much as one hit kill a light infantryman).

...Wow, I just went way off what I was going to say. Anyway, GDI lacks a medic, and it's been said that it's unfair if GDI lacks a medic since than NOD needs one. I disagree.

First, NOD has a large deal of late game infantry options available to them (cyborgs, reapers, tachyons), whereas any GDI player looking to use late game infantry has... siege troopers. Which I'm glad to see are getting a buff given that seemed overpriced for being somewhat... ineffective compared to Mole artillery.

Second, these late game NOD infantry and commandos all have one thing in common: they can heal back to full health in Tiberium. Tiberium is pretty much always present, but as it stands, GDI have absolutely no way of healing any of their infantry units save for elite healing, which is capped at half. The Railgun Commando really can't persist when you're relying on him just... kiting everything and avoiding taking any damage until elite, and the knowledge that you can never, ever get any GDI infantry past full health again even at elite status diminishes their worth.

NOD, on the other hand, can make use of the widely available tiberium to regenerate their late game infantry, making preserving them an actual strategy, as opposed to GDI who... just can't do much unless there's a hospital on the map.

Which is a shame because one of my favoured tactics thus far in the campaign (which was absolutely wonderful and I look forward to it's completion) was having a large infantry section deal with the enemies Eclipse/Scorpion spam, and when a unit was promoted to Elite I'd sent it back to base - if there was a medic, I'd use this to heal it back to full, and over time I'd gather up a team of elite light infantry and grenadiers to use for the final push. Noticeably, if that one medic (this was on the mission that introduces Scatterjacks, 5 or 6 I believe) died then... well, have to deal with half health elites instead, which somewhat diminishes their value.

Second, just like the original Tiberium Sun, Jumpjets (Rocketeers) are an utter pain and a terribly frustrating unit to make use of. On one hand, you've managed to resolve their terribly slow speed issues and you intend on making them useful with anti-armour options. The problem is by making them fast enough to not constantly hover in the air doing bugger all instead of actually attacking, there's a new issue in that they land... quite fast. If I look away from them for a single second to deal with, say, HARVESTER UNDER ATTACK, and then pop back they'll have landed and been roasted by the defenseless flame tanks that they were destroying.

Maybe I'm just missing something or my micro isn't up to scratch, but they're an utterly frustrating unit to make use of. Every time I kill an enemy unit with one I have to make sure to quickly target another enemy unit or they'll land and promptly die a horrible horrible death. I've lost more jumpjets to landing near enemy units than I have to actual anti-aircraft fire, especially in the final GDI mission where I had to constantly deal with enemy artillery, units attacking my base, and so on. Thank goodness I don't play online because with delay Rocketeers would be an absolute nightmare.

This is one of the reasons I was so pleased to discover that GDI would be receiving an actual (late game)? anti tank unit, the Enforcer, which seemed awesome... but has sadly been deemed redundant due to the horrifying Rocketeer, which is being made into an anti-tank unit.

Personally, I'd prefer the opposite. The Rocketeer is a frustrating, painful unit to utilize that unfortunately feels necessary to deal with early howitzers and flame tanks, particularly if one focuses on infantry and I'd much like it to go away.

For one thing, if the Enforcer is obsoleted by the Rocketeer, I'd like to point out the Rocketeer is easily made redundant by the Orca Fighter, available only $1000 after a barracks is built and providing a far more enjoyable, and less frustrating anti-tank/air solution for GDI forces (which, as a bonus, can actually be restored to over half health when at elite status).

As it stands, I feel like infantry are very much a... poor choice to utilise as GDI. Nod have the fantastic rocket infantry, which provides much of it's early AA and AT needs and outclasses the rocketeer by a mile. They've also got the machinist for dealing with vehicles, the tachyon for dealing with vehicles, and the reaper for dealing with both vehicles and air.

GDI has... the horribly painful, clunky, oh god make the pain stop Rocketeer. And dear gore would I like to see it replaced by a unit that doesn't make me want to slam my head into a desk every time I use it, even if I must admit that it's mostly because I have terrible micro. Medics and Enforcers would go a long way towards making GDI Infantry something that isn't 'a few grenadiers and spammed light infantry early game, and then you may as well sell your barracks', by allowing GDI to focus on keeping it's elite troops alive and continuing to make some use of infantry even into the late game other than siege trooper spam. Which is nice, honestly.

Anyway, putting aside that long rant on infantry... I like the Scatterjack. It's an amazing unit that really shows the work that has been put into Twisted Insurrection, with beautiful aesthetic design, a wonderful firing cycle and animation (pew pew pew!), and overall such a wonderful unit that the only bad thing I can say about it is that it completely obsolete the Kazuak in every way except carrying infantry.

And I realize this in part by design, because the Scatterjack comes later than the Kodiak (I've perused these forums and find comments saying such, honestly). But as someone who builds a Radar first (noob alert, I know, I'm terrible at the game), I honestly can't see the Kodiak ever being used except as a transport (which isn't horribly unlikely, given the prohibitive cost of the upcoming hover APC in exchange for a piddly mounted EMP weapon). I still can't help but feel it's strange to have a unit that I will never, ever build because it just doesn't feel like it serves a purpose. To be honest, the same applies for the Viper drone - the Howitzer is a better choice in all but speed, usually.

Speaking of which, to finally put off my obvious GDI favoritism for a moment and talk about NOD, I can't help but feel that the flame tank doesn't really serve a purpose other than making use of it's hover capabilities. In most instances, I find that the howitzer does the job just as well if not better at the same tech level, with longer range and less danger to my own forces.

And back to GDI: The Sniper is, honestly, useless. There's no reason to build it when light infantry can mostly do the same job anyhow. It loses to light infantry, can't harm cyborgs, and its only purpose seems to picking off grenadiers and flame infantry... and honestly, I find myself using Rocketeers instead because of the need to have an early counter to flame tank spam when fighting the AI (as well as beating anything else not able to retaliate against air units).

I'd wager the Sniper is less useful than the Ghost was, even without fog of war (because I imagine in online games a large part of the strategy comes in scouting out your opponents base to see what they are building, though I've never played one myself), and the Ghost was given a way of being more useful even in FOW.

Possible campaign spoiler ahead, but not as big as posting an image of a certain NOD mission where you fight certain forces with only certain forces.

In the NOD mission where you are inside the Globaltech base, you can send an engineer into the Cistern (I assumed this might do something because I noticed it was capturable, and there was some text upon entering the room that drew my attention to it). This... well, it nets you one less engineer and makes the mission unwinnable, but you don't actually lose either. This was more my stupidity than anything else, though I figured this might happen and saved beforehand, but I can't help but wonder if this could be disabled - I noticed that you couldn't capture most buildings with your engineer in the train escort mission.

Speaking of which... why IS the engineer in the train escort mission? It... honestly feels unnecessary. It's a great mission, it really is, and I was impressed at how your starting units can change based on your actions in the previous mission (this mission and the previous mission impressed me with the way the whole facility worked, different ending objectives with different results, and so on - I hear there are alternative/secret missions and I hope these are based on methods used to accomplish objectives and so on rather than arbitrary hidden crates or something), but the whole 'the track is damaged' part felt unnecessary - escorting the train should have been the prime focus of the mission, and the first time I put the engineer in I was promptly surprised by the train following the 'wrong' track to get to the base and getting blasted, which was pretty funny. Oh, and in this mission, I noticed that the first train car ran off without the rest of the train, though it caught up later. Don't know why, possibly due to the MRLS attacking it (the MRLS Walker on the hill, by the way, could attack into the base after my units went through the tunnel, much to my surprise).

Oh, and I got pretty confused in the certain major spoilers defense mission but I hear you've already adjusted that level and it's win condition so I don't think you need to hear even more whinging and complaints from me, I'm sure I've done enough already.

With all of that finally said, I think you've done a fantastic job of remaking Tiberian Sun with an aesthetic that's both a vast improvement over vanilla TS and more reminiscent of TD whilst simultaneously possessing it's own flair and in making an enjoyable, balanced game (titan spam, anyone?) with a wonderful campaign and excellent map design all around, for an excellent experience that is telling of the hard work and effort that has been poured into Twisted Inssurection, and my admittedly minor niggles are more telling of my own pessimistic, unpleasant nature than of any poor choices or design on your part, and my overall experience can be summed up as 'fantastic game but nerf nod buff gdi esp infantry plz k thx'. And if you somehow read through all of that then... well done, because geez, I need to learn when to shut up and the power of brevity. Don't for a moment think that because my minor, petty grievances are long and wordy that I value them more than acknowledging the fruit of your hard work and effort.

tl;dr - fantastic game nerf nod buff gdi esp infantry plz k thx

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Mar 15, 2014 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, now that is a wall of text I approve of #Tongue
First of all: Nod is supposed to have cyborgs as their unique units, both gameplay and campaign-wise. While tough (and perhaps a bit OP), they are nothing when an Ion Storm hits due to their weapons shutting down, and are more effected by AoE weapons then vehicle spam. And Scatterpacks (not Scatterjacks #Tongue ) cut trough them.
GDI did had the Enforcer during one stage, but it felt like a GDI Cyborg copy, which wasn't the idea for the faction. GDI can rely more on heavy vehicles and air support then on infantry. Although, if you use T1 inf of both sides vs each other, GDI will always win due to Grenadiers. Hell, Grenadiers are good vs almost everything on T1, and rushes with them can be very destructive. They rapidly loose their use when T2 hits due to Flame Tanks/Howitzers and Scatterpacks. They still are useful against the weaker T3 units of Nod (Stealth Tank, Mole Artillery when within minimum range) though, and can be nasty in an APC attack or as support for your army.

I do admit I'm more of a Nod player myself, as I find GDI also lacking something besides spamming Goliaths supported by Railgun tanks #Tongue

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Mar 15, 2014 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jumpjets (Rocketeers, such a lame name) are indeed annoying to use if you don't like micromanagement, but if you can micro well, they're awesome. Surprise your enemy with them, and they're forced to build AA. Well, that alone won't help, because once the enemy has AA, you can simply land with them and attack from ground. Their ability of being either a ground infantry unit or a flying unit depending on the situation makes them far more versatile than proper aircraft like Orca Fighters. I've both won and lost online games thanks to well-used Jumpjets. Unlike in TS, they actually deal pretty good amounts of damage in TI.

As for GDI's situation with infantry, like Dutchygamer said, GDI in TI has been designed to rely on heavy vehicles while Nod specializes on cyborgs (although the overpowered-since-PB1 Eclipse Tank at least used to skew the situation back in 2010-2012, I haven't played the newest versions enough to tell if it's properly balanced right now).

The Kazuar is often used for early T1 rushes. Once you get a radar it indeed starts being a bit useless. The Viper, on the other hand, is a commonly used earlygame scout, especially useful for scouting enemy bases since it can often move through the defences without dying since it's so fast.

Btw, Fog of War causes random Internal Errors (a TS engine issue). Don't use it. As far as I know, the option for it will be removed in the next Public Beta.

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Terminal
Vehicle Driver


Joined: 12 Mar 2014

PostPosted: Sat Mar 15, 2014 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I noticed how much more even the currently vulcan equipped jumpjets were dealing in TI and that they don't hover in place for an eternity trying to find the perfect angle to shoot from - they're very much a vast improvement over the original, but they're still damn jumpjets.

I don't make use of fog of war - my point was more that because the ghost really wasn't useful without it, it was getting buffed, and I was suggesting the Sniper get the same treatment due to being largely useless and because I'm a whiny GDI player. From armour types, it's effective against only a few NOD units, none of which light infantry and grenadiers aren't more cost effective against whilst simultaneously being far better at dealing with everything else. Unfortunately I can't really offer any way of fixing it any more than I know of some magic bullet that would solve the Rocketeer - but I imagine to a large degree that snipers are a unit that largely go unused in the vast majority of games, especially when to be perfectly honest Siege Troopers outclass them - the only units that the Sniper can actually kill are those that are going to be found in large enough numbers to easily overwhelm the sniper (except rocket troopers... but in that situation, you could still just use light infantry and be better off).

It's not so much that I don't like micromanagement, but unfortunately Rocketeers don't really benefit you that much if you're good at micro so much as they punish you to an absurd degree if you lack it, unlike say, Grenadiers, who can be used to kite or outrange static defenses with good micro and use of the force fire command while being a perfectly serviceable unit without it - Rocketeers on the other hand don't make use of skilled micro so much as they require constant overwatch and timing the exact second an enemy dies to give them a new target.

I'm well aware of how useful they are, which is exactly what frustrates me - they're an amazing unit, but an utter pain in the ass to use, and while I know very little about TS and it's scripting, I know enough to understand that unfortunately Jumpjet AI can't really be saved. Alas.

I honestly don't see any of this changing and I don't mind that much (it doesn't ruin the game or anything ridiculous, just makes it more necessary to make better use of GDI armour and air support which is, well, working as intended), but it still bothers me to an extent that while NOD can regenerate over half of its infantry (both of its commandos) to full health without requiring production of any additional units, GDI have absolutely no way of restoring their commando or other infantry past half health, which is the reason that a lot of missions (particularly the Commando mission) spawn you with a medic - because unfortunately, it's near necessary to get some use out of GDI infantry that isn't as a meatshield or in the very early stages of the game, and it'd be nice to be able to make better use of them as opposed to primarily focusing on goliath/railgun tank spam or the equivalent - with NOD I can easily just send damaged or elite cyborgs back and restore them easily, but GDI having so method of unit preservation seems... unusual.

Few other things I noticed:

The Guardian seems overpriced (550) for what he does, given that he probably loses against light infantry while being terribly slow, lacking in health and lacking in firepower. I've never every found myself building them (in any situation that I theoretically could, such as the last GDI mission) when I could just make use of 11 peacekeepers or a fraction of an exo-suit instead. Is this unit actually cost effective against, well, anything?

As I understand it, the effect of tiberium is being doubled by halving health/verses. Will this also effect fire from forest fires and other effects? Medics? Healing in Tiberium? (I don't know if it's coded to reverse the damage or what)

Is the Rocketeer supposed to take damage from veins? I imagine it is but it still felt bizarre watching half my rocketeers suddenly drop dead because I looked awa- wait no nevermind working as intended  Wink

The patchlog states that the GDI AI no longer builds two war factories... is this because it was duplicating units (I noticed it built two hover APCs simultaneously and had presumably been doing this all game) or something? Not sure if a bug, or a feature of how much the AI hates me with its nigh infinite money.

TS engine issues! Always fun! (Hey, how are those naval units going, guys? What about those Scarabs? What do you mean I can't get hundreds of elite light infantry?) You've my condolences for when it comes to dealing with those. The bizarre, labyrinthine nature of how half the stuff works in TS is enough to give anyone a headache.

I just booted up TI and it informed that some of my files might be wrong and this might prevent me from playing online or something, so I accepted it's 0mb update.

"Downloading keyboard.ini"

Really, guys? I know I have bad taste in keyboard shortcuts, but c'mon. Replacing teams 1 through 9 with letters of the alphabet isn't that terrible, is it? (Not really - Radar Toggle is by default unassigned, I set it to ctrl+R. This is reproducible - as far as I know, changing any keyboard commands will result in version mismatch detected)

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Mar 16, 2014 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Like has been said, the design of GDI infantry is more of a support than viable for everything like Nod can do with cyborgs.

GDI Jumpjet issue is known unfortunately and not much can be done about it.
Even if they are changed to stay in air indefinitely once take off, they will not automaticly engage enemy targets or retaliate when fired upon and should ion storm occur, they are toast and prone to causing potential game crash.

One aspect might be to reconsider their flying into more of that like jump packs to go cliffs up fast or longer distances faster but remain in ground level all times and thus target of usual weapons.

Yes, Rocketeer is currently coded to take damage from veins like TS has but that is probably worth a discussion.

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Terminal
Vehicle Driver


Joined: 12 Mar 2014

PostPosted: Sun Mar 16, 2014 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ayep - the only way to do it afaik is to set the units acceleration to the point where it can never properly come to a stop, I believe, which causes issues with shooting (because the unit stops before shooting) and landing (which is the only reason they stay in the air) hence why I didn't request that they be fixed to stay in the air constantly - I'm aware of how it's unfortunately impossible, short of going with the aforementioned glitchy solution that causes problems, and even I'm not so crazy as to suggest that.

My issue isn't really with GDI Infantry being support so much as that they're so much harder to keep alive, not just due to being far more lightly armored than Cyborgs/etc and being crushable, but because there's just no real way to heal them other than elite selfhealing, which only goes up to 50%. Giving them a medic wouldn't somehow (...as far as I know) make infantry and nothing but far more effective, but it'd make GDI infantry more useful both alone and in their supporting role. It feels very difficult to justify the purchase of a Commando knowing that any damage it takes, it's not going to heal from. If it's not possible to obtain medics due to balance reasons, would a hospital or other effective equivalent to the service depot be unacceptable?

That said I'm aware I'm not the first GDI player whinging about no medics but I can't help but feel that given that NOD very much do have a method of healing most of their infantry there shouldn't be a problem with GDI also getting one.

I find Rocketeers die fast enough in the few occasional seconds I let them touch the ground that I'm somewhat wary to ever let them do so.

I think I'm starting to repeat myself at this point... but honestly, give how wall of texty everything I've said has been, I imagine I started doing that quite some time ago.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Mar 20, 2014 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd just like to inform you that I intend on responding to your feedback soon, I am without internet at home at the moment so it's too long of a post to respond to via mobile.

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Duke Falcon
Civilian


Joined: 03 Apr 2014

PostPosted: Sat Apr 05, 2014 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I played about 2 weeks now with TS-TI mod and I think I have quite a lot of impressions. Maybe it is only my opinion, and please do not take it as rude oppression or something...

First of all, I like this mod. It was a great surprise when the first map loaded and saw the graphic is three times better than TibSun's graphic was! I thought, hey it must be because the 1024x768 resolution, let's set back to 800x600 and the graphic will be the same...
It was not. Still was far better. So all my respect and congratulations for the beautyfull graphic and tilesets! Everything is sharp and beautyfull! And have better contrast and gamma-values...
Same goes for the buildings and most of the units. They looks impossible good for such an old engine! I was so excited when I saw the old light tanks, flame tanks and nod buggy! I really missed these from the original TibSun! Same goes for GDI units...

And then... It was a shock when without any sign the new units dropped in to the game. Looked so different and alien in style. But hey, they are new, freshly invented things, so after a few minutes I fully accepted them. Until the first try of skirmish! The good old, loved units can not be built! Why?
I understood their unavailability in the campaign because of the story, but why can not we built them in skirmish? They could be so lovely mixed with the new nod toys...

Stop right here! New nod toys. They are all fit for the nod mentality, sure, but some of them had not a clear design! I mean some units are easy to miss with each others and it could be devestating when the wrong units send out to assault. With 800x600 this is not so bad, as the units bigger, still... Same goes for the infantries. In high resolution many of them looks such alike! I know there is tremendous work invested into them, I respect and accept it, but something need to be done with this problem, maybe special markings or something?
Anyway, there are problems with some GDI units aswell. They are way to big in comparison with other units! And the deployed units have the tick tank's body (maybe this is not finished yet, so it is not such a problem, just strange at first). I know the mammoth walker must be big (it called mammoth, by the way, so it can not be small!) but the tanks are to big. I know, goliath their name is, but technically it is not wise to built such big tanks! Way to big as a target...

The buildings are good. Have dozens for the thousand of new units. Really good to try them all one-by-one during the campaign and try to find new ways to use them in skirmish. Good point again!

In exchange there are lots of graphical bugs, glitches. Sometimes part of the map is go black or became visible in the size of a text-box. Sometimes even flashing. Not a big deal, just click somewhere else on the map and return and the problematic area works well again. On the other hand it could be tricky... Once it became visible such a part with GDI buildings. I thought there is their base! Sent out everything to smash but the units ended up on the shore of a river. The base was in the other directions! May I say the GDI came and crushed my base because of this? Well, restart, and win, still, frustrating.

But I am sure these things are only because that this is still a beta. I am sure that many bugs and glitches will be fixed, even such ones I never even encountered so far. And I hope the original C&C units could be buy in skirmish!

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Apr 05, 2014 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Duke Falcon wrote:
I understood their unavailability in the campaign because of the story, but why can not we built them in skirmish? They could be so lovely mixed with the new nod toys...

The new TI units already fill all the roles of the old TD units. Making the old units buildable would just clutter the sidebar without improving the gameplay in any way. Not to mention it wouldn't make much sense (when you can mass produce such advanced units, why still use the old, technologically worse units?).

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Apr 05, 2014 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Hello Duke Falcon, thank you for taking the time to review our mod!

Duke Falcon wrote:
And then... It was a shock when without any sign the new units dropped in to the game. Looked so different and alien in style. But hey, they are new, freshly invented things, so after a few minutes I fully accepted them. Until the first try of skirmish! The good old, loved units can not be built! Why?
I understood their unavailability in the campaign because of the story, but why can not we built them in skirmish? They could be so lovely mixed with the new nod toys...


The primary reason is that the old units from the First Tiberium War would overlap with the new, TI-era units. For example, Nod already has the Scorpion light tank, so they have no need for the old Light Tank anymore. They would also stretch the sidebar list, which already is quite long. While we're all used to and love the old units, we must emphasise the gameplay factor.

However, there's no reason to be let down just yet! The old units will be available in skirmish by capturing certain old buildings. They are not available in many maps yet (one exception is Stormy Plateau), because we don't have the proper images for them yet (the old building art is in wrong scale, for example).

Duke Falcon wrote:
Stop right here! New nod toys. They are all fit for the nod mentality, sure, but some of them had not a clear design! I mean some units are easy to miss with each others and it could be devestating when the wrong units send out to assault. With 800x600 this is not so bad, as the units bigger, still... Same goes for the infantries. In high resolution many of them looks such alike! I know there is tremendous work invested into them, I respect and accept it, but something need to be done with this problem, maybe special markings or something?


You have a good point there, but as far as I know there's no way to give little unit-specific icons (like the ammo pips) that would be visible only to the player. However, we like to direct all players new to TI to our website, where you can see what every unit looks like and what it does.

Also, check our manual for more help on the units. Note that some of the units have changed a lot since that manual was written, for example GDI Rocketeers are no longer effective against infantry, they've instead become anti-vehicle units.

Duke Falcon wrote:
Anyway, there are problems with some GDI units aswell. They are way to big in comparison with other units! And the deployed units have the tick tank's body (maybe this is not finished yet, so it is not such a problem, just strange at first). I know the mammoth walker must be big (it called mammoth, by the way, so it can not be small!) but the tanks are to big. I know, goliath their name is, but technically it is not wise to built such big tanks! Way to big as a target...


TI has, in general, a slightly bigger scale than TS, hence the units are also bigger. This also allows them to have more detailed images.

Duke Falcon wrote:
In exchange there are lots of graphical bugs, glitches. Sometimes part of the map is go black or became visible in the size of a text-box. Sometimes even flashing. Not a big deal, just click somewhere else on the map and return and the problematic area works well again. On the other hand it could be tricky... Once it became visible such a part with GDI buildings. I thought there is their base! Sent out everything to smash but the units ended up on the shore of a river. The base was in the other directions! May I say the GDI came and crushed my base because of this? Well, restart, and win, still, frustrating.


Yes, that's an annoying glitch caused by alpha lights (I think? Someone else from the staff can confirm this). Alpha lights are a special transparent image that affects the lighting of objects. For example, the lights on light posts are made of alpha light images. So far there's no way to counter this issue, I'm afraid.

Thanks again for the feedback! Always appreciated Smile

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Duke Falcon
Civilian


Joined: 03 Apr 2014

PostPosted: Sun Apr 06, 2014 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
The primary reason is that the old units from the First Tiberium War would overlap with the new, TI-era units. For example, Nod already has the Scorpion light tank, so they have no need for the old Light Tank anymore. They would also stretch the sidebar list, which already is quite long. While we're all used to and love the old units, we must emphasise the gameplay factor.

However, there's no reason to be let down just yet! The old units will be available in skirmish by capturing certain old buildings. They are not available in many maps yet (one exception is Stormy Plateau), because we don't have the proper images for them yet (the old building art is in wrong scale, for example).


Oh, I just not know how much time passed since TD. I think mass produced and used tools are not wear off quickly (10-15 years if parallel the development and field-testing of new units starts). I just mean it took considerable time to research new designs, test them and send them to line-production... By the way I not met so far the Stormy Plateau but shall try it next. What I met however are a tons of surprises!
I was quite delighted with the meteor storms. The tiberium slugs (worms?) what tried to eat my harvesters and so on. Funny! And looks fantastic!
What is the size of portraits? If you want I may try to make some png pictures for old units.

Quote:
TI has, in general, a slightly bigger scale than TS, hence the units are also bigger. This also allows them to have more detailed images.


This answered all my question. I am eager to accept bigger scale and size for exchange of more details! Just still have the glitch the big units overlap each others (can not really solve this I think)... And for alpha problems... Maybe there is a limit of alpha layers the engine could work effectively? There are far more light objects and other layer-type graphics in TI than was in TS. Maybe worth to try if less such layers still cause glitches or not.
I do not know if you edited the basic engine or not. Just back in TS's release time computers can not handle so much different layers of objects and I think engines also written along that. So, if the graphical problems' source is the to much layers (possible) then editing or expanding the engine may help (if this even possible, but I think engine is hard-coded and thus without source-code there is little hope for that).

Overall, Twisted Insurrection if far better a sequel than Tiberian Sun was. Your mod's current quality easily surpass many official product's! I can not do else just congratulates you for this and wish the best!

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Apr 06, 2014 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

TD is 1995 while TI is erm 2037(?) or so which is quite a time gap to keep using old stuff and not invent new in that period. 42 years Very Happy

PB5 has cut alpha lighting for most part due to the shroud glitches and presently it appears unfixable engine issue and frankly even single alpha glitches so various layers is not sadly the reason.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Apr 06, 2014 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah cool the Railgun commando can fly now?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Apr 07, 2014 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

The Railgun Commando is the infantry with an Exoskeleton. They don't fly...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Apr 07, 2014 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I apologize that it has taken me nearly a month to get back to you and to respond to your large amount of feedback. Whenever I got a spare moment recently, I ended up getting sidetracked, but here I am now! First though, welcome to PPM, Terminal and Duke Falcon! Glad to hear that you both enjoy the mod and have spared the time to share your thoughts with us.

Quote:
don't like GDI lacking a medic. GDI, as it stands, has no real lategame infantry options other than the siege trooper (who has no real armor and is a supporting unit) and the Railgun Commando (of which there can only be one, which is irritating given how frequently he ends up decapitated by random bullshit - the improved health and such given to him in the upcoming patch seem nice, though I don't know if he's worth the price given he quite frequently can't so much as one hit kill a light infantryman).


Admittedly, recently I have thought about giving the GDI the medic again, it feels like it would aid GDI a lot in the terms of balance in the current swing of things. I'm still thinking on it on the grounds that it kind of makes the thought of getting the GloboTech Medic from capturing the hospital a little bit less unique, unless you're playing as Nod.

So, yes, I have thought about it. GDI had a medic at one point in TI before and the code still exists, it's just a matter of re-enabling it.

Quote:
First, NOD has a large deal of late game infantry options available to them (cyborgs, reapers, tachyons), whereas any GDI player looking to use late game infantry has... siege troopers. Which I'm glad to see are getting a buff given that seemed overpriced for being somewhat... ineffective compared to Mole artillery.

Second, these late game NOD infantry and commandos all have one thing in common: they can heal back to full health in Tiberium. Tiberium is pretty much always present, but as it stands, GDI have absolutely no way of healing any of their infantry units save for elite healing, which is capped at half. The Railgun Commando really can't persist when you're relying on him just... kiting everything and avoiding taking any damage until elite, and the knowledge that you can never, ever get any GDI infantry past full health again even at elite status diminishes their worth.

NOD, on the other hand, can make use of the widely available tiberium to regenerate their late game infantry, making preserving them an actual strategy, as opposed to GDI who... just can't do much unless there's a hospital on the map.

Which is a shame because one of my favoured tactics thus far in the campaign (which was absolutely wonderful and I look forward to it's completion) was having a large infantry section deal with the enemies Eclipse/Scorpion spam, and when a unit was promoted to Elite I'd sent it back to base - if there was a medic, I'd use this to heal it back to full, and over time I'd gather up a team of elite light infantry and grenadiers to use for the final push. Noticeably, if that one medic (this was on the mission that introduces Scatterjacks, 5 or 6 I believe) died then... well, have to deal with half health elites instead, which somewhat diminishes their value.


A lot of changes have been made since the last release in terms of balance. We've all noticed that Nod feels like they have the upper hand fairly often during late games, but that isn't necessarily the case anymore. We're still working out the kinks in the balance, which could take a long time, and eventually we'll come up with a solution. The best way to counter Cyborgs is with EMP, which in Beta 5 can be available in 3 forms for GDI: The WASP APC, The ORCA Immobilizer and the EMP Cannon itself.

Quote:
Second, just like the original Tiberium Sun, Jumpjets (Rocketeers) are an utter pain and a terribly frustrating unit to make use of. On one hand, you've managed to resolve their terribly slow speed issues and you intend on making them useful with anti-armour options. The problem is by making them fast enough to not constantly hover in the air doing bugger all instead of actually attacking, there's a new issue in that they land... quite fast. If I look away from them for a single second to deal with, say, HARVESTER UNDER ATTACK, and then pop back they'll have landed and been roasted by the defenseless flame tanks that they were destroying.


Again, this has been acknowledged and recently tackled by us since the last release. The Rocketeer underwent quite a few changes, their airbourne control feels very clumsy, but that's the fault of the TS engine rather than our own, we've tried to make it feel less awkward, but to no avail.

We spent a good while playing with the code of the Rocketeer and trying to make it more effective, whilst it's heavy machine gun was very useful at first, it was soon realized that the GDI Sniper pretty much makes it redundant as anti-infantry, so our solution at the moment is to give the Rocketeer a small RPG launcher, a slight increase in armor, range and speed changes with a slight increase to the cost.

I don't think that the ORCA Fighter clashes with it in terms of roles, though I do understand your point.

Quote:
I'd wager the Sniper is less useful than the Ghost was, even without fog of war (because I imagine in online games a large part of the strategy comes in scouting out your opponents base to see what they are building, though I've never played one myself), and the Ghost was given a way of being more useful even in FOW


As already mentioned above, Fog of War is very problematic in TS/TI and thus we have decided to remove it from the next release in order to prevent people from experiencing the unusual errors again, at least until we finally figure out the problem.

Quote:
In the NOD mission where you are inside the Globaltech base, you can send an engineer into the Cistern (I assumed this might do something because I noticed it was capturable, and there was some text upon entering the room that drew my attention to it). This... well, it nets you one less engineer and makes the mission unwinnable, but you don't actually lose either. This was more my stupidity than anything else, though I figured this might happen and saved beforehand, but I can't help but wonder if this could be disabled - I noticed that you couldn't capture most buildings with your engineer in the train escort mission.


Yes, thanks for bringing that to my attention. While not a huge deal, it can be annoying if it happens accidentally or for first time players. I will fix it for the next release.

Quote:
peaking of which... why IS the engineer in the train escort mission? It... honestly feels unnecessary. It's a great mission, it really is, and I was impressed at how your starting units can change based on your actions in the previous mission (this mission and the previous mission impressed me with the way the whole facility worked, different ending objectives with different results, and so on - I hear there are alternative/secret missions and I hope these are based on methods used to accomplish objectives and so on rather than arbitrary hidden crates or something), but the whole 'the track is damaged' part felt unnecessary - escorting the train should have been the prime focus of the mission, and the first time I put the engineer in I was promptly surprised by the train following the 'wrong' track to get to the base and getting blasted, which was pretty funny. Oh, and in this mission, I noticed that the first train car ran off without the rest of the train, though it caught up later. Don't know why, possibly due to the MRLS attacking it (the MRLS Walker on the hill, by the way, could attack into the base after my units went through the tunnel, much to my surprise).


The Engineer and the broken track was simply added to add a little more suspense and caution to the mission. Having a unit that you must keep alive just gives the mission a little bit more of a purpose.

Quote:
With all of that finally said, I think you've done a fantastic job of remaking Tiberian Sun with an aesthetic that's both a vast improvement over vanilla TS and more reminiscent of TD whilst simultaneously possessing it's own flair and in making an enjoyable, balanced game (titan spam, anyone?) with a wonderful campaign and excellent map design all around, for an excellent experience that is telling of the hard work and effort that has been poured into Twisted Inssurection, and my admittedly minor niggles are more telling of my own pessimistic, unpleasant nature than of any poor choices or design on your part, and my overall experience can be summed up as 'fantastic game but nerf nod buff gdi esp infantry plz k thx'. And if you somehow read through all of that then... well done, because geez, I need to learn when to shut up and the power of brevity. Don't for a moment think that because my minor, petty grievances are long and wordy that I value them more than acknowledging the fruit of your hard work and effort.

tl;dr - fantastic game nerf nod buff gdi esp infantry plz k thx


Thank you for your feedback, we always appreciate hearing the thoughts from the public. We as a team have clashing ideas of what changes should be done too, but gradually, we come up with ideas and solutions and put them to the test. I will be looking into reapplying the GDI Medic cause I agree with you to an extent, and as for other balance changes, a lot has indeed been done. I hope the next release fixes a lot of your personal peeves. Smile

Now, in response to Duke Falcon:

Quote:
First of all, I like this mod. It was a great surprise when the first map loaded and saw the graphic is three times better than TibSun's graphic was! I thought, hey it must be because the 1024x768 resolution, let's set back to 800x600 and the graphic will be the same...
It was not. Still was far better. So all my respect and congratulations for the beautyfull graphic and tilesets! Everything is sharp and beautyfull! And have better contrast and gamma-values...
Same goes for the buildings and most of the units. They looks impossible good for such an old engine! I was so excited when I saw the old light tanks, flame tanks and nod buggy! I really missed these from the original TibSun! Same goes for GDI units...


Thank you to you too for your thoughts and feedback, I am really glad to hear that you have good thoughts and high hopes for the mod.

Quote:
Stop right here! New nod toys. They are all fit for the nod mentality, sure, but some of them had not a clear design! I mean some units are easy to miss with each others and it could be devestating when the wrong units send out to assault. With 800x600 this is not so bad, as the units bigger, still... Same goes for the infantries. In high resolution many of them looks such alike! I know there is tremendous work invested into them, I respect and accept it, but something need to be done with this problem, maybe special markings or something?


I have to say, I don't see this problem myself. I think each and every unit is very easily distinguishable in Twisted Insurrection. Some images have been changed since the last release, which may be of some interest to you as there are a good number of image changes. But yes, what units exactly have been causing your eyes some strain?

In regards to your concerns about the Dawn units, see Crimsonum's post above.

Quote:
...graphical bugs...


We are very aware of all of the graphical issues that are currently in the mod, there are a small handful of which we can't do much about, but the other handful have either been fixed already or on the way to being fixed. Apollo mentioned above that some are pretty much the fault of the engine and are not fixable at this point in time, but we'll see if we can iron out some more of the problems in time for the next release.


TL;DR: Thank you, both of you. Your concerns will be taken into account and we hope you enjoy the next release even more!

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Apr 07, 2014 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
The Railgun Commando is the infantry with an Exoskeleton. They don't fly...


Ah ok. I was judging from the cameo on the website. It kinda looked like it had the wings of a jumppack, like the JJ.

I haven't even fielded the Railgun Commando. Too busy playing Nod.

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Duke Falcon
Civilian


Joined: 03 Apr 2014

PostPosted: Wed Apr 09, 2014 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

It was mentioned that old C&C units could be achieve in only a few skirmish scenarios because they have no proper portrait and\or lenghten the sidebar.

For the sidebar issue. In Dune2000 there were units (Fremens) what got place always at the bottom of the unit's creation sidebar no matter what. I am not sure if it is possible to make old units something alike, I mean that they always situates on the bottom of the sidebar and thus newer units do not miss in the ocean of portraits.
Just an idea of course...

For the portrait issue, what about this: I made some portrait for the "old units" (stealth tank still missing and not sure where to put Chinok-copter) in 64x48 (if TI use other resolution, just let me know and easily convert the original 400x300 pictures). Here they (what is ready of course):
- Apache attack copter
- M110 SPHowitzer aka Artillery
- Bradley "light tank" (although I think the original wanted to be Warrior instead of Bradley)
- Nod buggy
- Pyradon I Love You burnerboy
- Ratel-20 APC (although Nod originally did not have any APCs)
- Recon bike
- SSM launcher

Will make the GDI units aswell (Chinok maybe have two portraits, one for Nod and one for GDI?). The general idea behind them that these are tools of the "first" war so I thought use the original C&C insignias as background mayhaps a good idea.
Maybe not so, but I think it made distinctive them enough from the new-tech tools.

What do you think? Are they worthy at all?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Apr 09, 2014 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Duke Falcon wrote:
For the sidebar issue. In Dune2000 there were units (Fremens) what got place always at the bottom of the unit's creation sidebar no matter what. I am not sure if it is possible to make old units something alike, I mean that they always situates on the bottom of the sidebar and thus newer units do not miss in the ocean of portraits.
Just an idea of course...

That's not possible with the TS engine unless you build the technology tree so that the old units would be the last units you get access to (so they'd require more technology than the Cyborg Commando and other high-tech units). In addition, the vehicles would have to be the last buildable units in the [VehicleTypes] list.

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ErastusMercy
Energy Commando


Joined: 13 Nov 2007
Location: United Kingdom

PostPosted: Wed Apr 09, 2014 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Well the TD vehicles already have cameos (you can check them out here), the issue Crimsonum was referring to is that the TD structures need to be remade, as the old ones are the wrong scale, facing and perspective to the rest of the in-game structures.

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Zjorz
Vehicle Driver


Joined: 22 May 2014

PostPosted: Thu May 22, 2014 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Registered just for this mod Smile Everything in release 4 is so high quality, its awesome.

Since version 4 is so old and release 5 will be ready soon i will wait with giving feedback on the in game part.

There is one thing i would like to ask. I know its a lot of work to allow different menu resolution since you need to re do everything and add a image for each added resolution. Have you thought about just adding a 1024x768 menu?
This would be a welcome upgrade since 99% of the world uses 1366x768 or larger resolutions. While it wont be a perfect solution for high resolution monitors it will be a step it the right derection and a very welcome upgrade.

Anyway, i'm ooking forward to the next release!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu May 22, 2014 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Twisted Insurrection uses a 1024x720 dialog in Public Beta 5 which doesn't automatically stretch and distort everything, surely that's suitable enough? But the settings and set-up dialogs will all be built into the Twisted Insurrection client rather than in-game menus. The client will give you the option to set your preferred resolutions and settings once you start it up, I believe.

Glad you're enjoying the mod, and I hope you enjoy the release this July just as much if not more! Smile

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Zjorz
Vehicle Driver


Joined: 22 May 2014

PostPosted: Sat May 24, 2014 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the quick reply. Even though its not the same resolution i mentioned any resolution  upgrade (for the game menu) is very welcome. Im looking forward to testing it out next month.

I played a lot of mods, and TI if far superior to the other mods i know because of a few reasons:

A lot of attention to detail
Unique high quality unit/buildings and no re-used skins
Attention to the UI and UI upgrades
Engine fixes
Original high quality music
A single standalone installer (also thanks to EA releasing TS for free)

Actually, everything about the game has been upgraded or replaced by Original content. Not only that, but everything has been so well thought out i cannot even think of anything you forgot to uograde/enhance.

Keep up the great work

Zjorz

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