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 Forum index » Other Projects » Released » Tiberian Sun Mk. II
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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Apr 06, 2005 12:18 am    Post subject:   Hello Reply with quote

Is this will be like TS retro?
Will there be new units?
Will you make units like:
Tiberium Clearer (not implemented into the game)
This GDI unit is not a harvester so don't get it confused. What it does is it gets rid of the tiberium veins from the trees tiberium takes over, to prevent infantry health depriciation. This unit is most useful against NOD's Tiberium missile.

Chemelion Spy (not implemented into the game)
This unit is virtually invisible thanks to a smaller version of the Stealth Tank's Lazarus Shield. It is only slightly visible when moving. When you infiltrate a building with the Spy, he randomly copies plans for units, structures, and other secret information from the enemy's base. Beware of GDI's MSV though, for that is the only unit capable of seeing the Chemelion.

Field Mechanic (not implemented into the game)
This unit is used for repairing damaged vehicles on the battlefront. Since NOD does not have a Repair Depot (or service Depot...), and you would like to be able to repair units, I suggest you have one of these little babies on hand. Keep this unit closely guarded because it does not have a weapon (well, maybe a wrench... lol).

TOTAL PROBLEMS of TS:
There is no Weed Eater for GDI to rid Tiberium Viens.
Lights and Watch towers are not buildable.
The Orca Transport and Dropship for GDI has been taken out.
You can't build Drop Pod Infantry or the Field Machanic.
Chemeleon Spies (NOD) are not available in multiplayer games, which can be used to infiltrate enemy bases.
Westwood has said the Harvester AI would be greatly improved... but it's still really dumb. It doesn't avoid or report enemy units/structures at first sight.
The "Threat Assesment" upgrade for GDI is missing, which can turn your defenses to attack the most dangerous enemy units first.
The "Hunter Seeker Droid" was suppose to attach to a random enemy unit after its release and blow up at your command. If you have used this before, you'd know it just blows up on random enemy units.
Your units' experience level (veteran or elite) cannot be carried from one mission to the next.
You can't take over any civilian buildings, vehicles, or trains with normal infantry. This is only possible with the mutant hijacker, which is expensive and only available to NOD.
The Obelisk of Light can't shoot at air units.
A Nod "Scavenger" unit that could weld bits 'n pieces of blown-up units together


Will you fix them?
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Last edited by gufu on Wed Apr 06, 2005 12:27 am; edited 1 time in total

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Wed Apr 06, 2005 12:23 am    Post subject: Reply with quote

The Scavenger isn't possible. It's just not possible.
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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Apr 06, 2005 12:27 am    Post subject: Reply with quote

changed!
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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Wed Apr 06, 2005 8:25 am    Post subject: Reply with quote

I'm mainly thinking of adding new types of units to the game that are usefull when fighting. A mobile helipad for GDI will be in it, a chemical missile launcher for nod and a bunch of other things. Tiberium clearer? I don't know. Destroying the veinhole itself does the trick much better. Normal tiberium can be blown up, so it wouldn't be very usefull.
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DedmanWalkin
Grenadier


Joined: 20 Dec 2004

PostPosted: Thu Apr 07, 2005 10:15 pm    Post subject: Reply with quote

Nod has the repair drone, they needn't have a Field Mechanic.

"There is no Weed Eater for GDI to rid Tiberium Viens."
It balances the game. Nod is the Tiberium Manipulators, GDI is not.

"The 'Threat Assesment' upgrade for GDI is missing, which can turn your defenses to attack the most dangerous enemy units first."
It isn't too hard to reactivate this feature.

"The 'Hunter Seeker Droid' was suppose to attach to a random enemy unit after its release and blow up at your command. If you have used this before, you'd know it just blows up on random enemy units."
This would be difficult to implement.

"Your units' experience level (veteran or elite) cannot be carried from one mission to the next."
Impossible

"You can't take over any civilian buildings, vehicles, or trains with normal infantry. This is only possible with the mutant hijacker, which is expensive and only available to NOD."
Civ Units aren't supposed to be used by either side.

"The Obelisk of Light can't shoot at air units."
It shouldn't ever, it balances defensive structures.

"A Nod 'Scavenger' unit that could weld bits 'n pieces of blown-up units together."
Impossible

Have you ever looked at the TS rules.ini? If you had you would know that some of these things are impossible and that others are easily reactivated. When making suggestions, it is best to know the limitations of the engine to make it possible.

\\//,DedmanWalkin
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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Thu Apr 07, 2005 11:21 pm    Post subject: Reply with quote

If I remember, the Threat Assesment Node just required some fiddling with unit threat levels and/or the ThreatCoefficients (is that right?) in the [General] section.
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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Fri Apr 08, 2005 4:08 am    Post subject: Reply with quote

DedmanWalkin wrote:
"Your units' experience level (veteran or elite) cannot be carried from one mission to the next."
Impossible -

Actually possible. Remember the sabotage the power grid mission, where if you set Trainable=yes on Stalker and Umagon, they'll carry expeirence from the previous map.

DedmanWalkin wrote:
"You can't take over any civilian buildings, vehicles, or trains with normal infantry. This is only possible with the mutant hijacker, which is expensive and only available to NOD."

Impossible because engineer type infantry cant have normal convencional weaponry...

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Apr 08, 2005 11:56 am    Post subject: Reply with quote

Big Jah wrote:
[Impossible because engineer type infantry cant have normal convencional weaponry...


I thought that my engineer with a pistol worked out well.. Maybe I'm mis-remembering it..



*remembers Tib-ed days*
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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Apr 08, 2005 1:25 pm    Post subject: Reply with quote

They can have conventional weapons, actually. However, they have a range of one cell only.
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