Command & Conquer 3: Tiberium Wars™

Command & Conquer 3: Tiberium Wars™

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Battle For The Round Sandy Island
   
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1.883 MB
8 Sep @ 12:14am
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Battle For The Round Sandy Island

Description
Fight to claim the island and it's blue tiberium, and it's twenty tiberium spikes
3 Comments
Henry The Hexapus 20 Sep @ 12:33am 
Thank you for your quick response.

I'm looking forward to your second version, but, hey, no rush :steamhappy: Patience is a virtue !
Wolf14Vargen14  [author] 20 Sep @ 12:21am 
@Henry The Hexapus The ai sometimes acidentally builds the wrong order of buildings, causing them to be unable to send air units as intended, as the opponents and the player are intended to use either air units or sub-terrain vehicles, or teleproting units, of course the ai's behaviour is not something a map can directly fuflly force, as the ai is pseudo-random, as it follows a basic build order, regardless, the map isn't really the most up to date with my own standards, which is why i have considerwed making a second version where the attackers have a bigger base building area, of course i can't lie, it will take time to do that, as i have a lot of maps to scroll through, to find the maps that i have made, as i have overr 200 maps installed
Henry The Hexapus 19 Sep @ 11:04pm 
Hi Wolf14Vargen14,

First of all thank you for your contribution.

Then I got a problem with this map. There are no enemies spawning. There is only the main building base but AI does not build other buildings/units.

I tried differents settings : I change the difficulty, I put "random" for factions or choose GDI, Nod or Scrins myself, and finally change the behaviour of AI (I tried all the variations) but nothing worked.

I was wondering if other players have had the same problem and/or you could help me with this. For information, I played all the other maps in the Worshop without any issues.