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Particularly like the fact, that i can disable elements, i do not need, such as the complete new units (Sorry, appreciate the effort, but i stick to existing units) and even edit rules to exchange units.
Always wanted to rock the light tank right next to the Medium for GDI in the campaign.
(I'm using Mortecha's vehicle skins; looks kickass to have Bradley's right next to Abrams.)
Did you also implement the vanilla bug fixes and pixel zoom from CFE Patch?
Anyway, i was wondering, if you could add 1 more feature:
Is it possible to incorporate the "immersive_Heli" mod by Kerekupai?
Pixel zoom is not there though, but I can check if it's something that's possible to add.
Same for immersive heli, I'll check what is it about and see if I can add it.
It's already easier to use air units for explorations now because they have vision, but yeah, you can't send them to unexplored places. Probably will be able to add it!
Thanks for suggestions!
This is a cool and fair compromise, all that would be missing now is the ability to hover and not just land automaticly.
Nevertheless, sweet.
Civilians/technicians have more powerful pistols than originally and with elite veterancy they become cloaked i.e. ideal recon (civilian spies).
In a few missions that I almost lost I was saved by a technician that I managed to make elite, then explored entire enemy base and found weak spots for flank attacks or LZ for transport heli.
And EMP Tank is probably not balanced, but it's a fun way to poach enemy units (if you have some micro) and create weird unit compositions.
Pixel zoom should work now in the latest version.
Helicopters don't land when idle anymore, use L-Shift to land them manually (can be disabled in settings, SmartHelicopters in "AdvancedFeatures" section).
I'll check what I can do.
Yes,it is surely a bad feature.
At a certain point less = more and I feel like if you continue to add, you might lose the brilliance of the mod as is.
Instead, I'd suggest an 'expanded TDNF' mod where you can go crazy, adding all sorts of customs units/maps/whatever while keeping the core mod for those who want the 'close to classic' experience (with modern gameplay conventions like rally points, improved AI, floating helicopters etc)
So the default experience that most players have is the same, but if you want to go crazy, you can go to INI file and enable this stuff.
But if there are only cells with the last bit of tiberium, harvester still should be able to collect it?
Or make it so harvesters are not able to harvest the last tiberium bits _at all_, even if you send them manually? This one is easier to implement.
So the harvester should (about) work like this:
-harvest rich cells from the tree outward until all rich chells have been depleted
-while no more rich cells are found, harvest the poor cells closest to the tree and move outwards from there
-If rich cells have grown back, harvest those again first
-If the entire field is depleted, move to the next field as usual
Maybe you can look at the mod and see how it worked (it's currently broken):
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2125307015
Completely maximizing the tiberium efficiency at the cost of intuitiveness isn't the goal, just making the harvesters act a little bit more conservatively would be a good thing. Currently you can get so much more out of your tiberium fields if you babysit and micro the harvesters, but it's terribly annoying having to do that.
(Also note that this isn't an issue in RA, because ore doesn't grow on its own)
Next I fire up Visual Studio I'll check harvester logic in that regard.
Failing that I suppose simply making the Airstrike planes slower would do it.