Gaijin121
17 years ago
They could include it in next cc Decade, it would be simple enough for them. Unreal Tournament 2004 was released that way, as some special pack (editors choice edition, if I am not mistaken) and it had original UT2k4 and one dvd with some mods for Ut. They could do the same for CC games (since they have load of mods for all cc games), since not everybody have time to search for mods, and it is simpler to just install them from dvd and play them right away.
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Phe0n1x
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17 years ago
C&C TSD? lol that won't happen for a while. like 8 years
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Gaijin121
17 years ago
You think? How did you thought of that? Do you mean you can actualy do math?

It doesnt have to be exactly Second decade, it could be some other pack. My point was, that they could release it in next pack with TW included (Lets call it Uber Geek Tiberium Wars Pack-> so I dont cause any more confusion).
Fighting for peace is like ****ing for virginity.
incia
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17 years ago
And why do folks always have to announce a mod? Why not tell about it when you actually have lots of media to show. It's a big tease saying you have announced a great mod and then we have to wait for months and months to get some eye-candy.

Like with RA3 they "announced" it when they had almost everything done, they didn't announce it when they made the first conscript model.
Blbpaws
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17 years ago
Generally because, unlike EA, we don't have a full team ready from the get-go (though we had some talented people on board from the beginning for this project). Announcing the mod allows us to actively recruit staff members (which we've done, with some success).

And we have made progress, though not as much on art as I would have liked--we still could use another texture artist. We do have a playable version of the mod with placeholder art that staff members have been playing, enjoying and balancing. In addition, the mod was begun last August, and announced this March. The early stages of a mod are all about working on the feel of the mod, the factions, the campaign, and the units. That takes time, but doesn't require a full staff, which is why it comes prior to the announcement.

Lastly, when RA3 was announced, they most certainly did not have everything done. Indeed, even as of June, they had some very substantial hurdles still remaining.
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Gaijin121
17 years ago
Dont keep us waiting too long, or we might presume you have given up on mod.
Fighting for peace is like ****ing for virginity.
Phe0n1x
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17 years ago
Their last mod took 4 years to create. According to blbpaws, this one hasn't even been in development a year. maybe it's just me, but I think they're doing pretty well for only a year of development. Don't forget, they have lives and are not being paid...
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Gaijin121
17 years ago
But 4 years is still a long time to wait.
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morrowflight
17 years ago
Anything new? Screen shots you can post, development updates, progress reports, hinting info, designs, anything?
Blbpaws
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17 years ago
I'm a bit disappointed in myself that we haven't gotten more stuff to you. I haven't done a great job conveying out level of progress (for example, we have a relatively balanced playable internal version) to you guys. I'm working on an update that I will hope correct this.
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David Dunlop
17 years ago
Posted from David Dunlop

Im so happy that the forgotten from tiberian sun make its return to the new mod im interest in! It would make alot of sense that they should have the old technolegy and units and structers from the tiberian sun because they are an army thats been dumbed by gdi and nod they should have at least somethings that has changed from firestorm to tiberian wars like gdi's hovertank,nods tick tank and the mk 2. the mk 2 was left out to rust in tiberian wars and the forgotten would use it as something to help them fight which is recoving lost units and technoligys. The superweapons i would say they should have is gdi's firestorm and a lightlingstorm.


Support powers + supper powers i would say the forgotten should have is

Support powers
Tiberian heal heals infintry
Vehicle repair vehicles get repaired by mechanics
tiberian farm growth tiberian in a radas grows faster
rader scan clears shroud
power focus friendly units power increases for a while
multi missles 3 small tiberian missles hits around the target
infintry refornments extra infintry comes as veterian stats
EMP bombs an airoplane drops emp bombs on target
suicide strike an android goes to the target at full speed and hits

Super powers
lightling storm a huge lightling storm attacks all over the radus and
even air units can be attacked
tiberian missle a missle launches then destroyes everything in the radus and Emp's
them for a short time
Firestorm A giant shield that protects and keeps anything in or outside its
radius even air units like the tiberian wars seige shield.
Commander85
17 years ago
I'm kind new here, so go easy for me.

I have an idea. The Forgotten are more infantry-oriented than the other factions, yes?

Then how about an elite corps of heavy scouts or pathfinders with anti-tank rifles or more modern SASRs. Seeing how mutants can handle *miniguns*, they surely should be able to handle somthing like a Gepard M3 14.5mm or maybe an old recoilless antitank rifle.

The pathfinders would be in squads of three or four, so they could support each other. They would be reasonably effective against infantry and light vehicles and lighter base defenses with an effective range similar to GDI Sniper Teams.

The best way to balance out their capabilities IMO would be to make them relatively expensive (maybe 800$-1000$?) and perhaps dependant on some tech advancement.
Commander85
17 years ago
I have a question.

I've done some looking around, and I haven't seen any information on any potential Forgotten infantry.

Was this intentional? I mean, there are plenty of AFVs and several structures, but nothing about actual ground troops other than what can be seen in your very interesting trailer. Do you already have definite infantry units ready or are you still in the process of making them?

Also, I am an art student, if you're willing to take on an additional member to your team, and I'd be glad to help if you'll allow me. If you want my e-mail address, simply ask.
Blbpaws
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17 years ago
We have the infantry units all planned out and done (some are in-game already). One of them can be seen in our most recent video capturing a Tiberium Spike. I'm quite happy with how they turned out, and I think fans will like playing with some of their special abilities. But that's all I'll say for now.

We'd be interested in having another artist, definitely. I always try to add talent. Why don't you email me what you can do (2D art, 3D modeling, texturing, etc) and some samples of your work at Blbpaws@cncgeneralsworld.com. I look forward to hearing from you.
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CnCSihv
17 years ago
I have a few ideas for units that you might want to consider:

Demolition Squad - Functions very similar to rocket squad except there are 4 to a squad, can lay mines like APCs and can use shadow team demo packs ($1000)

Berserker Squad - 6 member melee group that acts like scrin buzzers. Can quickly kill infantry and can also clear garrison ($800)

Raider Squad - While others have shadow teams, zone troopers, and shock troopers, the Forgotten have Raider squad. INfantry units mounted on motor cycle, armed with powerful machine guns and very fast. Could be used as hit and run unit. ($1200-$1500?)

Ghost Stalker - Yes, you read right. Bring back the old ghost stalkers from TS as the Forgotten commandoes. Anti-tank railgun, demopacks, and ability to control tib creatures. Strong vs vehicles, weak vs infantry. ($2200)

Troop Transport - Basicly, a mobile armory. No attack power but can heal infantry out on the feild. ($1500)

Engineer - I know you already have these, but I suggest you stealth them, allow them to spot for artillery, and rename them path finders. ($600)

Basic Infantry - No specifics but I would like to see them able to build foxhole-like structure for extra defense. (I envisioned a small crater with sand bags all around with garrison space for three units)



These are just some suggestions. Take em', leave em', do what you want. I made them with you ideology of infantry strength in numbers in mind.


P.S. Might want to join mod team for this mod. Tell me if you have a spot open for unit designer.
Blbpaws
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17 years ago
Unit designer we're all set on, as most of the units are done. Basically, we're looking mostly for talented texture, model, and voice artists.
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CommieDog
17 years ago
Since this topic is fairly old news (it's the very first news on the mod, in fact) and becoming cluttered with all sorts of side-topics, I'm locking this. Of course, people can still continue to discuss the mod--just be sure to make separate topics for separate discussions.
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CommieDog: Because someone has to do your dirty work for you