nebhotep
  • nebhotep
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15 years ago
While I haven't got far into the campaign yet I have had chance to play on skirmish etc and overall I think you have all done a marvellous job with the mod; great stuff! We should have had you guys developing C&C 4! Good job!

Nebhotep
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Blbpaws
  • Blbpaws
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15 years ago
Thanks! Means a lot.
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phanataz
15 years ago
Just registered to say thanks for creating this mod! I usually don't install mods for C&C but i'm real pleased with Forgotten. Also, thanks for bringing back some of the classic C&C units.

I may be crazy, but I don't remember being able to build walls in C&C 3 before. I noticed that I could after installing your mod. Is this part of the mod? That's my favorite part. I think that's the way it was in the original C&C and i've really missed the ability to do this.

This mod just makes C&C 3 even better. I'm so glad I could get some more game play out of C&C 3 because I really dislike C&C 4.

You brought some joy into my life. Thank you! 🙂
Blbpaws
  • Blbpaws
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15 years ago
Walls are an addition for The Forgotten in the mod. Thanks for your kind words.
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mjc0961
15 years ago
I just finished the campaign part of it and I wanted to say nice job. 👍 You guys had some really nice twists in there for the story and I rather enjoyed a lot of the new units.
sponge
  • sponge
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15 years ago
Very well done 👍

Only things I might suggest are...

1) A bit more range on the mortar tower. Right now there's not a lot of incentive (that I can see, anyway) to use one over a power station with RPG.

One other thing - is it possible to give the tower a longer-range indirect fire weapon as the GDI and Nod artillery have, with the blimps (and maybe Commando) used to spot for them?

2) A bunker. Two slots of possible, one if not. Built on the defence building tab and possibly from the engineer as well (forgot its name).
ErastusMercy
15 years ago


2) A bunker. Two slots of possible, one if not. Built on the defence building tab and possibly from the engineer as well (forgot its name).

sponge wrote:



Don't you think having the Salvager deploy it would make it too much like the GDI Foxhole?

Hum, you gave me an idea, how about a bunker/component tower hybrid it starts off as a turret-less bunker with one or two slots. You can attach one of the different turret upgrades (except pillbox) on them to fit the required role, but of course this isn't a serious suggestion as such a defence might be overpowered. :P

"And Cain went out from the presence of The Lord, and dwelt in the Land of Nod, east of Eden."
sponge
  • sponge
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15 years ago
The bunker idea was just a what-if really 😁 - a nice idea that probably won't work too well in-game.

The mortar tower thing, however, is something that bugs me - it's a good defence but at the moment doesn't have a lot that would make me choose it over an RPG addition to the power plant unless it was given at least a bit more range and didn't need line of sight to fire as the artiller units do (it's a mortar tower - such weapons are artillery after all 😁), with the possible addition of blimp/commando-spotted long range fire with an upgrade from the Garden of Life or Tacitus library.
Phe0n1x
  • Phe0n1x
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15 years ago

Very well done 👍

Only things I might suggest are...

1) A bit more range on the mortar tower. Right now there's not a lot of incentive (that I can see, anyway) to use one over a power station with RPG.

One other thing - is it possible to give the tower a longer-range indirect fire weapon as the GDI and Nod artillery have, with the blimps (and maybe Commando) used to spot for them?

2) A bunker. Two slots of possible, one if not. Built on the defence building tab and possibly from the engineer as well (forgot its name).

sponge wrote:



1. the Mortar does significantly more damage.

2. Salvager. Except that power already exists.
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