Posted by: Blbpaws - Monday, May 26, 2008 2:10:05 PM
We've announced our newest mod, C&C 3: The Forgotten! Read the full [url=http://www.cncgeneralsworld.com/newscomments.asp?NewsID=1676]GW newspost[/url] and visit the [url=http://theforgotten.cnclabs.com/]mod website[/url].
Feel free to tell us what you think, either about the mod or about [url=http://theforgotten.cnclabs.com/media.aspx]our screenshots[/url]!
Looks good! Quick question: Is this for C&C 3 or Kane's Wrath? If it is not for KW, will there be future support for KW?
Posted by: MicScoTho - Monday, May 26, 2008 6:58:01 PM
Correct me if I'm wrong, but I think it's fair to say that that decision will be evaluated pending the release of a KW Mod SDK.
Posted by: aConcernedCitizen17 - Tuesday, May 27, 2008 9:06:35 PM
I like what you've got so far. As I'm sure you can imagine, I'm very very proud to look through the staff working on this and see you've still got the motivation (for lack of a better word) to plunge back into the realm of mod-making. Very cool to see most of you all still around... makes me feel a little nostalgic. :) I'll be keeping my eye on this as it seems like you've got some dedicated (and certainly experienced) staff and are off on the right foot. Keep it up.
Posted by: incia - Tuesday, June 3, 2008 9:20:44 AM
When I read Forgotten the first thing that came to mind was a horde of mutants and damaged/recovered civilian buildings...
I guess I got disappointed.
Posted by: Sky Demon - Wednesday, June 4, 2008 9:17:58 AM
So "The Forgotten" is nothing special in terms of storyline.
They are just a bunch of Mutants who have got there hands on some weapons and cash and want to join in the war?
At least that's what I found out in the storyline description.
Despite the actual storyline behind this faction, I have seen the concept art (Love the drawings!) and am impressed by the dedication and clear experience seen by the creators (Staff) of the mod!
Posted by: Parasol Kirby - Thursday, June 5, 2008 10:35:20 AM
Woo hoo! I remembered my password![grin]
Anyway, lemme just say I'm really excited about this mod, especially after hearing it's coming from you guys! I just have two requests: Please make it on KW, and please make it multiplayer. OH, and if you guys have a -lot- of time, mabye you could make two subfactions for the Forgotten? It would be rockin' awesome for the game to have 12 factions!
This mod makes me want to learn a little about modding, where should I start?
Posted by: MicScoTho - Saturday, June 7, 2008 1:26:46 PM
First, thanks for the comments aConcernedCitizen. Feel free to stop by more often. [smile]
----
Secondly,
[quote=Parasol Kirby]This mod makes me want to learn a little about modding, where should I start? [/quote]I did a little searching for you.
First you'll need the C&C 3 Mod SDK and all its [url=http://www.cnc3files.com/file/20]dependencies[/url].
This includes the latest version of Worldbuilder. Perhaps this page on CNCNZ will be the most helpful:
- http://www.cncnz.com/files/cnc3/utils.php
From that page, you'll need:
- Command & Conquer 3: Tiberium Wars Worldbuilder
- Command & Conquer 3: Tiberium Wars Mod SDK V5.0
And these will probably be useful
- Sample Art Assets
- In Game UI Textures
- UI Shell Textures
To open the game's BIG files, you'll need something like [url=http://www.cncgeneralsworld.com/downloads/downloader.aspx?fileid=369]OS Big Editor[/url].
Where to go next depends on what you want to do. But here are a few tutorials I found:
- Listing of tutorials at CNC3.NET - http://cnc3.net/itemlist?type=1&level=1
- C&C 3 Vehicles Tutorial - http://www.derelictstudios.net/site/killasmods/tutintro.php
- C&C 3 Mods Wiki - http://thundermods.net/wiki/index.php/Main_Page might be a little helpful
Hope this helps.
Posted by: Phe0n1x - Saturday, June 7, 2008 1:50:45 PM
[quote=Parasol Kirby]Woo hoo! I remembered my password![grin]
Anyway, lemme just say I'm really excited about this mod, especially after hearing it's coming from you guys! I just have two requests: [b]Please make it on KW[/b], and please make it multiplayer. OH, and if you guys have a -lot- of time, mabye you could make two subfactions for the Forgotten? It would be rockin' awesome for the game to have 12 factions!
This mod makes me want to learn a little about modding, where should I start? [/quote]
there is not mod SDK for kane's wrath as of yet. but if it were to be released, I guess there'd be a good chance. I don't really know.
Since Parasol Kirby brought it up.
How is C&C 3 in terms of modding. By that I mean how is the game put together? The game files aren't in stupid innaccessible formats and all written in C++ are they?
But,
If it's anything like how C&C Generals & Zero-Hour were made, I am that much more liking C&C 3.
Posted by: randomperson - Sunday, June 8, 2008 6:10:42 AM
[quote=Sky Demon]Since Parasol Kirby brought it up.
How is C&C 3 in terms of modding. By that I mean how is the game put together? The game files aren't in stupid innaccessible formats and all written in C++ are they?
But,
If it's anything like how C&C Generals & Zero-Hour were made, I am that much more liking C&C 3. [/quote]
all the code is written is XML files so are encrypted without the SDK. this also means that a new SDK must be released for every new patch that is released
Posted by: CommieDog - Sunday, June 8, 2008 12:11:27 PM
Keep this on topic, you two. Start a new topic in the C&C 3 modding forum if you want to discuss the specifics of modding C&C 3.
Posted by: incia - Wednesday, June 11, 2008 7:37:33 AM
On-topic...
Is this going to be cannon?
I remember reading on the TS manual and it has alot of story in it. For example that Tiberian Fiends waere wild animals that the Forgotten succesfully taimed, etcetera...
Will The Forgotten have trainable Tib Fiends?
Posted by: Kane Nash - Tuesday, June 24, 2008 7:50:40 PM
Ah yes, you can expect them on the battlefield, well, if you ask me about mutant guys, as the concept artist of the team I would say I prefered to make them look a bit more human than the design of TW, well, maybe soon you will see the units of the horde, they look more like real third-world-country-young-gang rioters than a chaos warband from Warhammer, of course they are tiberium mutated, but they look as human as the Forgotten from TS, and about the vehicles, you will see some of them can only be described as GLA-like in therm of being made of pieces from salvaged mechanisms while others will be a supreme technological and industrial effort in order to bring reasonably advanced units which can at least stand against enemy forces of the third tiberium war.
Posted by: Gaijin121 - Wednesday, June 25, 2008 3:27:57 AM
1) Will Forgotten have any special ability, or feature? Gdi has railguns (Forgotten had them in Ts), Nod has lasers and Scrin has Plasma tecnology (flashy thingys); will they have anything uniqe? Im asking becouse so far I havent seen anything new and they look to much like GLA, since I was realy looking forward to see Forgotten as playable side.
2) Will you make new Tiberium life forms, add old ones that haven come back in cc3(Vein monster, Tiberium Fiend, Floater) or you will leave them as they are (only Visceroid)?
3)What will be forgotten`s purpose? Will they try to make world Tiberium-free (like Gdi) or will they side with Nod in attempt to take revenge on the rest of the world? (siding with Scrin would realy be something)
4) Will there ever be chance for mere mortal like me to have a sneak peek at game and new units/structures before it is released? Beta testing (or act of pity)?
Posted by: Blbpaws - Wednesday, June 25, 2008 6:19:57 AM
They have a few things that I think are special. We won't go into all of them just yet. :)
We haven't decided on life forms yet.
Ah, number three is the central question of the campaign.
I'm sure we'll do a beta test at some point, but it's a ways off.
Posted by: Phe0n1x - Wednesday, June 25, 2008 6:53:50 AM
They are a pretty cool team if I must say myself. very good if used correctly. blbpaws knows what I mean. ;)
Posted by: Gaijin121 - Wednesday, June 25, 2008 7:09:51 AM
How are we supposed to discuss mod, if we have almost no info; and you are not helping very much. I havent got single straight answer to 4 of mine questions. So what am I supposed to discuss? You ability to not tell anything?
And you said that Forgotten will use TLF (if I understood correctly). Does that mean you will make new TLF?
Ps: posting art would be really sweet.
Posted by: krit - Wednesday, June 25, 2008 7:20:29 AM
I don't see anything wrong with no giving out info; it keeps people guessing and creates good suspense. Plus, you can always discuss about what you beleive might come up. They might be different, but who knows, if your ideas are good the team might even decide to implement them.
Posted by: CommieDog - Wednesday, June 25, 2008 8:06:41 AM
We do have some art posted [url=http://theforgotten.cnclabs.com/]here[/url]. It's not much, but that is partly because we don't have much to show you: the mod is still in the early stages of development.
Posted by: Gaijin121 - Wednesday, June 25, 2008 8:40:44 AM
1) I have already seen those pictures.
2) Isnt discussing want might be little lame? Most probable you already know what will you add, and chances for you adding new ideas after they have been determined is...slightly unrealistic? Or is it not?
3)Do you already have tech tree/units worked out, or are you adding them randomly?
4)If someone did have idea for structure/unit, do you have concept artist who can draw that idea?
ps: I know I post A LOT, but nobody else does so...And I would really like to find out more.
Posted by: icewind - Wednesday, June 25, 2008 12:30:27 PM
[quote=Gaijin121][quote=Gaijin121]1) I have already seen those pictures.
2) Isnt discussing what might be little lame? Most probable you already know what will you add, and chances for you adding new ideas after they have been determined is...slightly unrealistic? Or is it not?
3)Do you already have tech tree/units worked out, or are you adding them randomly?
4)If someone did have idea for structure/unit, do you have concept artist who can draw that idea?
ps: I know I post A LOT, but nobody else does so...And I would really like to find out more. [/quote] [/quote]
Can't you please [u]not[/u] quote yourself, it's annoying and if your question is ignored first just wait a little bit more and don't post it again.
And no offence but 4 isn't A LOT.
I don't want to disencorage anyone from asking questions but don't ask them twice
Posted by: Gaijin121 - Wednesday, June 25, 2008 1:35:57 PM
I havent done it on purpose. In fact I didnt even see I made double post, becouse I missed the fact that there were already 2 pages and second post was on the other page. Anyway I`ve already deleted it. Happy?
Posted by: Gaijin121 - Friday, June 27, 2008 4:48:55 AM
I think you should really include at least old timerium life forms and add some new ones. Next step would be to create some sort of alliace or cooperation between life forms and Forgotten, since both of them are closely related to Tiberium. Once you make this changes, I belive your mod would gain something uniqe instead gaining faction that is copy of Gla.
Posted by: paimail - Friday, June 27, 2008 9:44:18 AM
double post (again!)
meh press "edit replay" instead
Posted by: CommieDog - Saturday, June 28, 2008 2:26:25 PM
[quote=Gaijin121]I think you should really include at least old timerium life forms and add some new ones. Next step would be to create some sort of alliace or cooperation between life forms and Forgotten, since both of them are closely related to Tiberium. Once you make this changes, I belive your mod would gain something uniqe instead gaining faction that is copy of Gla. [/quote]
We've already established that the Forgotten have power production and requirements from the existence of the Power Station. Since the lack of a power grid was one of the most unique features of the GLA (never before done in a C&C game), I don't see how the Forgotten could be seen as a GLA clone.
[quote=paimail]double post (again!)
meh press "edit replay" instead [/quote]
Those two posts were separated by over a day.
Posted by: Phe0n1x - Saturday, June 28, 2008 2:50:47 PM
[quote=Gaijin121]Once you make this changes, I belive your mod would gain something uniqe instead gaining faction that is copy of Gla. [/quote]
I don't think there's going to be any repercussions so:
it's definitely *not* a GLA clone. and you'll just have to trust me on that since any tangible evidence would ruin the suspense.
Posted by: Gaijin121 - Sunday, June 29, 2008 12:28:12 AM
Do you already have tech tree/units worked out, or are you adding them randomly? Do you have concept artist or everyone makes their own art when needed?
And second question is, will forgotten have any super weapon, or will you find some substitute? I was thinking how you could bring back Ion Storms from
Ts and enable Forgotten to use them instead of superweapons. As you already know, Ion Storms occur when air becomes to satureted with Tiberium, and if you would find a way to expoit that fact...Lets say with a missile (Nod already had that kind of weapon-chemical missile)?
Posted by: Blbpaws - Sunday, June 29, 2008 6:52:23 AM
We have a tech tree and units worked out, and we have a concept artist.
They will have a superweapon and Ion Storms make an appearance, though not as the superweapon.
Posted by: Gaijin121 - Sunday, June 29, 2008 7:12:56 AM
Will they have any aircrafts? Will any of older, abandoned, aircrafts come back? Banshee, Harpy, Orca bomber?
Posted by: Blbpaws - Sunday, June 29, 2008 9:15:34 AM
They will have an air force, but we're not going to get into specifics yet.
Posted by: incia - Monday, June 30, 2008 6:05:50 AM
[quote=Blbpaws]We have a tech tree and units worked out, and we have a concept artist.
They will have a superweapon and Ion Storms make an appearance, though not as the superweapon. [/quote]
Dääm... I am working on a Ion Strom Sub-faction for Scrin. Well designing it, and probably will make it when the mod SDK comes out for KW. I had an idea of Ion Storms as weapons too... hopefully you guys had something different in mind and not the specific same idea I had.
Also, played the Global Gonquest Mode as Scrin today, and they seem to have a Support power Super Ion Storms or something... <-- is this the thing you guys had in mind?
Posted by: Gaijin121 - Monday, June 30, 2008 6:52:14 AM
If Ion storms are to be brought back, they should be like those in Firestorm. Random, radar-scrambling and absolutely terrifying. There is nothing more annoying than announcement: Ion Storm approaching. Simply legendary.
Posted by: icewind - Monday, June 30, 2008 10:23:08 AM
The Ion strom in TS was great but if you use that it would suck as supper power because of the randomness it can target your own base so it would be a big gamble
Posted by: Gaijin121 - Monday, June 30, 2008 11:31:04 AM
Its not random, since it occurs in area where air is saturated with Tiberium. That is not random-either you dont understand what random means, or you were not paying enough attention.
ps: sorry if I was trying to be original, it seems no one knows how to apprechiate it.
Posted by: Phe0n1x - Monday, June 30, 2008 12:30:20 PM
it's somewhat random, somewhat not. I mean, you know it's gonna hit your base :P
Posted by: Gaijin121 - Thursday, July 10, 2008 1:19:33 PM
Will there be any new media released soon?
Posted by: Blbpaws - Saturday, July 12, 2008 1:45:00 PM
Hopefully, yes. We have something I presented to EA when I was at the summit, which we might be releasing at some point in a larger media promo.
Posted by: Gaijin121 - Thursday, July 17, 2008 10:27:34 AM
So we can expect Ea to publish your game as unofficial add-on? Or will your game be included in next cc Decade pack?
Posted by: Blbpaws - Thursday, July 17, 2008 11:21:11 AM
I doubt EA will publish it (i.e., it won't be in stores), but it'll be available online for free, and I'm sure they'll help promote it.
Posted by: Gaijin121 - Thursday, July 17, 2008 11:36:50 AM
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.
Posted by: Phe0n1x - Friday, July 18, 2008 12:05:08 PM
C&C TSD? lol that won't happen for a while. like 8 years
Posted by: Gaijin121 - Friday, July 18, 2008 2:20:55 PM
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).
Posted by: incia - Sunday, July 20, 2008 5:30:05 AM
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.
Posted by: Blbpaws - Sunday, July 20, 2008 5:36:50 AM
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.
Posted by: Gaijin121 - Thursday, July 24, 2008 6:27:27 AM
Dont keep us waiting too long, or we might presume you have given up on mod.
Posted by: Phe0n1x - Thursday, July 24, 2008 6:58:04 AM
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...
Posted by: Gaijin121 - Thursday, July 24, 2008 7:15:09 AM
But 4 years is still a long time to wait.
Posted by: morrowflight - Wednesday, August 27, 2008 4:35:10 PM
Anything new? Screen shots you can post, development updates, progress reports, hinting info, designs, anything?
Posted by: Blbpaws - Wednesday, August 27, 2008 4:41:28 PM
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.
Posted by: David Dunlop - Thursday, October 30, 2008 8:34:13 PM
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.
Posted by: Commander85 - Saturday, November 22, 2008 12:42:10 PM
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.
Posted by: Commander85 - Saturday, November 22, 2008 1:19:58 PM
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.
Posted by: Blbpaws - Saturday, November 22, 2008 5:43:47 PM
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.
Posted by: CnCSihv - Sunday, November 23, 2008 4:05:11 PM
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.
Posted by: Blbpaws - Sunday, November 23, 2008 4:17:27 PM
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.
Posted by: CommieDog - Sunday, November 30, 2008 2:51:15 PM
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.