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We haven't had time yet to play. Both have been busy and such. But I'll let you know as soon as we try again.
Yeah, looks a bit funny when they have an MCV that drives around inside their base. Other than that it's a solid and so fun mod.
It should be marked.
Anyway, what I will do this week, now that I have time, is to upload the latest version of all mod files from both games, RA and TD. All my modifications can be found by searching for "Kerekupai".
I will write you on your mod´s website when all is ready.
Many thanks by de way for informing that your mod is available. I am looking forward to trying it out, perhaps this week already ;)
hope that you and your friends could solve the issue to play the mod via LAN.
Many thanks as well for the report on the MCV behavior. I will make sure that the AI will use extra MCVs to expand their base and speed up production.
Have fun at gaming,
Yeah, I told my friend that too. So strange, because it just kept saying "unable to join match" when me and my friend tried yesterday. And since other people has been able to play together it should work.
Yeah, I had no other mods on and I told my friend to remove the ones he had as well.
We never really tried the troubleshoot firewall or VPN.
Maybe we'll give it another try again tomorrow and see because the mod is really fun to play.
If there were an even harder difficulty I wouldn't mind. I love the chaos.
The only thing I noticed was that when the AI's building an MCV they don't know where to set it up so it's just driving around in their base. Other than that I think it's a solid mod! <3
from the game side, LAN matches should work without problems since the base game and the mod have not changed.
What I would suggest to try:
1. make sure that all players have exactly the same mod(s) enable
2. in case you use other mods, make sure that they are compatible to each other
3. troubleshoot firewall and the VPN app (if applies)
I hope that the list of things to try will help you find the solution and enjoy LAN matches
only in skirmish, AI harvesters can carry more tiberium than player`s harversters.
This way, 1v1 matches remain challenging. It is recommended to team up with friends (or AI) when increasing the number of AI players in the enemy team.
In the near future, I would like to release a mod configuration file, such that the user can customize many mod features to personal preferences.
Try 1v1 skirmish matches on official maps. Then, as you get confidence you may jump into custom maps with plenty resources
at the moment, the mod unfortunately does not provide editable files for the TD version. This is something that I would like to do, but at the moment I do not have the time to work on it.
Best,
this is not an issue with this mod.
The nod AI will create the temple as long as it has enough resources and there is space where to build it.
Possibly, in your case there is a problem with the map you are playing on (e.g., little room for buildings), or perhaps a conflict with another mod... Check if you have other mods active along with this one that could create conflicts.
You are THE BEST. You know? Peace through power, brother!
today's update implements the modern wall building mod, as requested.
Have fun at gaming!
The mod is also available for Red Alert under the name "RA Mujalli Mod". It is a bit trickier to install since you will need to find and copy two ini files into your game directory. There is a tutorial video, and you can write me in case you need support. The RA version will work without the ini files, but not all mod features will be enabled. Here is the link:
https://steamcommunity.com/sharedfiles/filedetails/?id=2779469412&searchtext=
Regarding wall building: yes, it can be implemented based on TibSun mechanics. I will write this on my to-do list ;)
Have a nice day and week!
Just two things. Do you plan to make the same mod for Red Alert. And most importantly, is it possible to build walls on the mechanics of TibSun.
Thank you!
The new update includes the way-point system for unit creation buildings, as requested.
Have fun at gaming!
many thanks for your comment!!
The helicopter can land on your command. Try pressing the "left Alt" key to give the order.
Let me know if the problem persist ;)
Have fun at playing the campaign missions!
many thanks for your comment! I am happy you enjoy the mod!
Have fun at gaming!
many thanks for your comment and request! I will include the implementation of a rules.ini file for the mod in my to-do list, and let you know when done. It might take a while though.
Best regards,
to date the mod does not use a rules.ini file. Only the RA version of this mod does use *.ini files, required to enable some of its features. For more info, check the mod description of the RA version of this mod.
Have fun at gaming!
the attack while moving (shift + move order) works similarly for this and the RA version of the mod. Please refer to my response to your comment on the RA version for information on how to test it.
Best regards,
please keep in mind that the attack while moving is not an attack-move command. It will make selected units attack nearby threats as they move towards a target position. You may test it on GDI mission 3 (air superiority) using the humvees. Try placing a move command without / with pressing "shift". When without pressing the key, units will head towards the target position without engaging enemy units.
Regarding the way-point system: I have it on my to-do list, but cannot foresee when it would be implemented and released
Yeah, it sure scattered them allover.
Indeed, at some occasions they blocked their own harvester and stuff. :P
No problem man! :) Thank you.
The AI should not get stuck anymore in skirmish, unless the building area is too narrow. But this is not a problem of the mod. It is present in the original game, and might be perhaps more related to map design.
Many thanks again for your report! It helps very much improving the mod! Let me know if you observe any other issue.
Have fun re-playing the campaign!
Love all the features but in Nod mission 3 the AI had swamped their whole base full of infantry, the harvester couldnt get in. I suspect its gonna be the same thing happening in every other mission, GDI or Nod.
Just wanted to let you know. Just like someone had mentioned before about skirmish. :)
Medium tanks really shoot fast when they become elite :))
I noticed tho, If I shoot friendly AI units, I still get promoted...maybe disable that? :D
In skirmish, AI (all difficulty) builds so much units that they get stuck in base.
Later when I attacked them and destroyed some of the buildings, they still didn't know how to get unstuck, even when path was clear :)
Keep up the good work
In my case, I almost failed the first GDI mission XD
The update did not include any cheating. Just made the AI a bit more responsive. Now, I dont know how it will feel in later missions...
Unfortunately, this mod doesnt have a rules.ini file, and therefore the changes to the rules (to make the AI more / less chanllenging) need to be done directly on the code (the RULES.CPP file). Let us see in a future if I have the chance to have such an ini file. Otherwise, you may need to have your own version of this mod.
I am planning to bring the new changes to RA as soon as I feel that all new features are working well for TD.
Enjoy the weekend!
I lost LOL.
The AI came at me hard in about 2 mins and because i was just casually playing they destroyed everything and I lost.
I played the mission destroy the sam sites its the 3rd or 4th cant remember and they attacked me hard.
Hey just to confirm the AI is not even cheating right? like money cheats or fast build right?
Because that was super hard and I liked it
How can I make this even harder I Can edit this correct in the .ini ?
Fyi... it was a small map and worked perfectly.