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Maybe have it so Tiberium can effect unique body parts, changing them into tiberium?
Or mutating them
http://cnc.wikia.com/wiki/Genesis_pit
Link for the Genesis pit article
and if you add gdi and nod as factions so they will tend to be in their respective zones on the world map.
Explanation: Currently pathing doesn't take into consideration the huge movement penalty on glaciers. As a result pawns get lost due to exhaustion and take a considerable amount of micromanagement.
Workarounds include having strict zone restrictions having all water areas cut out or use a pathing mod making these areas unlikely to be travelled.
Especially on a beach map the transformed deep water makes caravans and raids possibly enter in a glacier field where they have to pass 40+ tiles of glacier.
If the glaciers represent these they should'nt be passable anyways.
Suggested solutions:
Addition:
Since glaciers are currently treated as a plant they get marked when you use "Cut plants" command to remove major areas of tiberium crystals, yet they cannot be removed and colonists would get stuck trying forever to cut the glacier down. Removing a tiberium field close to water gets tedious this way.
But as of now that is not in the set of priorities.
Geysers.
Perhaps if you did that the Tiberium would turn it into a Tiberium Geyser, which itself could be used as another "producer" for Tiberium since it's literally venting toxic Tiberium-ladden gas and water into the atmosphere.
This might be similar to the way a veinmonster reacted to being hit in TibSun.
Not trying to start an argument, but veinholes are a living more animalistic form of tiberium, not a natural geological movement. While they are similar in purpose, they are two rather vastly different things.
Also, I do not understand why the GDI caravans and visitors do not wear Tiberium protection suits. It makes sooome sense for the other factions to not (like the tribes) but the GDI should really know better! I had to save, like, ten people from the fields and even then a few of them still died. Luckily the ones I rescued made it off the map to save my faction rating. It was a sleepless night for my poor doctors though. Their muffalos did not survive, however, and I was able to loot them for some vaulable things. Kinda op, honestly. I don't have to buy anything for the traders because, most likely, they will die trying to leave the map even though there is a perfectly good exit free of tiberium right next to my base and another to the northeast.