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View Full Version : A Cabal Based Mod Questions for Community



Tehkrad
09-27-2011, 12:42 AM
I dont have an actual name for the MOD yet to post on moddb.

However if anyone would like to make any certain changes to the mod I'm working on..

First off I am the creator of http://www.moddb.com/mods/commando-special-forces

Currently working on a way better mod that has Cabal in it... probably most of his forces will by cybernetic..

I'm thinking of remaking this mod (from link above) and removing the extra stuff in it such as elite buildings, most of the random player skills and just model new units/buildings to make a fun mod..

Question one:
How do you feel about having End Game Unit(S)? like in the CSF MOD (Since when do players wanna play a skirmish/multiplayer map for an hour+ ?? )

Question two:
Multiple super weapons? , one could be stronger than other and possibly second weapon is limited on effect on enemy. Such things could be unharvestable tiberium? LOL or just destroy all tanks within radius....

Question three:
upgrade-able infantry by upgrading barracks or hand of nod etc. ??? maybe ultra expensive/ultra powerful air units in the mod?

Question four:
Fake buildings (to confuse the AI and multiplayer people from real buildings) ?

Question five:
adding in ridiculous things on the mod like a yellow cake bus(mini nuke explosion lolz), trailers (APC xD) or even... miniature dogs that auto kill infantry? OMG CYBORG PUPPIES LOL :D

bluenog143
09-27-2011, 10:30 PM
First off I think that you have a great idea. Secondly I think the idea of endgame units is interesting. Although I am not so sure I agree with the "You can only build one epic unit". I think you should make them so that you can build as many as you want, but they will be very expensive (or its an idea at least). Thirdly, multiple superweapons would be an interestingly new concept. I would personally like to see an ion cannon disruptor (the thing that prevented the ion cannon from firing on temple prime) as a cabal base defense. The way I see it is that you can either build as many as you can or that there could be (like you said) a weaker and a stronger superweapon. Perhaps you could also try making a super base defense that can at least do some damage to epics (possibly a limited build?). Nevertheless good luck with the mod!

PS Ideas 1-4 are really appealing to me in my opinion.

PPS thanks for your open-source code in your mod, I am learning about modding and it helps.

Tehkrad
11-01-2011, 12:51 AM
an ion cannon disuptor? you mean a disruptor, that thing that will destroy enemies and allies with a beam firing straight across? I have yet to make vehicles with weapons like that.... hmmm not so sure about the process on making one of those, though I think someone here had a topic on it.

not so sure where to find that at the moment :x

I already have a plan to fix factions with base defenses, at default values from EA = way too expensive. Also getting rushed at the beginning of the game makes people mad, ill try fixing that up in my mod.

btw - end game units take like 30 minutes to build (I could change the timing if given enough input about it). why bother playing skirmish games for an hour plus anyways?

anyone else who is still reading - I reply late. lack internetz.

bluenog143
11-18-2011, 09:46 PM
Actually I meant the thing that prevents GDI from using their ion cannon super weapon. If you played the C&C 3 Tiberium Wars campaign you will remember that there was the sarajevo mission where nod had three ion cannon disruptors that prevented the player from using the ion cannon super weapon. If you do implement it it would be cool for CABAL. Well, an idea anyway.