The first actual release of Tiberium Dusk, a mod that's been in the work for almost a year now, which continues from an unreleased mod I made for Tiberium Wars.
Tiberium Dusk 1.22 Release
(Somewhat) Comprehensive List of changes / additions that I can remember:
- GDI MARV is now the Conqueror Supertank, functions as a traditional tank with HUGE cannons, can be upgraded with railguns and still has infantry modules.
- Steel Talons now has the Mastodon which has two loadouts (can be selected in the lower right corner), the Mammoth Mk.2 Loadout costs $2000 credits and equips the Mastodon with Dual Mk.1 Railguns, behaving similarly to Tiberian Sun's Mk.2, except without the penetration. The Devastator Cannon loadout costs $3000 credits and gives the Mastodon Rocket pods a sidegrade EMP Shockwave missile, and arms the Mastodon with an enormous slow firing cannon. Generally this upgrade does less damage over time, but over a very large radius.
- ZOCOM MARV is mostly unchanged, except it comes trained with Veteran Status and two can be built at any one time. MARV sonic shell is nerfed in terms of damage, but now has a splash radius that respects the visual effect.
- Black Hand "Chieftain" Epic Unit is a essentially a Redeemer, but unlike the regular Redeemer it acts as a beacon of Kane and heals all units nearby, as well as buffing their stats. A true teamplay weapon, it also heals allied vehicles too.
- Devastator Hexapod, new end-game 8000 credit Eradicator Variant. Has dual tripod lasers, plasma disk launchers, the super (green) plasma disk launcher and healing pods. Has 25% extra armor, but is slower than the MARV; making it the slowest unit in the game.
- The Kane's Tower Propoganda Structures also do the same thing as the Chieftain above.
- The "Brawler" Emissary for Black Hand also provides a Propoganda effect.
- Shadow Emissary for Nod and Marked of Kane provides a blanket of Stealth when deployed.
- All expansion units deploy in 3 seconds.
- GDI / ST / ZOCOM Surveyor has now swapped roles with the Rig, which now provides ground control and automated weapons systems and has also been uparmored. The Surveyor now functions as a Mobile Sensor Array, giving GDI the ability to detect Stealth. (Stealth is planned to be buffed in the future)
- ST Mammoth Tank Mk.1 and Mammoth Tank Mk.2, Mk.1 is an economy mammoth tank that never receives railguns and has a poor performance engine, however, is cheaper than the GDI Mammoth. Mk.2 is the strongest Mammoth Tank in the game.
- ST Adaptive Armor is now a permanent upgrade, providing a small armor bonus and EMP immunity.
- ST Titans now no longer receive railguns, but their cannons and armor are buffed. Cost is increased significantly.
- Nod Avatar is now nerfed and functions similarly to the Titan, though stronger. Costs $1850 credits. Upgrades for the Avatar now refund some of the cost, making it an actual viable strategy to upgrade an Avatar.
- Purifier is WIP, but has a charge-up obelisk laser in addition to its flamethrower, costs $3000.
- Annihilator Tripod now costs $2700.
- Stinger Scorpion ($900) and Defender Scorpion ($800) and Nod Scorpion ($700), two variants of the Scorpion for Black Hand and Marked of Kane. Black Hand has the Stinger, which is a 2 barreled Scorpion; one laser and one cannon atop this tank. Much faster than the regular Scorpion, but less armor; making it a fragile hit and run tank. Defender Scorpion is the opposite, up-armored, and with its Supercharged Particle Beam upgrade being weaker than the laser upgrade (though more effective vs infantry), its the least offensive scorpion of the three.
- Viper Scout Bike (BH - $600), Reaper Attack Cycle (MoK - $600), Nod Attack Bike ($500), Viper Scout Bike is a faster version of the attack bike, firing 3 missiles instead of 2. Same armor. Reaper Attack Cycle is an uparmored version of the attack bike, firing a single heavy missile with Tiberian Sun sound effects.
- MoK Blaster Beam Cannon; Marked of Kane's Beam Cannon variant. Fires a charge-up obelisk laser for moderate damage.
- GDI Juggernaught Mk.2: GDI's new juggernaught, it actually fires upwards unlike Vanilla and has extremely damaging shells. Far superior range, very slow fire rate. $2800 credits.
- MoK Phantom Artillery: Marked of Kane's new spectre, longest range unit in the game. Must deploy to fire, which requires user to press a button. Loses stealth upon deploying.
- MoK Obelisk of Darkness: $3000 credit Super Defence, has larger range and can shoot down air units.
- ZOCOM Sonic Shatterer: $3000 credit Super Defence, fires a Sonic Wave that hits twice, 1-shots many of the weaker units in the game but cannot shoot air.
- ZOCOM Goliath Heavy Tank: Heavy predator which has missiles, has an upgraded engine and slightly more armor.
- Reaper 17 Hunter Seeker: New artillery variant of the seeker, has purple reskin, fires heavy plasma shells that cause collateral damage and can often damage friendly units. Cannot shoot at Air Targets.
- Reaper 17 Stormcaster Fighter: Shielded Reskinned Stormrider, fires heavy plasma shells at ground targets and has a small laser for defeating air targets. $2500 credits.
- New MoK Light Infantry Squad and "Tiberium Wars" era Nod Militant Squad.
- New Music, new sound effects.
- Blue Tiberium now explosive, visceroids spawn when infantry cross tiberium.
- Cabal Announcer for MoK.
- Resource / Harvesting adjustments and power / radar changes to make the game more accurately reflect a classic C&C game.
- Start games with a small force of units, like classic C&C games.
- Return of the classic Ion Cannon.
- ST Behemoth is functionally different, works as more of a support / assault artillery.
There are tonnes of other numerous changes to mention but that wouldn't fit on the page, so I just included the major changes.
One of the more smaller changes for example is the new Militant Squads, which are trained by Nod Legion. Effectively I took the Militant Squad from Tiberium Wars (AKA hoody soldiers, EA lore ftw) and used it as Nod Legion's primary infantry unit. (Nod Legion is essentially the Nod Splinter Faction, essentially being the wastelanders of Nod / GLA of Nod.) Now Marked of Kane is the "actual" Nod faction, being that it is Kane's army; and hence has the "Light Infantry Squad" using the Combat Armor mk.2 that EA for whatever reason changed for Kane's Wrath, which is supposedly superior to GDI armor.
If anybody needs any help PM me and I'll see what I can do.
Thanks everyone. :)
Very Nice!
Thank you. :D
Reaper 17 Hunter seeker is ridiculously strong.
Yeah, I'm aware of this. :D
The point of the Hunter Seeker is that its a double edged sword, extremely easy to cause friendly fire with your own units, but also highly damaging.
I do plan on having a minimum range nerf in the future though, so it wont be able to fire on units within tank cannon range, so stuff inside that radius will be able to fire without any threat. (Friendly and enemy vehicles)
Combine that with a soft nerf on Rate of Fire to reduce the effectiveness of spam and it'll just be a highly scary artillery that can be overwhelmed or flanked to defeat it.
It should be changed next update, I'm currently implementing a classic Tiberium Dawn style mammoth tank at the request of someone else to replace the Mammoth Mk.1; so there should be an update soon.
I see, thanks for the reply. Nice mod btw, buffing steel talon and reaper 17 was something EA didn't bother.
C.radikal.ru
It does not work, some kind of bug.
That's the error that comes up when you try and run the game on Tiberium Wars.
Its a Kane's Wrath mod mate. :)
If you've got Kane's Wrath, download WrathEd Mod Launcher and launch it from there, following the readme instructions.
Bibber.eu
I see. Thanks)
Is steel talons limit supposed to only have one vehicle production structure?
For now yes (for balancing reasons), but planned in a future update Steel Talons will be able to build a "Support Factory" from their crane.
This will allow them a 2nd vehicle production crew to allow them to build light vehicles,such as; Pitbulls, MRT's, APC's, Harvesters, Surveyors, Wolverines, Slingshots and Rigs / Expansion units.
Said structure will only cost 1000 credits.
Quick question: Why does the radar no longer work in the campaign mode?
I believe its only on the first few missions. (Currently playing on the 4th and radar works fine there)
Its some sort of map related garbage EA put in to ensure that the radar never goes out even if you sell your conyard I believe. (Essentially scripted maps)
Not all the new features of Skirmish are supported in campaign fully, though generally MOST things work.
Is there a fix for the no mini map playing story mode ?
using 1.25 ?
Nice mod looking forward to 1.26 ;-)
No sadly, I never saw this comment due to it being on the original release. ^^
The minimap returns in later missions, but for some reason in the first 1-3 missions I believe, the radar is tied to the Construction Yard in the map editor, even though I removed the ability for construction yard to display radar, and gave it to the radar building / command post instead.
Essentially I think this confuses the maps, and even when you have the radar post it still doesn't give radar thanks to the map scripts.
Thankfully EA didn't use the scripts in later missions so the problem resolves itself. :P
I got everything installed in the right place I'm using origin when I load the mod in the mod launcher it just opens up the game and there's no mod any ideas how to fix this?
Look on the front page of the mod and scroll through the comments. There's a thread from Fonterdriller in where I found a fix for this problem.
Its all to do with EA purposely removing command line to their (origin) release of the C&C games preventing you from running mods.
You essentially need to download a set of classic launchers with registry fixes in order for command line based mods to run. :)
I can paste the link for the file here if you want, but its solved already technically on the front page comment section. :D
Bug Report
I'm playing GDI. The Expanse base doesn't have the circle ring for building. But the battle base does
Its working as intended mate.
The Battlebase is used for expansions now.
The Surveyor is now a large radius stealth detector.
It should say in the unit tooltips.
Question Did the Pitbull lose the anti-stealth cuz NOD use some stealth on building with no Stealth tower buliding. To get that anti I have to use the Orca anti-stealth upgrades
Yep, I'm reworking the Stealth Mechanics to make them more useful; but the work towards that is ongoing.
Essentially Stealth will only be detected by very specific units and abilities, making it more powerful than usual.
As a response to that though, GDI and other factions are also more powerful offensively.
NOD has the Shadow Emissary which provides stealth around its build radius.
You've got to read the tooltips mate, or turn them on. :)
Re on tooltips.
Some the tooltips don't have them EG Steel talons "Big tank with a railgun"
DON'T HAVE THEM
Yeah, but the Mastodon unit upgrade ability in the lower right corner is fully documented in the tooltip, mainly the Mammoth Mk.2 upgrade and Devastator cannon upgrade....
There's very few things I haven't already assigned strings for in regards to ingame functionality; though there are still some buildings and support powers I need to do that to. (Mainly explaining the new power systems on power plants)
Its also mentioned in the version patch notes above. :P
Its a mod, so you should be expecting there to be changes and gameplay differences for you to figure out at the very least. :D
You also have to remember that 1.22 is the first version of the mod, and there are some inherent flaws that I've fixed in version 1.23, mostly gameplay related.