[Tiberian Sun] marn edition
Posted: Sat May 28, 2016 2:38 pm
Vanilla TS is in the works for years now, but wouldn't it be cool to have a version that is aesthetically polished and balanced at this point in time?
That is exactly what this mod is about, to make vanilla TS playable on a competitive level.
Still a lot of work to be done, but with every play-test I try to nail as many issues as I can while trying out new stuff, even some of the contributions that didn't make it in to the official bleed yet!
*New cameos were implemented, some were made from scratch and those that aren't I don't take credit for. Those are subject to change, but for now most of them look nice.
GDI
Nod
*A pretty recent addition is lingering flames, they appear only from energy, and fire death. Currently they don't do damage, but they do emit light and look pretty
*Obelisk seen a major overhaul in terms of beam visuals and damage mechanic. Right now it has two charges that fire in close succession to make it look like one shot, but if it has to fire at two different targets which it can kill in one shot the beam power splits between those shots. (similar to RA mod Tesla Coil)
*More of a subtle voxel change when it comes to separating Nod and GDI MCVs, and yes you can find both MCVs from crates and have both factions!
*Juggernauts were added to GDI for balance reasons, along with custom voxels for the turret and barrels with separated recoil. Flash effect for gun shot explosions and superweapons is also a new addition.
*Ranking was redone as well. Similar to other openra mods we have 4 ranks but what's different is the weapon units gets when they reach elite rank. Elite weapon now is twice as effective than the original, and most units have one!
*Tech buildings seen some change, you can capture them externally similar to ra mod. Furthermore, they now have flags (thanks to Nolt) to indicate that the player can capture them, and of course they will change the color accordingly.
*Garrison-able buildings and vehicles are also in an experimental stage (thanks to Murto for making a lua workaround to make it work! ). Not all buildings can be garrisoned, but only those that have a little white flag hanging out.
*Added Tiberium damage type and death animation.
*Fixed missile launch animation, added missile sprite.
*Temporary replaced ion cannon animation with TD one(looks better)
*Crates were revamped. Power-up crates affect up to 12 nearby units in a larger radius. You can get any random unit including MCV of the other faction. Some crates will kill you so be careful, ask FiveAces.
*Building additional production structures now have the following bonuses, 25% , 20%, 15%, 10%, 5% having more than 6 buildings will not yield any production bonus.
*20% bounty was added, the percentage is subject to change.
*Newer maps that were made by me include Old Silos, which function as oil derricks when captured.
*Temperate civilian building husks were added, with flame overlay to indicate that it's been destroyed. It's also possible to clear them by force firing.
*Nod Mobile Repair Vehicle now has auto-target to be fast and effective along with extra cell range and pretty sparks ==> (Graions ideaâ„¢)
*Sensor array functionality was reworked to give you vision, so it's always handy to have one in your army composition.
*JumpJets can Fly! and fall... with smoke! tons of smoke!
*Thanks to teees we also have carryalls and working EMP cannons, both still need work in terms of polishing but they are miles better than having nothing
*Nod buggy now has a proper turret and a single spare seat to allow for early engineer harassment. The cost was adjusted of course.
*Both Banshees and Orcas can target air units.
*Its hard to think of more notable changes, but practically every unit was re-balanced, be it speed, weapon, or sight.
As always, most of the balancing is still work in progress just like in any mod, and anything could change at any given time! Keep an open mind
A Windows built version could be found here. (since this wasn't built on your machine antivirus might spew out warnings, ignore them)
Download WIN Version 37
https://www.dropbox.com/s/3t30gvmq65dgi ... 7.zip?dl=0
If you are not on Windows and know how to build openra bleeds, you can get a much lighter in size version from Git.(Still newbie when it comes to git, but at least it works!)
Download Version 37
https://github.com/Marnador/OpenRA-Marn-TS-Edition
Warning: this mod is rendering higher res sprites and voxels compared to official mods today, system requirements might be higher to run decently.
That is exactly what this mod is about, to make vanilla TS playable on a competitive level.
Still a lot of work to be done, but with every play-test I try to nail as many issues as I can while trying out new stuff, even some of the contributions that didn't make it in to the official bleed yet!
*New cameos were implemented, some were made from scratch and those that aren't I don't take credit for. Those are subject to change, but for now most of them look nice.
GDI
Nod
*A pretty recent addition is lingering flames, they appear only from energy, and fire death. Currently they don't do damage, but they do emit light and look pretty
*Obelisk seen a major overhaul in terms of beam visuals and damage mechanic. Right now it has two charges that fire in close succession to make it look like one shot, but if it has to fire at two different targets which it can kill in one shot the beam power splits between those shots. (similar to RA mod Tesla Coil)
*More of a subtle voxel change when it comes to separating Nod and GDI MCVs, and yes you can find both MCVs from crates and have both factions!
*Juggernauts were added to GDI for balance reasons, along with custom voxels for the turret and barrels with separated recoil. Flash effect for gun shot explosions and superweapons is also a new addition.
*Ranking was redone as well. Similar to other openra mods we have 4 ranks but what's different is the weapon units gets when they reach elite rank. Elite weapon now is twice as effective than the original, and most units have one!
*Tech buildings seen some change, you can capture them externally similar to ra mod. Furthermore, they now have flags (thanks to Nolt) to indicate that the player can capture them, and of course they will change the color accordingly.
*Garrison-able buildings and vehicles are also in an experimental stage (thanks to Murto for making a lua workaround to make it work! ). Not all buildings can be garrisoned, but only those that have a little white flag hanging out.
*Added Tiberium damage type and death animation.
*Fixed missile launch animation, added missile sprite.
*Temporary replaced ion cannon animation with TD one(looks better)
*Crates were revamped. Power-up crates affect up to 12 nearby units in a larger radius. You can get any random unit including MCV of the other faction. Some crates will kill you so be careful, ask FiveAces.
*Building additional production structures now have the following bonuses, 25% , 20%, 15%, 10%, 5% having more than 6 buildings will not yield any production bonus.
*20% bounty was added, the percentage is subject to change.
*Newer maps that were made by me include Old Silos, which function as oil derricks when captured.
*Temperate civilian building husks were added, with flame overlay to indicate that it's been destroyed. It's also possible to clear them by force firing.
*Nod Mobile Repair Vehicle now has auto-target to be fast and effective along with extra cell range and pretty sparks ==> (Graions ideaâ„¢)
*Sensor array functionality was reworked to give you vision, so it's always handy to have one in your army composition.
*JumpJets can Fly! and fall... with smoke! tons of smoke!
*Thanks to teees we also have carryalls and working EMP cannons, both still need work in terms of polishing but they are miles better than having nothing
*Nod buggy now has a proper turret and a single spare seat to allow for early engineer harassment. The cost was adjusted of course.
*Both Banshees and Orcas can target air units.
*Its hard to think of more notable changes, but practically every unit was re-balanced, be it speed, weapon, or sight.
As always, most of the balancing is still work in progress just like in any mod, and anything could change at any given time! Keep an open mind
A Windows built version could be found here. (since this wasn't built on your machine antivirus might spew out warnings, ignore them)
Download WIN Version 37
https://www.dropbox.com/s/3t30gvmq65dgi ... 7.zip?dl=0
If you are not on Windows and know how to build openra bleeds, you can get a much lighter in size version from Git.(Still newbie when it comes to git, but at least it works!)
Download Version 37
https://github.com/Marnador/OpenRA-Marn-TS-Edition
Warning: this mod is rendering higher res sprites and voxels compared to official mods today, system requirements might be higher to run decently.