Thank you, but I am not the sole developer of the mod, the rest of the team play just as big a role as I do (the not-so-lazy ones at least). Apollo above for example is the reason why we have nice explosions and other animations.
Apollo pretty much summed it up, there are no plans (for good reason) to add GloboTech as a playable faction, plus it's best not to give us the extra work-load as we would like to finish the project as soon as we possibly can thus this additional work would just lengthen the development time for Twisted Insurrection 1.0. A few GloboTech campaign missions on the other hand wouldn't be as much of a chore and would be something fun for me and Q45 to do when the campaign missions are finished.
Graphics and such will all be done over the course of time, we're all busy so our time to work on and play the mod is very limited.
Navy was attempted and then pulled from the mod for multiple reasons as Apollo said, namely because it wasn't working how we desired. Navy isn't completely abandoned however, it is a possibility for the future, albeit an unlikely one. Last edited by Aro on Wed Nov 05, 2014 3:59 pm; edited 1 time in total QUICK_EDIT
Maybe in a future, far far away, GT becomes a fully functional side.
Right now the most limiting aspect is the lack of graphics.
As long as there are still many buildings and units for GDI and Nod left to do, it would be unwise to add even more work by adding GT as another side.
I wouldn't say naval units are removed forever. When everything else is finish, someone might start working on all the necessary changes (mainly terrain editing) to make ships pathfinding work reasonable well. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I guess the next big and much more important and useful step will be the implementation of Rampa's new client to TI.
Using all the awesome functionalities of that client will really boost TI's gameplay. Especially all the new possible gamemodes like Co-Op Multiplayer mini campaigns. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I don't think it's doable to create a properly functioning navy without mostly sacrificing amphibious units (the method to get this to work will give any amphibious unit horrible pathfinding after all). _________________ QUICK_EDIT
I don't think it's doable to create a properly functioning navy without mostly sacrificing amphibious units (the method to get this to work will give any amphibious unit horrible pathfinding after all).
What? All you have to do is make sure you place water correctly in a map and naval units will work just fine. I've tested this. The reason ships couldn't navigate but short distances in earlier TI versions was because the 2x2 water tiles were often placed partly on top each other, which somehow broke the pathfinding of ships. Placing the tiles nicely next to each other and correctly filling 1x1 holes with the appropriate 1x1 tiles made the ships work again.
However, naval transports would probably require new shore art (again) that visually supports ground and naval units moving on it (i.e. something like shallow water).
I don't in fact remember why we gave up on the navy, they were pretty imbalanced but surely that wasn't the sole reason? Of course, fixing every map with water would've been a pain too. _________________
Well globotech is a long shot and in the farthest future we might add ATLAS from Advanced-warfare thats fight globotech to gain contracts with GDI and nod or maybe globotech sides with GDI and ATLAS sides with nod QUICK_EDIT
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