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MO 3.3 // Side 4 "The Foehn Revolt" - General Discussion


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#621 Damfoos

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Posted 23 June 2016 - 05:10 PM

I guess the advantage here is that this thing would be able to follow its target, though if it can be shot down by AA there may be problems. Also, if the drone is busy chasing the target, the defence won't intercept other targets unless told to do so, so it would be possible to distract the entire AA network by something fast (unless the drone itself is very fast or deals lots of damage).

 

Also, I'm pretty sure Foehn have a Carrier-like vehicle, maybe this is what the Boidmachine is?


Edited by Damfoos, 23 June 2016 - 05:11 PM.


#622 CLAlstar

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Posted 23 June 2016 - 06:44 PM

*using Black Widow on Foehn's AA building*

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#623 lovalmidas

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Posted 24 June 2016 - 11:54 AM

I might add that the Blasticade is the very best
Like no one ever was.
To catch them is his real test,
To fell them is his cause.

He will base-walk across the land,
Searching far and wide.
Each airforce to understand
The power that's inside

:p 

 

(What? We don't have 151 aircraft units? Preposterous!)


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#624 Bernadiroe

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Posted 24 June 2016 - 01:07 PM

Wait, so apparently Foehn's AA systems (excluding Blasticade) are hard-hitter but can be easily distracted?



#625 mevitar

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Posted 25 June 2016 - 12:43 PM

I might add that the Blasticade is the very best
Like no one ever was.
To catch them is his real test,
To fell them is his cause.

He will base-walk across the land,
Searching far and wide.
Each airforce to understand
The power that's inside

EPSILON
(We will conquer all!)
Yuri save me
I know it's our destiny
EPSILON
Oh, you'll comprehend
In a world of minds to mend

EPSILON
(We will conquer all!)
There's no failure
'cause Yuri will pull us through
Genes, cloak, toxins, mind control
EP-SI-LON
We will conquer all!
We will conquer all!

Every challenge along the way
With Yuri we will face
We will battle every day
To claim our rightful place

Come with us, the time is right
There is no better team
Arm in arm we'll win the fight
It was always Yuri's dream

EPSILON
(We will conquer all!)
Yuri save me
I know it's our destiny
EPSILON
Oh, you'll comprehend
In a world of minds to mend

EPSILON
(We will conquer all!)
There's no failure
'cause Yuri will pull us through
Genes, cloak, toxins, mind control
EP-SI-LON
We will conquer all!
We will conquer all!
EPSILON

Edited by mevitar, 25 June 2016 - 12:48 PM.

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#626 Schottkey 7th Path

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Posted 02 July 2016 - 07:16 AM

While fighting off boredom in waiting for the next Update of the "good things on the horizon", here is a list of some of the changes compiled from the News Bulletin, Changelog (which has not been updated), and dev teams replies to threads of the original 3 Factions

 

But i will skip listing the content from most recent bulletins for now

 

Allies:

 

  • The Cryofield and Zephyr Beacon are combined into the "ZephyrRobot" that peforms both (?) functions for the price of one.
  • Euro Alliance technology structure the Shield Command and the Force Shield support power
  • Euro Alliance "Lightning Rod" Support power that can provide temporary energy for your base and buff nearby Thor ships
  • Pacific Front "Tengu Strike" from the Robot Ops Center. likely now the "Hunter Seeker" Drones. HS Drones seem to explode into a Cryo AOE
  • The Backwarp power now works in Pulses at the deployed point and ejects terror drones. It appears may not "eject" a terror drone.
  • USA's Airborne and Bloodhounds require an add-on to their airfields
  • USA's Warhawk loses its anti-structure rockets. now has the ability to fire a "target painter" at targets to for your forces to do additional damage
  • The "Expermental Warpshop" Technology building now provides Backwarp and unlocks the "Hummingbird" Chrono Bomber and is now a prerequisite for the Chrono Legionnaire
  • "Experimental Warpshop"has the "Warp Miners" Support Power. to deploy a pair of Chrono Miners anywhere. "Warplift" support power lets buildings be relocated around the workshop.
  • The removal of the IFV's Machine gun slot to make data room for different IFV abilities. the Robot Tank is upgraded to be a better T1 Anti-Infantry unit
  • New USA infantry: Riot Trooper. Heavy infantry that alternates between flashbang and Riotgun. possesses potent range. Debuffer and Garrison clearer.
  • New Euro Alliance infantry: Sniper. Long range single target elimination. can deploy for increased range and defense.
  • New Pacific Front Infantry: Suppressor. Hoverboard unit that can turn enemy attacks into healing with Chrono Technology.
  • The Dolphin returning to the Allied Navy. equipped with a Prism weapon.
  • The Battleship for the Allied Navy. appears to be a "Monster Tank" For the Allied navy. shorter range the Carrier, but far greater ranger then the Destroyer and more durable. focusing on taking out other units. 

 

Soviets:

 

  • Addition of the "Sensor Tower" a stealth detecting defense structure (is not a radar structure)
  • Radar Tower is now scrapped and replaced with a Soviet Airfield for their upcoming expanded Airforce. Will provide Radar and associated support powers (Spy Plane)
  • A "Foxtrot" Jet for the expanded Soviet airforce. Resembling a MiG, likely functions as the Soviet's generic anti unit Jet.
  • A "Dustdevil" Jet that can deploy smoke bombs on enemies. T3 unit. Latin Confederation still retains the smoke bombs power. but now no longer free as it once was. but now buffed with a longer duration.
  • China's EMP Support power is moved to an "EMP Station" building
  • China's Tech Center replacement the "Atomheart", which aside from the "Wallbuster" support power, also an "Irradiate" support power to give a unit "THAT WONDERFUL GLOW!" like an Eradicator. 
  • The "Smoke Turret" defensive structure for the Latin Confederation. Debuffer defense
  • The Vulture helicopter loses its Smoke Cannon weapon when deployed. now drops a napalm bomb when deployed. (i'll miss you, crazy helicopter howitzer)
  • Russia gets a "Terror Drop" Support power. it drops terror drones.
  • The "Perun Flagship" for Russia, what appears to be a Tesla buffing unit that replaces the Overcharge Support power, is now scrapped. Russia will keep the Overcharge support power. (Thanks Speeder for confirming)
  • The Confederation Hijacker is moved to the Scorpion Cell (or scrapped)
  • Drakuv Prison Transport is available to all of the Soviet and also doubles as the Combat Ambulance for infantry. ( Healthpacks Power for the Drakuvs appears to be scrapped for an always on healing aura)
  • *Scrapped* The "Iron Fist" Tank. carriers miniaturized Iron Curtain technology appears scrapped. (i bet it was overpowerd in concept and testing)
  • The "Tigr APC" replacing the Tsivil for Russia
  • Naval Mine: A Shipyard support where a naval mine is deployed
  • Gear Change: A Industrial Plant support power where you will get 3,000$ but all production must cease for a period of time for maintenance.
  • Fiery Squad: An Anbush ability that deploys 3 Pyros and a Flame Turret at location. does not replace Motor Ambush
  • Latin Confederation Fury Drone: An explosive suicide robot that can lie n' wait for unsuspecting targets by burrowing underground. remaining stealthed.
  • Latin Confederation Arsonist: Can disguse like a spy to and plant anti-structure incendiary bombs. cannot swim like a Crazy Ivan.
  • The "Iron Guard" Defensive structure. avalible after the Construction of the Iron Curtain, these scaled down, more unstable versions of the Iron Curtain gives an iron curtain effect around nearby vehicles around short intervals.
  • In the Fohen reveal trailer, There appears to be a Soviet tank similar in appearance to the Mastodon Tank but with more conventional weapons.

 

Epsilon:

 

  • A reworked Tier system for Epsilon and Pandora Hub renamed to "Research Junction". acquired earlier then other T3 tech buildings but now more things require the Addon Plugs
  • The Addition of the Epsilon "Aerodome" for the upcoming airforce expansion. This does not provide radar so it does NOT replace the Radar Spire.
  • Chaos technology is Retconned from the Epsilon arsenal. (moved to Foehn)
  • Tyrant is now a subterranean vehicle. can explode into toxin bomblets on death (in a way, replacing the now scrapped Molebomb)
  • Deviator is now a long range toxin anti-infantry siege vehicle like the Buratino of the LC (or scrapped instead now) 
  • "Toxic Cloak" Support power to replace the Molebomb. turns your infantry into a suicide chemical weapon that leaves behind toxins. (may or may not be scrapped)
  • the "Field Trap" for Headquarters. functions as an EMP mine for infantry. however it is likely it has been replaced by the "Genomine" from a recent update.
  • The Psychic Tower returns to Psycorps as a unique defense structure capable of mind control
  • The Railgun Tower is replaced with the Inferno Tower. like a smaller Antares Battery. Risen Railgun likely to be replaced by a "Risen" Inferno tower of sorts but functions similarly.
  • The Latin Confederation Hijacker is now a Scorpion Cell unit
  •  

Fohen:

  • The 3 subfactions of the Foehn are "Last Bastion", "Haihead" and "Wings of Coronia". judging by the names and revealed units so far. Last Bastion appears defense oriented with slow, heavy or deployable units. Haihead appears to favor aggression. like a shark! seems to favor Confusion technology to aid in attacking. Wings of Coronia appear highly Airforce oriented and use of heavy, slow fliers and gunships.
  • USA's Basswave and sonic weaponry is removed. Foehn now expands on Sonic Weaponry
  • Epsilon's Chaos weaponry is removed. Foehn's confusion technology is the successor 
  • A "Windspin" mechanic for Foehn. This allows Windspin capable unit to increase speed when near a "Spinblade Engine". 
  • A "Windbelt" power system for Foehn. mobile power plants that can deploy to generate power. can connect with other deployed Windbelts to function as their wall. each wall segment between them can increase power output. watch out for spies though.
  • suggested T1 defense structures for the Foehn appears to be a turret with a sonic weapon. another appearing as a hole into the earth, mentioned by Speeder to deploy an anti aircraft drone to chase and shoot down enemy aircraft. similar to the Psicorps Ghenna Platform. 
  • Two technology tier structures. the Nanofibre Loom and Cyberkernel. build order not yet revealed. Nanofibre loom can deploy the "Nanofibre Sync" ability to upgrade compatible Foehn infantries.
  • Foehn Structure: Cloud Piercer. likely to function as their Airbase.
  • The Grand Cannon/ Hammer/ Antares Battery equivalent to the Foehn appears to be the "Plasmerizer".
  • A Haihead support unit called the "Irritator". equipped with a confusion ray and can deploy a flare launcher to aid in targeting enemies.
  • A Haihead unit called the "Megalodon". Appearing as a bipedal mech with an energy slash attack, this close range mech uses a "Megaarena" Mechanic. where being around a Megaarena projector gives significant buffs to the Megalodon. it is currently unknown if the Megaarena system can extend to other units as wll
  • The Last Bastion unit called the "Sweeper". a defense oriented drone that can deploy into a cloaked missile turret. Can Windspin
  • A Last Bastion unit called the "Mastodon". functioning as their T3 Tank, it carries a powerful Plasma-Railgun weapon that requires a charge before firing. Seems to cause a "heat haze" effect around a targeted  enemy. a similar looking tank appears in the Foehn reveal Trailer used by the Soviets.
  • A Wings of Coronia unit called the "Alanqa Skystation". a flying unit that weaponizes Tornadoes. generalist gunship with weak armour.
  • A Wings of Coronia unit called the Petranodon. a large gunship with a powerful AoE attack that appears to look like a cloud of static.
  • A Wings of Coronia support power that summons the Harbinger Gunship similar to the one found in RA3. it flies around the selected area for a period of time to fire its powerful energy weapons at units and structures. requires an addon to the Sky Piercer structure.
  • A Foehn General unit called the "Teratorn". Functioning as their T1 Anti-Air unit. more powerful then other AA units of it's class but is highly specialized. cannot target anything other then aircraft. uses a targeting laser before firing.
  • A Foehn General unit called the "Jackal Racer". A hovering scout vehicle equipped a a sonic weapon and a limited transport capability. can Windspin
  • A Foehn General unit called the "Warturtle". Functioning as their amphibious transport built from their shipyard. appears unarmed. Can Windspin.
  • A Foehn General unit called the "Swordfish". Functions as their basic fighting boat like the Destroyer/ Typhoon/ Piranha. Uses a weapon effective against structures and units but not infantry. can Windspin
  • A Foehn General unit called the "Angelshark". a naval unit using Confusion Ray technology. can deploy to deploy a confusion mine. requires the Cyberkernel
  • Unknown Foehn unit: A Gunship that appears to summon meteors to attack ground targets. seems to be escorted by three spheres. limited info.
  • Unknown Foehn unit: A Buggy like unit that appears to be firing a red laser. possibly a targeting system of sorts. limited info
  • Unknown Foehn Structure. A heavy turret with twin laser weapons. appearances suggests it is mobile but requires deployment.
  • Unknown feature: An ability to summon drop pods from the sky to deploy Foehn infantry.
  • Speculation: Foehn ecobooster structure may grant a bounty system
  • Speculation: The Foehn reveal trailer appears to have some examples of Foehn technology used by the Soviets. Likely China (and the sacking of Kanegawa Industries). possibly hinting the early stages of the Foehn in the storyline.

 

General:

 

  • The "Tech Defence Bureau" that every defense structure built by you is fully upgraded.
  • The "Tech Academy", "Tech Heavy Machinery" and "Tech Aeronautics" Building. capture to acquire veteran status for any purchased infantry, units and Aircraft
  • The "Tech Nuclear Reactor". Capture to acquire a power source that is comparable to the nuclear reactor used by the Soviets. Explodes like one as well. 

Edited by Schottkey 7th Path, 18 July 2016 - 01:42 PM.

>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<


#627 Damfoos

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Posted 02 July 2016 - 07:53 AM

The experimental Warpshop functions were disclosed in FB group:

 

 

 

Right now the Warpshop gives access to the Chrono Legionnaire and Hummingbird - the weapons which rely on chrono technology. It also provides Backwarp (the healing support power), Warp Miners (a quick deployment of two Chrono Miners anywhere on the battlefield) and Chronolift, which is the ability to move buildings around the Warpshop with short delays.

 

Those who watched the Ares.dll promotional trailers (they are also on MO channel) will remember that chronoshifting buildings is now possible. Although during the recent video only Backwarp button was visible in the armory tab, and that's with "Superweapons" enabled. 

 

As for the IFV modes, I wonder if it is possible to change the max amount of turret indexes with Ares.dll. I'd think the IFV unit's turret index is a 16-bit variable, so can't it just be expanded to be a 32-bit one? Though maybe it is not as easy as I think.

 

The Iron Fist does exist in BR1, although you can't build it. I can't say it is really impressive, it fires missiles and can protect itself with IC although suffereing some damage from doing so. Not really interesting. 



#628 Bernadiroe

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Posted 02 July 2016 - 08:17 AM

Hmmmm... so there's a chance that Foehn stole the Chaos tech from Epsilon in the upcoming Act 2, or Epsilon scrapped it and Foehn use it..? (Although imo Foehn doesnt seem like a scavenger faction)

 

Also as Damfoos said, knowing that IFV combos is limited, I'm kinda bummed on that subject alone xD

I was planning on having like all-kinds of IFV combos side-by-side by stealing other faction's MCVs and enjoying the 20+ kinds of combos (even if they end up suck), but then the bad news happen... :(

 

Hopefully later the limit can be lifted ;)



#629 Damfoos

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Posted 02 July 2016 - 08:37 AM

Hmmmm... so there's a chance that Foehn stole the Chaos tech from Epsilon in the upcoming Act 2, or Epsilon scrapped it and Foehn use it..? (Although imo Foehn doesnt seem like a scavenger faction)

 

I don't think they "stole" it, I'd say it was always their tech and Epsilon never had access to Chaos tech in the updated version of the lore. Foehn is an entirely new faction and to give it its own unique features the devs had to sacrifice some features of the original factions. See, Epsilon doesn't even have any Chaos weapons in BR2, and Allies lost their Sonic tech so both features are now Foehn-exclusive. I aslso think since it is not a Chaos gas but Confusion rays, the technology behind it works entirely different.

There're other features which do not belong to any vanilla factions anymore (or could belong but were never used) and thus can be repurposed for Foehn:

 

  • Mind control of buildings (Yuri)
  • Locomotor weapons (old Magnetron beam)
  • Flying units which deploy into turrets (Siege Chopper)
  • Chrono transports (confirmed to be a thing in BR2)
  • Flying and land-based Carrier-type units
  • Slave miner logic (although it might simply be a land-based Carrier, I don't know)
  • Something else I forgot :D

Foehn also uses some of the restored TS logics, which allows to add more exclusive features to this new faction. These features so far are: laser fences, firestorm walls, sonic weapons (like the one Disruptor has). I think a closer look at Ares documentation will give some ideas about what else can be used. 


Edited by Damfoos, 02 July 2016 - 08:43 AM.


#630 Bernadiroe

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Posted 02 July 2016 - 10:55 AM

Hmmm... I hope those sacrificed tech, original new tech and the others not originating from vanilla will be explained in some side-story campaigns on how those factions got them...

I mean, some of the campaigns even explaining how which faction got what tech at some points xD



#631 Damfoos

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Posted 02 July 2016 - 05:36 PM

https://twitter.com/...263189121064960

 

"Before the next ‪#‎MentalOmega‬ is released you'll have a chance to play the 1.15 version of The Dawn of the Tiberium Age."

 

Since the mentioned version of DTA is going to be released in the end of the summer and we'll "have a chance to play it before the next MO release", it can be assumed that the new MO release isn't planned to happen until the end of the summer. Well, not really a surprise, but I saw some people thinking that the release is VERY close. 

 

I hope there'll be at least a new news update this week or the next one.


Edited by Damfoos, 02 July 2016 - 05:36 PM.


#632 MusketMarine

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Posted 03 July 2016 - 08:34 AM

I can tell the Foehn are going to be an interesting addition to the battlefield.

 

They probably are the best defenders in the game.



#633 Com.Davanov

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Posted 03 July 2016 - 01:21 PM

Better then Euro Alliance? Of whom Defense is their description?



#634 Atomic_Noodles

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Posted 03 July 2016 - 02:14 PM

Well Each Side has their own "Turtler" Faction to be honest...


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#635 Graion Dilach

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Posted 03 July 2016 - 06:19 PM

As for the IFV modes, I wonder if it is possible to change the max amount of turret indexes with Ares.dll. I'd think the IFV unit's turret index is a 16-bit variable, so can't it just be expanded to be a 32-bit one? Though maybe it is not as easy as I think.


The problem isn't with the turret/weapon indexes. A unit can have a maxuimum of 18 weapon and 18 eliteweapon definitions. Everything between 6 and 18 can only be utlized via the IFV logic, they remain as dummy ones otherwise (Gattling only supports 6 stages.)

You can't store the additional weapons at this point nor have tags to enable them - IFV tags were VERY arbitrary - and a lot more.
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#636 Com.Davanov

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Posted 04 July 2016 - 04:19 AM

Eh I don't mind, but OH MY GOD ATOMICS AVATAR IS SOOOO CUUUTE!



#637 Schottkey 7th Path

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Posted 05 July 2016 - 10:57 AM

Added more features to the Experimental Warphop on my post. and some additional tech structures for maps.

 

I bet atleast Last Bastion will be the best defenders given the name. Or atleast compete with the Euro Alliance who seem to have some very good defensive options with the Coordnode and Force Shield coming up

 

Also i expect the Latin Confederation's Arsonist voice lines to include atleast one reference to the Prodigy song Firestarter. 


Edited by Schottkey 7th Path, 05 July 2016 - 01:27 PM.

>>>>>>>> Unoffical compliation of upcoming features for the next MO Release https://forums.revor...-see/?p=1033314 <<<<<<<<


#638 Damfoos

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Posted 13 July 2016 - 06:16 PM

So there're some site updates. Whoever have made these buildings, he did a really nice job. Take a look on the flying unit, I can't beleive it was converted from voxel to 3D model (unless the voxel was made from a 3D model, but still looks cool regardless).

 

header4.jpg

 

Now let's speculate about the things seen here. Here's the Refinery on the left side and 3 unknown buildings on the right side. My guess would be the left building is their CY (could be a T2/radar building though), the one in the middle is a railgun defence tower (a T2 defence structure perhaps?) and the right one is a superweapon. 

 

P.S. Thanks to Octavia for heads up.

P.P.S. A big advantage of having the source 3D files is that promo pictures and render like this one can be made. Too bad the source 3D files of the original game are most likely lost, with them even more would be possible.


Edited by Damfoos, 13 July 2016 - 06:28 PM.


#639 Solais

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Posted 13 July 2016 - 06:45 PM

3D models are cool because they could be used for creating cinematics. (If only some of them were readily available so I could try out if I can make cinematics.)

 

 

Also it seems there was a sort of clue in the header all time along, we just didn't notice. Look at the tiny underlined 3.0 text:

 

http://mentalomega.c...ges/header1.jpg

http://mentalomega.c...ges/header2.jpg

http://mentalomega.c...ges/header3.jpg

 

 

EDIT: There were some changes to the Mod Feature description, game is now called Mental Omega 3.3: http://mentalomega.c...ex.php?page=mod

 

Tiny change in Story: http://mentalomega.c....php?page=story

 

Campaign also mentions that the game is now called Mental Omega 3.3: http://mentalomega.c...p?page=campaign

 

Tiny changes to Playthrough, showing an X regarding unreleased levels, and one more row of TBA coop missions: http://mentalomega.c...age=playthrough


Edited by Solais, 13 July 2016 - 10:03 PM.


#640 Damfoos

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Posted 13 July 2016 - 08:23 PM

This have attracted the most of my attention ("Campaign" section):
 

...the save/load function is currently not supported by Ares... This will hopefully change in the future and be patched in one of the 3.3 updates. Additional missions will be released once they are completed.

 
So if I get this right, the devs will not wait until the s\l function is restored (well, who knows when it will happen) and probably will not even wait until all the missions are done, so the following patches will make the mod complete (have the full set of missions).

Unlike Mental Omega 3.0, in version 3.3 you will not have to worry about choosing proper settings for a cooperative mission to launch correctly. All of those settings will be automatically enforced by the new client created by Rampastring of the Dawn of the Tiberium Age modification.

 

So wait, external program for configuring the match setup, instead of the default ingame menu, just like in TI? This may offer a wide variety of match customization. Though Rampastring mentioned that the next DTA clients unilkely will have WinXP support (bad news for those who play mods on older machines, including me), plus these clients are not as easy to translate as the game itself, in some cases its GUI text isn't available for editing at all. Who know though, maybe I get something wrong or the GUI text for this client has been finally put into a string file.

So we can conclude there can be an "early" release (once all the Foehn stuff is complete?) and the rest of the missions (since it is time consuming to make those) will be released later.


Edited by Damfoos, 13 July 2016 - 08:24 PM.





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