Sunday, June 12, 2011

Xenoforce : The original 3 fixed version

http://www.mediafire.com/?bpyn9o6gci7icsi


Sorry about that guys, here's a new version with the correct sku. Enjoy.

Saturday, June 11, 2011

Xenoforce - The Original 3 is done.

The official release of Xenoforce : The Original 3 is here!


http://www.mediafire.com/?8sey9klesm38o79


Enjoy!


There will not be a Sunday post tommorow.

EDIT - Wow did I mess up. I posted the wrong sku file for the mod to work. Download this as a temp to fix the issue, tommorow I will repost the MOD with the correct sku.

http://www.mediafire.com/?0cp1lgwl4s337y2

Thursday, June 9, 2011

XO3 test 2 now avalible

Here is the next test version of Xenoforce : The Original 3 (or XO3)

Depending on how this gos I'm hoping that this will be the version that will be placed on MOD DB. Let me know if you find any issues with the balancing / powers here.


http://www.mediafire.com/?kmatv77o8f1w7r7

Monday, June 6, 2011

Xenoforce : The Original 3 Rebalancing Test

Here it is, a playable rebalancing for the original 3 armies of CNC3. This is a test run of the new 3 armies and the way the rebalancing came out. If it turns out to be good then I will release this version as a seprate mod on MOD DB.


Sorry, mod was pulled due to me being a moron and not resetting timers on NOD powers. Will be back up in a few hours if I can get the upload to go through.


Ok, here's the link to the REAL test. NOTE! Do not pick EF as a playable choice. If you do it will crash the mod. This mod ONLY has GDI/NOD/Scrin in it. IF this test go's well I will release this as a full mod with only GDI/NOD/Scrin on MOD DB and EF will not show up as an option.


http://www.mediafire.com/?211r3svg2oqdlnu

Sunday, June 5, 2011

Home strech of new NOD design.

We're almost done with the new NOD design. This means 2 things.


1) we can finally get back to working on EF. I personally can't wait and am finding it hard to NOT just jump in and start working on AW.

2) a release for these changes will be coming soon within the next few days for everyone to try out.


Now the 2nd reason is important. I wasn't going to release the mod this way and just keep it as an internal mod but recently I've had a few emails (and one request on the image section of MOD DB) asking for us to release the mod with only the 3 original armies. So thats what I plan on doing. This mod will be called Xenoforce : The Original 3 and will only have GDI/NOD/Scrin in it. A few things to remember on this is that this new mod will not be getting updated regularly, it's simply a test run for our new balancing system and for the people out there who want to play the mod this way. Also, just because we won't have any EF stuff in here (or an option to play as EF) does NOT mean we are stopping work. I know it looks like we keep taking things away but I promise you thats not what's happening here, this is just what some folks have asked for.

Here is the list of changes that still need to happen before the release this week.

1) NOD special powers.

2) NOD Defenses need rebalancing.

3) few more GDI Tweaks.

4) few more AI tweaks for Scrin.


So here we go.

Saturday, May 28, 2011

Whats going on, I thought NOD was going to be done last week?

Yea, me too. Unfortunatly it's still a few weeks out now, but allow me to explain. Originally we were simply going to update NOD to the new damage / health system and call it a day. However when we started asking about them / working on them something became apparent. There simply are not many NOD players out there who are playing the mod at the moment. This leads one to wonder why and the answer that Doug and I came up with was simple. NOD simply wasn't that insteresting to play with.

So we started brain storming and have come up with an entire new NOD to play with. This new NOD is a lot like the old one in that they are using the same units for the most part and any current NOD player should have no trouble "stepping" into NOD's shoes and feeling at home with them. However this new NOD has quite a few new tricks up their sleeves.

Without going into the details of the back-story let us just say that the Xenoforce Reborn mod will be re-writing the CNC history for our story and that most changes happen after the 2nd Tib war. Previously NOD dissapeared after the Firestorm Conflict, but not this time. What we've done is make NOD into a full fledged Religous option for the people of Earth. They have their own churches, they are very open about following the teachings of Kane, and even have their own "guards of NOD" military force. This means that the troops of NOD are not just fanatics handed a weapon and pushed into service, these people are well trained and know how to use the equipment intrusted into them.

Now, NOD has 2 aspects of this force. They have the "Show" force of Buggies, Bikes, and Scorpion Tanks that they use and the world sees every day. The main reason GDI is not worried about these forces is that in comparison to GDI's forces and equipment NOD's is not a real threat. At least thats' what they see. NOD has developed additional tech to add to these units to bring them up to -par- with GDI's tech but they don't come that way to begin with. NOD wants GDI thinking these units are for defensive use only and not able to take GDI on in a head on fight. Thats why you get the laser capacitor upgrades, armor upgrades, and tiberium warhead upgrades to make them stronger later.

The hidden part of NOD is the other end of the spectrum. The Flame tanks, Stealth tanks, and Avatars are not shown to the world and GDI has no idea they exsist. These are the real force behind NOD.

Now, each vehicle is going to have a special attack or effect that go's off when the vehicles are killed. I have shown a few of them on MODDB recently. This is the current list that we are aiming to have in.

Radier Buggys - EMP blast when they are killed.

Attack Bikes - Drops a small mine field onto the ground when killed.

Scorpion Tank - Summons a Scorpion Bike when killed. (Scorpion Bike is bike with lasers instead of rockets and is a different color).

Flame Tank - Drops a Firestorm Bomb onto the ground when killed.

Beam Cannon - On death summons an Obelisk of Light to the battlefield for a short time.

Stealth Tank - On death fires off a large volly of rockets around it randomly.

Scud Launcher - On death turns into a "turret" that can fire it's Scud Missile one additional time before dying.

Avatar and Purifier - On death turns into a husk, also all units around them gain 50% attack speed and movement speed.


Can you start to see the opportunities? Run in with a large buggy squad to try and shut down the enemy defenses, then send in beam cannons and stealth tanks to try and do as much damage as possible. If I can get this all to work right, it could be a great time to play as NOD. :)

Also, NOD's powers are changing drasticly. NOD is all about Mass Distructuion and we plan to show it. Here is the list of powers that I am trying to add in. The biggest thing to know about these powers are none of them target a spicific thing, instead they all target a given area.

EMP Control - Fires off many EMP blasts in a given area.

Firestorm Control - Many hidden Firestorm bombs are detonated in a given area. These bombs may go off instantly or in 30 to 40 seconds. These bombs do Fire Damage.

Air Rocket Control - Drops metal canisters from the sky that hit the ground. When they do, they deploy into SAM sites that fire off a large volly of anti-air rockets and then explode. These do Rocket Damage

Artillery Shell Control - Small artillery shells rain down from the sky and pummel anything they hit on the way down. These do Cannon Damage.

Laser Maw Control - 5 Obelisks of Light are summoned into a given area. These Obelisks can combine their beams to damage a single target making them very dangerous. These last for about 30 seconds to a minute then dissapear back into the ground. This does Laser Damage.

Liquid Tiberium Control - Drops a Liquid Tiberium Bomb onto the battlefield damaging everyone and anything Tiberium related. This does Tiberium Damage.

Time control - Activating nano-bots inside the bloodstreams of the NOD personal caught inside the activation pulse, these units gain 50% attack speed and 50% movement speed for a short time.

Rage control - Activating nano-bots inside the bloodstreams of the NOD personal caught inside the activation pulse, these units gain 50% health increase and the ability to regenerate their health for a short time.



So thats what we're looking at for the new NOD. It'll be a few more weeks until its done, if you have any questions feel free to ask. :-)

Sunday, May 22, 2011

Sorry for the delay.

I was hoping that by now you guys would be playing the next internal beta of the new balancing system that we're putting into play. All that was left to do was NOD and the original 3 would be done. Unfortunatly, unforseen family issues came up and I wasn't able to work on the mod these last few days so it will be a few more days until I can post it up. If I get lucky, maybe it will be done tommorow, it depends.

You see, Doug and I have come up with a pretty cool idea for NOD. I like it anyways. However I am finding that there simply isn't a lot of support for NOD out there. What I mean is, the players just don't want much done to NOD as it is. Thats either because they think NOD is fine the way it is or you guys just don't play NOD. Myself I enjoy NOD some, but for the most part I'm more of a GDI or Scrin player simply because I like GDI's military aspect and I like Scrins power system. Only thing that I really like about NOD is the Avatars and their WMD's.

So other than the cosmetic "fluff" changes that we've put into play for the new NOD those are the 2 areas I think I'm going to focus on. Other than that, I just don't see myself wasting much time on expanding NOD. If you have any comments, let me know.