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speed, armor, firepower are the holy trinity of tank survival. if a tank just got ultra armor and firepower but moved slowly and recklessly, it would collect some maneuverability damage very soon, and become a large-size practice target for enemy quickly.
so, to paraphase a comical indian-singaporean, use this treasure as a hundred-ton mountain goat, route-preplanning is the key, shoot and scoot is the rule. don't just sit there and duel out with the enemies like me............
For the mod author, any plans to do any other fictional vehicles like this? Because I used this as a boss fight for a campaign recently and it was awesome. Though it does get tracked rather easily. Again, we're using ACE. Could be nice if you made it so its tracks and other things could also self-repair.
The anti air gun fire rate is like this because i decided to put it like this, slow firing but powerful hit.
No enemies are running away. On the contrary: they are shooting at my tank and hitting me inside it.
Besides that, I needed more than 8 shots of 180mm to destroy a pickup. And what about this anti-air fire rate? Really?
WTF?
1:03:54 Sound: Error: File: htnk\sound\electric_arc.wav not found !!!
When you run a signature check in ds utils: https://cdn.discordapp.com/attachments/705138490949632091/1122210889345552404/image.png
Could I therefore pester you for an unmanned variant? :B
This would also be nice because the crews tend to get killed when ACE is running.
for the 4 tracks it was causing a bug with ACE mod and repair that's why i revert back to 2 tracks.
I didn't introduced self destruction, the electric arcs was just for style, when the tank is damaged more than 0.90 % it explode like any other arma tank. i added electric effect /ammo explosion after main explosion happen.
I can add a variable to turn off self repair, did you have any bug with self repair? in what case would you desactivate it ?
I am working also on the interior (not an easy task) so at the next update will be some change about armor penetration and interior, can't give a date for it because i want it to be really cool.
Also, using ACE Interact, it appears that some parts of the unit can't be repaired (or, if it's a case of a number of items overlapping, that, which I observed). Would you be able to download ACE Interact and see what tweaks need to be done for full compatibility?
Thanks! :) Also, if I can figure out a way to patch this myself, I'll let you know and I give you permission to download it and apply it to your mod.
A couple of suggestions for you;
1) Can you make the Tusk missiles AA capable? I noticed they are unguided. In C&C they are actually guided, which is notable in the RTS version against aircraft/helicopters. Considering it has radar, it makes perfect sense. Balance-wise, this works as well since it would only be effective at long range, where the 35mm turret can compensate for this vulnerability.
2) Not sure how doable this is, but can the tracks be separated into four, much like how a vehicle has 4 or more tires? For the purposes of track repair, it counts one side as one object, instead of two.
Nitpicks aside, it's great!
@Bl4ckTron Iknow about it, i only wanted one because i had no really use to have a second system display manager.i will see if i put it back.
You gave it dual 188mm guns when its suppose to be dual 120mm, so basicly it was just like the Medium tank / abrams guns x 2. Its armor was good but not as much it is currently, exemple i tested the Obelisk of Light from Tiberium Genesis against it, it took 7 shot from the obelisk to destroy the mammoth tank ( In C&C Tiberium dawn it takes 3 Obelisk shot). Also it can destroy the obelisk in 1 shot and most vehicules.
The toggable Hudelement where the Radar f.i. shows up is only functional on the right side.
Fix:
You forgot to implement the classes "DefaultVehicleSystemsDisplayManagerLeft" in your config.bin, the version for the right side exists already.
still: pretty nice mod ;)
I love it