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D'oh! The file named "The Forgotten_1.0_Misc.big" is referred to as "The Forgotten_1.2.0_Misc.big" in the SKUDEF file. Renaming The Forgotten_1.0_Misc.big should fix the problem.
I don't have the Origin version installed, so I can't offer any help there. But I would check YouTube for mod installation tutorials for the Origin version of the game.
This is a known, unfixable bug with transport units in vanilla TW.
But you can play as the Forgotten in Skirmish?
The C&C 3 game launcher. You can enable it by adding "-ui" to the end of the shortcut you're using or the Steam launch options.
For the original disc or Steam versions, simply extract the contents of the ZIP file to "[Documents]\Command & Conquer 3 Tiberium Wars\Mods\The Forgotten\" (with [Documents] replaced by the path of your Windows Documents folder). Then you run the launcher, click on the "Game Browser" button on the bottom of the launcher screen, click the "Mods" tab near the top of the window that pops up, and you should see The Forgotten 1.2.4 as an option as a list.
This mod adds an entire new faction (the Forgotten) to play as or against in Skirmish mode. It also features a short campaign.
Is you model LOD graphic setting set to Low? It needs to be set to High in the current version.
This is a big help. Unfortunately there's nothing I can do about the Behemoth's range being reduced when garrisoned, as that relies on code only present in KW to work.
I still intend on doing a KW port. I'll probably push out one more balance patch, then move on to the campaign missions before starting on the KW port.
Is anyone else having this problem?
The Forgotten faction skirmish AI should be working. If it's not, then it's a bug.
You know, I was planning on looking at the music code to see if I could remake it as a module for the mod. That way you could simply not include it and the mod would run just fine but with vanilla music.
Wow. It's certainly good to have mod support, but releasing the source code as well? That's awesome.
Those are some odd bugs! In all my testing with the Reclamator Rig while coding it, I never had a problem where the unit failed to appear when finished.
Also, how many buttons do you see on the infantry build tab for the GDI Barracks? There should be 9, with the Wolverine being 6th (just below the Combat Engineer).
The Ibis missile upgrade should be on the ASI's air production structure, the Airscraper. If it's not there, that's a bug that I need to fix.
For number 4, you're talking about the Hunter (the quadruped T1 walker unit)? I can certainly take a look at it.
As for the Conscriptor, it's only supposed to convert lower-tier infantry like Rocket Militants and Confessor Cabals. The inability to convert the latter definitely sounds like a bug.
Numbers 1 and 2 need an animator to fix, which we've never really had on the team. There's only a limited amount I can do to fix them.
For number 3, the only upgrades the ASI has are the Dark Lightning and Ibis missile upgrade. Any other upgrades displayed on the sidebar when a unit is selected are bugs.
For number 4, I suppose you're referring to particle effects? I'm not the best at editing them, but let me know which ones look unfinished and I might be able to fix them.
Also, the Colony and Dream Army factions are cancelled. We're working on Buffing up GDI right now.
As it is, each unit (counting infantry squads as one unit) provides the same amount of power as an Avatar. So keep those basic infantry around--they'll not only help defend your base but power it as well.
Yes, infantry units in C&C 3 have fairly limited purpose. Tanks (particularly the Scorpion) are just too good at squishing them. I'd like to take the squishing down a notch without removing it entirely--maybe have squished infantry apply a temporary speed debuff to their crusher?
Oh goodness, I never posted the changelog here, just on the Discord! I've since included the changelog for 1.2.2 in the relevant files, just for posterity.
Probably not for the vanilla C&C 3 version. But for the KW port? I'd be open to it.
OrangeNero, do you have any examples of a major publisher coming after modders for having a Patreon account that included tiers with early access to concept art and mod builds. I'm genuinely curious, and a quick Google search turned up nothing.
As for EA coming after us, I'm not too worried because the paltry sum of money we've made from Patreon probably isn't worth the cost of having one of EA's lawyers file a lawsuit. And if it came to a lawsuit, I'd be fine with just handing everything we've received from Patreon over to EA.
Ah, so that's the reason you were having a problem. There's probably a reference to the vanilla Hovel code somewhere that the custom map was overriding. I'll have to go through the Hovel code and remove such old references to they don't conflict with maps that override the Hovel.
Here's a tutorial video I found for installing C&C 3 (or RA3) mods on Origin: Youtube.com
As for where to install, you need to unzip the contents of the mod download to [Documents]\Command & Conquer 3 Tiberium Wars\Mods\The Forgotten, creating any folders on that path that don't already exist.
Interesting. Does it happen consistently?
Everyone keeps asking about this. Be patient, I'll get to the KW version in good time. I just want a balanced faction and campaign first before I do the port to KW (never mind working on new KW content).
The Bulldozer was supposed to be a "bully" unit, strong against smaller units but not able to pick on someone its own size. Still, I think the unit needs some serious tweaking.
Having the Forgotten's wall hubs be able to serve as mounting points for basic defenses in addition to power plants isn't a bad idea. I'll have to mull that one over.
Still, I think the Forgotten's problems are bigger than base defenses early game. It's been dawning on me that the Forgotten are largely underpowered, using a few overpowered units (Like the Sidewinder and Bulldozer) to do anything useful. If you can shut the workhorses down, the Forgotten player is helpless.
That's very strange. The Forgotten faction has a total of 7 infantry units, including an engineer unit. Can you build all the vehicles and aircraft?
I've already tracked down a bug in the Messenger that kept the AI from using it properly. As for the Bulldozer and Longhorn, it may be that the AI sees that they have the same kind of weapon and just goes with whatever has the higher DPS/Cost ratio, ignoring the fact that the Bulldozer's weapon has more restrictions on it (such as shorter range) that make it less powerful than the AI thinks it is. Or maybe the Bulldozer really is OP and the AI is picking up on that?