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The part with the GDI being able to see everything sounds like a bug, for sure.
Could you elaborate on what you mean by the bunkers and walls though?
Unfortunately, reworking the first mission is going very slowly.
The campaign maps (and maps in general) aren't compiled and put into a stream, so you just put them in a BIG file and make sure that the mod's SKUDEF file references it.
I suppose you could, provided you set up the other mod properly.
I put the music into its own global stream. Since you can have as many global streams as you want in a mod, C&C 3 loads it if it can find it but doesn't panic and crash if it's not found.
Just curious, but do you have the Model Detail graphic setting set to low?
This is good feedback.
ASI being too expensive: From what I've heard, the ASI is currently too powerful if anything.
ASI AI not working: You're correct, we have a limited AI for the ASI. We may never get it fully working properly with the Generals-like dozer mechanic.
Scrin not healing in Tiberium: That's a bug, not intentional on our part.
Buzzer Hives spontaneously losing health: That's another bug.
ASI salvage crates creating very powerful units: This is sort of a bug. ASI vehicles are supposed to be allowed to collect an additional 10 crates beyond what upgrades their weapon to get additional buffs. But see below...
ASI salvage crates not disappearing when collected: This is a bug that I saw way back when first implementing the salvage crates. I thought I had fixed it before release, but it looks like it's very much still present. This is probably what causes units to reach their maximum upgrade level way too easily with a single crate.
Disruption Towers not hiding turret defense hubs: Another bug. Wow, I think I've got some work to do here.
Scrin power supply: Keep in mind that the Scrin's power plant doubles as a refinery, complete with a harvester unit. But I've noticed that the AI doesn't see it as a power structure; that part is a bug.
Lack of power upgrades for Nod and Scrin: This was actually intentional, as removing the conventional power plants required removing their upgrades. I'll concede that Nod especially is a little tight on power later in the game and could use some help there. I might be able to work something out, but I'd like it to match the theme of the new power system and not be a reskin of the old power plant upgrade.
I'm not good with video, but the process for installing v1.3 of The Forgotten is the same as other manually packed mods so you should be able to find a video of that.
The only difference is that there are two additional ZIP files that you can add to the folder where you install The Forgotten to enable music and the campaign.
The version 1.3 downloads are the only ones you need if you want he mot up-to-date experience. The older versions are available for posterity.
There's a typo in the one of the filenames in the v1.2.5 Full version that stops the mod from working correctly. I'd upload a fix, but I have something even better: a whole new version!
Confirmed. It seems to affect everything.
Thanks to all who commented. I see a lot more support for the campaign than I expected. Since that was my original plan, I'm going to be working on the mod's campaign next in the v1.3 series.
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.