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Comment History  (0 - 30 of 92)
Fandore
Fandore - - 92 comments @ Tiberium Secrets

ok so i had to reply seance gen is not capable. first, we got pro-mission from EA, second, we did not make a pay wakll, i dont know where that came from. we offered the same updates from ythe paytreon. it was just a way of support because animation is not cheap. we where funding the lively hood of the mod and nothing more. thsts it.

Good karma-1 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

Hey, i recant that! i did a good job, at least till gen got full control. well at least for most parts, basic animation cost some... that is true...

Good karma+1 vote
Fandore
Fandore - - 92 comments @ Tiberium Secrets

because he has the rights.. sorry friend, i fear that's it =(

Good karma+6 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

well, i was one of the main devs to the mod and took on the roll of lead director correcting any work that did not go in the sage engine. i know all the inns and outs of the art development from modeling to texturing to rigging to some animation so yeah.. with commies help, me and him still are very much friends, i could in theory come back, but its a process and some things would have to shift here and there for this to take place. im just wondering if the community is still interested.

Good karma+4 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

Thank you for your input. this will be considered.

Good karma+5 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

Hello XD its been a while.. what do you guys think? should i make more or no?

Good karma+2 votes
Fandore
Fandore - - 92 comments @ RaccoonOfArts

Hi friend XD i see you made a Moddb page! you should post some of your stuff here =)

Good karma+1 vote
Fandore
Fandore - - 92 comments @ Ending Tiberium Secrets

wow the sheer idiocracy to this comment made me respond, wow, just wow. let me clear things up for you.

1) we did not nor ever intended on selling anything for a "mod" patreon is a DONATION page only we set up and continued to release our work to the public in good faith. all our completed assets were released in its full form and can be found on the downloads page.

2) we never made any money in development and even spent our own money sourcing out contracts for some work when needed so what you are saying is absolutely absurd. it takes a lot of work to make a faction from start to finish without using any assets that are given. all art done is 100% custom and even some code was redone as best as possible without breaking EULA.

3) we are a registered company (Honor Games LLC) it is illegal to state such a thing less you have gone through all the needed paper work to form a proper company,and can be found in the California registered businesses under the small businesses section. we are a new business and part of the reason we are closing down is due to that. we will no longer have the time to develop a free project while developing a new IP all together hints the patreon. that was there for anyone willing to help finish the assets and prep them for game placement. not for personal gain, as stated above, none of us personally made anything off the mod and everything we have done we went over with people who had contacts within the IP holders hands. no one forced us to shut down nor at anytime where we threatened. you clearly don't understand game design as to how IP works but i assure you, all our factions are 100% our work.

Good karma+4 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

is it steam or origin you own the game in, that matters, there are videos you can finds on how to add mods to Tiberium wars 3.

Good karma+2 votes
Fandore
Fandore - - 92 comments @ TiberiumSecrets 1.4.0

no, it was swapped out for the TE version.

Good karma+2 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

heh,i remember watching this when it was on tv... good stuff lol.

Good karma+2 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

the ASI are sort of based off them... not exactly cabal but they are deff based off the idea

Good karma+3 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

Good karma+2 votes
Fandore
Fandore - - 92 comments @ Blbpaws

Hey Blbpaws, I have just realized I have never sent you a friends request... I know, an inexcusable offense... but hey I just got one sent out... =)

seriously though, I love the work you and the group of people you helped put together do. keep it going strong Blbpaws.

by the way, the forgotten was the first mod I played back in 2010.

Good karma+1 vote
Fandore
Fandore - - 92 comments @ Tiberium Essence

i'm just gonna leave this here...

still shouting out to anyone willing to listen.. and as always, willing to help where i can.

TE has always been a great mod to itself and i enjoy going back to it now and then. though the developers are not as easy to reach out to as say the mod in general is, its still really well done.

Best of luck to Carnius and the rest of his team.

Good karma+6 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

Work continues at it be a slow progress, for toughs who may not be aware of exactly who I am, I am the lead Developer for the Art asset department for this project.

As far as art and asset building, there is some work being done, a lot of the older files that I have worked on personally where on my tower, Long story short, I lost all my files back in 2016 and worked from a laptop to finish up most of the ASI.

Now, back to my main tower which has not been cleaned in over seven years. I have a LOT of files making this mod, my hard drive contains a TB of data and only 30GB are free. so yes, after three years of not having my tower, it was brought back from death. So my towers up and running, I have a lot of stuff to still fix up around the house and my tower needs cleaning along with some program installations etc... my home did after all flood to four and a half feet for three days!

There are a lot of good people who have worked on this mod and a lot of hard working, loyal individuals who we have come to know in these past seven years,
some who I owe a great deal to because if it where not for them, I would not have the skills I needed to make such a great mod like this come together.
I believe in the C&C community and I believe there are people still out there that look for a better path then what is given to us. if it where not for the many people who have had the dedication and passion to make content for games such as C&C then most of them would have faded into history. this is what I find so extraordinary about the MODDING community. If individuals can band together to develop something completely new or offers something even better then what was there, just imagine what could happen if the "lone wolfer's" banded up together under one main group to make their own projects!

Lastly, I'd like to address the individuals who don't believe we can put this mod down and just as easily pick it up. as a core individual who not only taught the original artist, Umbrella a trick or two on how to use Photoshop but I also helped train his eye for detail and visually pleasing models. he picked it up and does fantastic work today. I'd think as someone who not only helped him but knew him quite well, I can calm your nerves when it comes to how the other two factions are meant to be developed. the colony is all me and D51's mechanics where developed by me as well as some of the ideas for the faction.

I know I am usually fairly quiet but I have never been the type of person to brag or anything of the sort. I do this for the people who love to make content and create. My main goal is to one day work with a group of people who are just as talented and willing to learn as well as work with some highly talented, great individuals who are willing to help others. This is why I do what I do.

Best Re guards, Fandore. Spem Successus Alit!

Good karma+5 votes
Fandore
Fandore - - 92 comments @ C&C 3: The Forgotten

well, commie you know where i stand bud =) i agree it would help to have people who where interested in making assets and as always,
i'm down to help teach others. too bad there are not as many people who want to make content as much as play it huh ?

Good karma+5 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

The ASI have two upgrading systems. 1) the most common vet system. 2) an indirect salvage system. when a unit dies, you can take a vehicle unit and pick up a crate that will "upgrade" that unit. all units come with a small visual representation of this upgrade. the crow tank is a rod, coil, and dark matter upgrade respectively. (look at the cannon for this upgrade) almost all the vehicle units have this as an added feature to the mod. also, there are upgrades to the helicopter that add two side winders to its deck. it can be found at the air dock once the dark matter upgrade is unlocked once the player unlocks the high end power plant. lastly, the conscripter can take over other infenty units and send them to the cloning building. the units are locked till you "conscript" them and send them back to this place. you have to have enough to make a full unit and then you can unlock the alt version of the inf. we redid skins and some weapons for the tier one and two units, but not three. the advantage of this is they get more health and damage go's up. we where considering on doing unit specific upgrades later on.

Good karma+1 vote
Fandore
Fandore - - 92 comments @ Network Addon Mod

been trying for days to try and make an interstate inter loop system, typically when two three lane highways intersect north, south, east and west... there really should be something for this as this IMOP also... its REALLY annoying we cant get acceleration lanes but thats just a kink i have and am a little annoyed with it... are there people still doing work or this mod? i could do a little asset creation if needed =)

Good karma+1 vote
Fandore
Fandore - - 92 comments @ TiberiumSecrets 1. 2 Full

the game has a lot of hard coded design issues so it's not always as simple as just redoing something. the build time is designed to take slower due to the ability of the ASI being able to build anywhere and repair anywhere they feel like at that given time. this is more of a balancing issue then anything. you can also build several construction dozers so you are not tied down to just one. the ASI do not follow the norm of how the other factions build. and the units are about as original as you can make them. some units even have deploy states such as the crippler.

Good karma+2 votes
Fandore
Fandore - - 92 comments @ TiberiumSecrets 1. 2 Release

the Synthesizer is actually made like that... you have to get the thing just out of range of the factions base, set it up, then use the (Clone building) function for it to work, once the Synthesizer is in a good spot the AI wont find to easy, it go's into cloak status with a very small agro range on it. after you clone the building, use the second action ability to place the cloned building down anywhere you like. two things to note. 1, in order to clone a building, it must be visible. 2, you have to be fairly close by, just out of range from any main base.
The power issue is intended like that on purpose... we had considered making it possible to power down some things but the units are robots so it makes sense for them to consume power... if they are low powered, they do less DPS and some will move slightly slower but not a big negative affect.. it also slows production. this is not much of a problem as people should be going something like (basic power plant 3)>(hack center)>(dark energy reactor)the dark energy reactor produces an insane amount of power and unlocks the research for dark energy upgrade.
as far as the upgrades in general, i think you bring up a good point... might be something to look into...

Good karma+1 vote
Fandore
Fandore - - 92 comments @ TiberiumSecrets 1. 2 Release

thanks for noting, we are still in the "fixing bugs" state so things will still take time... its always better to have more eyes on it then just one... i personally see to it that all art assets are fairly well done, still need some work and touch ups AKA the commando needs work but other then that, things are working fairly well.

Good karma+3 votes
Fandore
Fandore - - 92 comments @ TiberiumSecrets 1.1 Release

start > Documents > C&C Tiberium wars 3 > Mods > (create a folder and call it Tiberium Secrets) then open that folder > add files from zip into folder. now use the launcher provided by the game and find the mods tab. done. the ASI are playable as a separate faction and are only usable as a skirmish mission

Good karma+1 vote
Fandore
Fandore - - 92 comments @ TiberiumSecrets 1.1 Release

each builder has its own build que, putting more then one builder next to a building will do nothing. if the main builder that qued up that building is out of range, it will drop the building that its suppose to build... to fix the issue, just find the builder that started the building process and relocate it as close to the building as possible.

Good karma+2 votes
Fandore
Fandore - - 92 comments @ MadMartiganGOL

hello =)

Good karma+2 votes
Fandore
Fandore - - 92 comments @ Tiberium Secrets

hey thx for the feed back, i had the drones die before only once, its not common for the AI to pick up on the drones so its not too common, please report this on the discord page so commie can correct the issue promptly! we did do some testing before we released but each persons experience is different as each system is different. though commie is a great coder, there is a limit to how much he can do via hard script which is more a EULA agreement then anything. but overall we are still working on it! =)

Good karma+2 votes
Fandore
Fandore - - 92 comments @ TiberiumSecrets 1.0 Release

maybe try the wrench tool on the dozer =/

Good karma+1 vote
Fandore
Fandore - - 92 comments @ Tiberium Secrets

there is a bug where, if you start a build and then leave it and try to build the same building with another dozer, it sometimes wont work, this is a known bug and is being worked on. this can be rectified by bringing the dozer that started the construction back to the building and the building will start back up till its done. this is not how its intended and indeed is a bug but nothing that cant be fixed as this bug only happens with some of the buildings and not all.

Good karma+2 votes
Fandore
Fandore - - 92 comments @ TiberiumSecrets 1.0 Release

did you let the dozer fully construct the building or did you move the dozer after you placed it? oh and only one dozer can build at a time, putting more on one building will not help

Good karma+1 vote
Fandore
Fandore - - 92 comments @ Tiberium Secrets Open Alpha Release

thanks intense, its been a long road, i got flooded at the end of 2016 with four and a half feet of water and I'm still in the process of rebuilding.

Good karma+1 vote