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[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod 1.3

The installer should have put an icon on your desktop that you launch from.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ [=T=]Svein

Alright thanks a lot for the help. I'll talk to TalonH4wk about the unit build times and try to find a nice balance for those. But go ahead and provide your input here as well: what would you suggest yourself for build times? You don't have to list every unit, but a few examples would help us get a better idea of where to start with these tweaks.

In regards to the Annihilator Tripod and Storm Column animation/sound effect, I'll have to view this personally since I hardly play Scrin so I've never noticed it before. I personally haven't touched anything with their weapons and animations/sounds so it could either be a quirk with the base game itself, or possibly something done by the previous coder.

Again, thanks for the help. With a two-man team, it's hard to catch everything so everything helps.

Good karma+2 votes
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

The buildings being invisible has to do with your graphics settings. The buildings we added aren't currently optimized for lower graphics settings, so you'll have to turn up those to see them.

Which upgrades aren't showing up exactly? There's some blank upgrades on some buildings that cost nothing and don't do anything because they force other upgrades off the screen so the player can't use them but the AI can (this is done for various reasons).

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

Thank you very much! Yes those radar power costs were intentional. We wanted to give everyone the ability to scout the map, but since you're doing it without risk with those powers, we felt there should be a cost to them. It also helps control the economy a bit if a player decides to use them.

Help is also greatly appreciated, just go ahead and send TalonH4wk or I a message with anything you find.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

Glad to hear you got it working. We'll see what we can do about the installer compatibility with the Ultimate Edition of CnC.

When you say the Mutants at the Mutant Hovel producing at the basic rate, I assume you're referring to the training time on them. I'd be lying if I said we didn't forget about the Mutant Marauders, mainly because we don't really use them ourselves so it never occurred to us to look at them for changes. I do agree though they should be tweaked to make them more appealing since they're somewhat of an "out of the way" unit to get access to and usually isn't worth the time or money to obtain.

Regarding your previous comment, I wouldn't say the slowing of the Devastators is redundant. There are plenty of times when you won't need to use a formation order, and for those situations a slower Devastator speed is needed.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod 1.3

Well the fact that it's targeting your beam cannons over your flame tanks is a matter of threat level. Each unit is given a value to determine how dangerous they are, which gives them priority targeting over other units of lower threat levels. This means that if both a flame tank and a beam cannon are within range of a turret, the turret will target the beam cannon since it sees it as more dangerous. Proximity doesn't come into play at all, and there's no way to adjust the range of turrets for specific units. The range of turrets and units is completely universal.

As far as Scrin turrets being able to outrange a beam cannon, we'll look at that specifically.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod 1.3

That's a trade off though. You get stealth and a bit more power with the beam cannons, but they're weak on their own, which is why you don't send them in alone. If for some reason the beam cannons aren't outranging the anti-vehicle defenses, then bring in a venom or two and use the venom bounce ability to extend the range of the beam cannons. Both should be able to stay out of range of defenses while still giving you the range needed to take them out. Beam cannons were't meant to take a beating.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

We're not sure, we don't have any contact with the Desura/ModDB team.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod 1.3

Don't worry, we're looking at and adjusting damages of units for 1.4. That was one of the things we knew would have to be adjusted after the durability/build times changed, and it's been on our list for a while. But we really wanted to get a release out, and had done so much work for this version already. Damage changes will be a huge component of the 1.4 release, alongside other things.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

Just so everyone knows, the Desura version is outdated for some reason. It appears to be running version 1.21 and not 1.3. You'll have to run the installer downloaded here at ModDB.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod 1.3

Thank you very much! We do apologize for the long wait for this version. There was a lack of communication between the original mod coder and Hawk for various reasons, which forced Hawk to bring in myself to continue where he left off. But now that that's taken care of, new versions should come out on a much more frequent basis.

This version of the mod probably is the worst one for single player out of all the releases to date because of the changes made to the structure build times and HPs, mostly with the missions that have a time limit attached to them. So apologies for that change, but if you're ever interested in playing some multiplayer, hit either one of us up. We'd be more than happy for a game. The best way to contact us would be through the mod's Steam group, but if you don't have a Steam account then I'm sure there's something else we could figure out if you're interested.

Good karma+2 votes
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Clan

This comment has been posted in a private group.

[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Clan

This comment has been posted in a private group.

[=T=]Svein
[=T=]Svein - - 27 comments @ [=T=]Svein

Yep, TalonH4wk has a post up as a starting place. Looking forward to see your work!

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ [=T=]Svein

Hello there!

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

It's not a false update, it's just on the Features tab. Go check it out.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ Structures in TALON Mod 1.3

One other thing I'd like to mention with the increased build times is that defenses were included in that build time change. The reason we did this is because it was too easy to quickly build and deploy defenses inside your base while you were being attacked, and always saw that tactic as somewhat cheap and slightly unbalanced.

We've also removed the prerequisites limiting tier 1 defense structures. This means that all of your basic defenses are available right from the start, allowing you to prepare for early attacks since the structures don't build in a very linear format anymore. Basically what I'm saying is that since build times are longer and you have more freedom with what you build in what order, we've given you all 3 tier 1 defenses right from the start. If you go for a vehicle factory right away while your opponent goes for an airfield, you still have the defensive capabilities to counter their first attacks.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ Structures in TALON Mod 1.3

Yes this will all be featured in version 1.3, which will be released very, very soon. The biggest reason we made a separate article just for the build times and structure tiers is because they immensely impact how the game is played. It may be frustrating and seem too slow-going at first, but give it a fair shot, and even play against other people and you may find you love it better than the traditional version. That's pretty much how it was for me as we developed the mod, but once I got used to the adjustment I found it to be much more entertaining than how the game was before because it allowed me to focus more on my army and harassing the enemy/gaining control of territory instead of just building my base since things were done building pretty quickly.

These changes work great with the AI so far, but we've found the best experience is to play against other players. If you have a Steam account, join our TALON Mod Steam group and hit some of us up for matches.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ Nod Radar Building

I'd like to point out that this structure is actually a Nod structure created by EA, used in the campaign. I don't see how it's not Nod-like, it's got that sleek yet jagged look to it that seems menacing. Maybe the player color chosen for the picture wasn't the best, but regardless the structure looks really Nod-like to me.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ Predator Drones

And blackjack, and hookers... In fact, forget the tanks!

Good karma+3 votes
[=T=]Svein
[=T=]Svein - - 27 comments @ Predator Drones

"They deserve the extra AA deterrent."

What about the predator tanks make them so deserving of a weapon type that doesn't suit them? Not trying to sound mean here, was just wondering about that remark since you make it seem like they're so underprivileged and under-powered as it stands right now.

Good karma+2 votes
[=T=]Svein
[=T=]Svein - - 27 comments @ [=T=]Svein

Don't worry too much, it should be out within the next couple of weeks. We're just doing some final testing and tweaking, but everything's implemented so now it's just the details/making sure it's all working correctly. I'm hoping it'll be next week, so keep an eye open.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ Predator Drones

Flying robotic predator tanks, eh? Now THERE'S a thought...

Good karma+5 votes
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

Yep, and we're very excited to finally get another release out because it was long overdue.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ Nod Radar Building

We'd be all for giving things new textures and such, but unfortunately our two-man team doesn't include a 3D modeler, and neither of us is familiar with any of that. That's why we've been borrowing structures and units from the vanilla game.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

There's drastic changes between 1.21 and 1.3, so if you play and get used to 1.21 you'll be thrown for a loop when we release 1.3. But if you want a general idea of how the game changes, go ahead and try 1.21, just don't get too used to it.

Good karma+1 vote
[=T=]Svein
[=T=]Svein - - 27 comments @ TALON Mod

Don't give up on us just yet. We just ran into some difficulties due to lack of communication with the original developer of the mod. We're set back a little bit, but TalonH4wk and I are working on it now.

Good karma+1 vote