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Dune IV - new TS conversion


Caid Ivik

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People, I must say I have failed to complete the RA2 mod. As I think it's not very good, I've stopped all works, also because I was lacking new tiles and such from cooperation. I was thinking about an improvement in Dune III mod, especially AI. All sides would have some mutual units (mercenaries), ment for AI use to prevent any chaos because of three sides. But don't wait for the version 4.00. I think it's best to make a fully new mod, with some things from D3, but much new.

Dune IV, new Tiberian Sun conversion has started its progress. It will have 4 sides, unlikely D3 it will be the Atreides, Corrino, Tleilaxu and Guild. All will have twelve same and twelve "house" units. Also, if I'll be luck it will have some new music, also I will work on better visual difference. If you have any rational idea, reply here to say.

Ah, and for the Guild you'll have one VERY special unit, which was so lacking in D3 ;)

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That's great!! Caid!, I been searching a new mod for the TS ever since I play a mod called Shifting Sand (sorry, I cannot remember if the creator is you or someone else, very sorry!) well, just what you said, this mod has start now, well, what its status now?, and can you please tell me when it will be release?

Thanks in Advance!

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I would love to help. TS is so much easier than RA2.

Regarding colours, I have an idea - C&C1-style neutral-ish colours.

Try these:

[Colors]

LightGold=34,128,255 ; 0

Gold=34,56,192  ; 1

DarkGold=34,235,255 ; 2

LightGrey=0,0,220 ; 3

Grey=0,0,190  ; 4

DarkGrey=0,0,120 ; 5

Black=0,100,0  ; 6

White=0,0,255  ; 7

LightRed=0,70,255 ; 8

Red=0,48,96  ; 9

DarkRed=0,96,255 ; 10

Burgandy=0,255,150 ; 11

LightOrange=24,60,255 ; 12

Orange=24,48,128 ; 13

DarkOrange=11,235,255 ; 14

LightMagenta=110,160,192  ; 32 NOW TEAL

;LightMagenta=228,32,255  ; 15

;Magenta=228,32,255 ; 16

Magenta=110,160,192 ; 32 NOW TEAL

DarkMagenta=228,48,255 ; 17

LightPurple=200,48,255 ; 18

Purple=200,32,255 ; 19

HyundaiPurple=200,32,170  ; 20

LightBlue=164,44,255 ; 21

Blue=164,32,196 ; 22

DarkBlue=164,60,179 ; 23

NeonBlue=164,255,255 ; 24

LightSky=142,70,255 ; 25

Sky=142,80,255  ; 26

DarkSky=142,235,255 ; 27

LightCyan=132,70,255 ; 28

Cyan=132,160,255 ; 29

DarkCyan=132,235,255 ; 30

LightTeal=110,70,255 ; 31

Teal=110,160,255 ; 32

DarkTeal=110,235,255 ; 33

LightGreen=85,70,255 ; 34

Green=85,64,96 ; 35

DarkGreen=85,235,150 ; 36

NeonGreen=85,255,255 ; 37

LightYellow=43,70,255 ; 38

Yellow=43,160,255 ; 39

DarkYellow=43,235,255 ; 40

NeonYellow=43,255,255 ; 41

LightPeach=21,120,255 ; 42

Peach=21,150,255 ; 43

DarkPeach=21,180,255 ; 44

DarkerPeach=21,255,255 ; 45

LightLime=53,70,255 ; 46

Lime=53,160,255  ; 47

Darklime=53,235,200 ; 48

NeonLime=53,235,255 ; 49

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  • 2 weeks later...

Hey! Good to see you do another TS mod! I must admit that yours and Nema's are the one that inspired me to start my RA2 one... ;D

Recolouring the Inf is fast if you do them in PaintShopPro7, and there is a Flamer inf guy in the TS files that you could also use, but it needs extracting and renamimng to use.

Anyway, Good luck - I look forward to playing one of your mods again.

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Vidi, I made some. I should have access to it by the weekend. The way to do it is randomly distributed red(remap) dots on the tib01 to tib20 (I think) shps, within a roughly flat rhomboid/oval shape, then put them in the necessary mix file

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