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Tiberium Mod Extended
http://forums.datarealms.com/viewtopic.php?f=61&t=21247
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Author:  Major [ Fri Apr 29, 2011 10:57 am ]
Post subject:  Re: Tiberium Mod Extended

Visceroids were, but they were taken out.

Author:  Commodore111 [ Sun May 01, 2011 12:43 am ]
Post subject:  Re: Tiberium Mod Extended

I've been testing a method to limit tiberium density in a given area, but I haven't tweaked it yet. The trick is simply to look at nearby particles, see if they're tiberium, then settle nearby crystals.

Author:  Zeroxys [ Sun Mar 04, 2012 9:44 pm ]
Post subject:  Re: Tiberium Mod Extended

So there hasn't been an update in a while, but the mod runs with B26. Glad it does. Have u been able to make any progress? :0

Author:  Galacticruler [ Mon Mar 05, 2012 4:39 am ]
Post subject:  Re: Tiberium Mod Extended

Zeroxys wrote:
So there hasn't been an update in a while, but the mod runs with B26. Glad it does. Have u been able to make any progress? :0

nice bump....if its beyond the 4th page, dont do that and assume there is no development.

Author:  TheStragedyGuy [ Sat Mar 10, 2012 10:40 pm ]
Post subject:  Re: Tiberium Mod Extended

i am :???: i still dont understand what this mod is all about....

Author:  Galacticruler [ Sun Mar 11, 2012 6:25 pm ]
Post subject:  Re: Tiberium Mod Extended

TheStragedyGuy wrote:
i am :???: i still dont understand what this mod is all about....

http://cnc.wikia.com/wiki/EVA_Database

Author:  SingularityGhost [ Wed Jun 20, 2012 4:02 pm ]
Post subject:  Re: Tiberium Mod Extended

Perhaps the immune faction could be the scrin from command and conquer 3?

Author:  URLEFT4DEAD [ Wed Jun 20, 2012 6:25 pm ]
Post subject:  Re: Tiberium Mod Extended

Sorry for the bump but I was wondering if this still works for B27?
I wonder if anyone would continue on this, I would but I'm no good at modding.

Author:  Kanedoom [ Wed Jun 20, 2012 8:42 pm ]
Post subject:  Re: Tiberium Mod Extended

URLEFT4DEAD wrote:
Sorry for the bump but I was wondering if this still works for B27?
I wonder if anyone would continue on this, I would but I'm no good at modding.


Test it, Newb.

You cannot continue the project if you don't have permission. No mod stealin' Newb.

Author:  URLEFT4DEAD [ Sat Jun 23, 2012 12:31 am ]
Post subject:  Re: Tiberium Mod Extended

Kanedoom wrote:
URLEFT4DEAD wrote:
Sorry for the bump but I was wondering if this still works for B27?
I wonder if anyone would continue on this, I would but I'm no good at modding.


Test it, Newb.

You cannot continue the project if you don't have permission. No mod stealin' Newb.

The amount of times you said "Newb" in that post makes me want to punch a puppy.
Grow up, you are not 9.
Also, if I were to continue this (Which I won't) I would have asked for permission.

Author:  whitebear [ Sun Sep 30, 2012 3:11 am ]
Post subject:  Re: Tiberium Mod Extended

Might be bit Necro but This is another mod that might work great as AI faction in campaign. If someone is able to work it out.

Author:  CyberFoxar [ Sun Sep 30, 2012 6:30 pm ]
Post subject:  Re: Tiberium Mod Extended

Hum, while we'r at it, can someone please update it to the 1.0 / B27 version ? (Or say if it works.)

Author:  kaboomarang [ Wed Oct 03, 2012 12:06 am ]
Post subject:  Re: Tiberium Mod Extended

For the record, please try it for yourself to see if it works. But yes it works for the current version last time I checked.

Author:  CyberFoxar [ Wed Oct 03, 2012 7:55 pm ]
Post subject:  Re: Tiberium Mod Extended

Tested and working, but laggy, as usual.

Author:  SmallLeagueChew [ Mon Jul 07, 2014 4:37 am ]
Post subject:  Re: Tiberium Mod Extended

I will seriously donate some $$$$ to someone to fix this mod for B30, I think it is genius. This + Dovaken Creeper mod + dynamic warfare = a fun time. If only it didn't lag sooooo bad.

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