News Update - 100709
And here it is! D-day, day of days, prepare for war (hopefully).
Only War 2 should now be online and ready for downloading, click the image below to download.

The mod weighs in at 56.9 MB's in a winrar zip file.
You will need to have Command & Conquer 3: Tiberium Wars in order to run the mod. (Not compatible with Kane's Wrath)

To install the mod, go to your C:\Users\Boomerang Python\Documents\Command & Conquer 3 Tiberium Wars\mods directory and create a folder and name it OnlyWar2,
then you'll need to extract the files inside the .zip file into the folder you just created (a .big file and a .skudef file).

To launch the mod you simply start up your Command and Conquer 3 DVD auto-launcher and select 'Game Browser' then go to the tab 'Mods' and it should appear in that list,
now select the mod and then press the 'Launch Game' button at the bottom.


The alpha 0.1 features:

1 1v1 Map (A bridge too short)
1 Faction (Imperial Guard)
4 Units (Imperial Guardsmen, Chimeras, Hellhounds and Basilisks)
4 Buildings (Departmento Munitorum, Shrine of the Ecclesiarchy, Armamentorum, Manufactorum)
NO AI (So grab a buddy if you want to try it out)

Right, maybe I should explain how the economic side of the mod works, basically what you want to do is always make sure you construct a shrine as soon as you can, because these will generate resources (or 'faith') at a steady pace for you, and that's pretty much it. Easy really.

Also I'll repeat what I said in an earlier post; keep in mind that because it's only an alpha version it will be quite buggy and all kinds of glitchy.
So if anyone does take it for a spin, remember to post everything you encounter in the bug report section of the forum: Bug Report

Good luck out there,
Emperor Protects.


Posted Image
(Click to Download)


July 9, 2010 by Boomerang Python

Boomer's Log - 2010-07-05
Right, I've decided I'm gonna release the first Alpha of the mod as is, not gonna tamper any more with it,
so within the next few days there will be a Only War 2 Alpha 0.1 uploaded to the site and made available to the public.

However, keep in mind that it will be reaaaaaaaally buggy and all kinds of glitchy. So if anyone does take it for a spin, remember to
post everything you encounter in the bug reports section of the forum: Bug Report

I'll post another one of these devlogs when I've uploaded the bugfest to the ftp.

Emperor Protects.
July 5, 2010 by Boomerang Python

News Update - 100322
Hello, you unfortunate followers of a slowly developing total conversion!

I'm finally getting around to posting some actual updates today, with sparkling new pics on top of that!

The state of the mod is that it's progressing really really slowly (curse you shiny new games!), however, I've got that map done that I was working on, man.. I didn't realise the amount of time it took making urban maps.. and it's not even particularly big either (1v1 map), now I'm just gonna try slapping it ingame and see if our massive imperial guard structures will fit in the zone I left open for building placement. And then I just might release a first version of this God-Emperor forsaken mod! (probably pretty unbalanced and buggy though).

And after that we'll see where I go, probably make some easy traitor guard/chaos units and add some kind of anti-tank infantry or a Leman Russ since there's currently nothing that can kill tanks except for the grenade launcher that you can upgrade your guardsman squads with (which is temporary obviously because they shouldn't be that good at killing armour).

And also, relating to the whole resource bit of the mod I thought I might mention that we're going without tiberium (obviously), and each faction will have a different type of building that generates resources or "Faith" as is the case with the Imperial Guard's "Shrines of the Ecclesiarchy". Chaos will have some sort of mobile taint generating deployable vehicle that spreads taint around it and weakens enemies who walk on the tainted ground (if we get that far), using the tiberium growth code.

Anyways, here's the pretty pictures of the Imperial Guard UI v0.9 (still a few buttons and cameos to replace) and at the same time it also shows a bunch of Basilisks both in deployed and undeployed mode (the second picture is the latest version of the UI (notice the slight difference in the button icons for structures and stuff).

Until the next update,
Emperor Protects.



Posted Image
(Click Image for Larger Version)

Posted Image
(Click Image for Larger Version)


March 22, 2010 by Boomerang Python

News Update - 081223
People of the Internet! Hear ye! Hear ye!

Have no fear! We've managed to fight off the mighty hordes of video-game insanities that has
been crashing into the walls of our fair fortress of spare time and modding hours!

The last 4 months have been mad on the amazing game release side.. or at least it has been for me as the mad gamer i am
(and probably most modders with me) so work has been basically standing still but I've started work on a Shrine (name not yet decided)
for the Imperial Guard which will act as their basic source of income.

Also Only War 2 is now basically a One man show starring me (come to think about it, that's really how it's been all along..)
not counting the coding that was done a couple months ago by Torn.

Still, there's something for you to see and drool over until the shrine is done and I get on to the 2d bits (commandbars and such)
that need doing, the first pictures are some images we never uploaded of the now properly working
firing effect for the Hellhound, second is the.. well.. pretty self explanatory some more civ props I did a
couple months ago, and lastly there's the Marauder Bomber which we will be using as a Special Power and civilian prop
(and eventually most likely as a controllable air unit).

Until next time, whenever that may be,
Emperor Protects.

Oh, and a Merry Christmas and a Happy New Year to you all!


Posted Image

Posted Image

Posted Image

Posted Image


December 23, 2008 by Boomerang Python

News Update - 080529
Yes, yes we're still alive..

It's been like 2 months since we posted anything, but work has been done in the dark
but it has been slow work, really slow, considering we have only one texture artist on
the team right now and loads of models that are just waiting for a paint job,
that's why I'd like to see any people interested in helping out email or pm me
(you can find my email on moddb or on our forums)

Anyways, I did mention that work has been going on in the dark didn't I?

Well what's been done is we've gotten the Basilisk ingame albeit without any of it's fancy
animations we've made (two guardsmen crewing it, doing crew stuff), ran into a snag
when we tried to export it so we had to remove the crew for now until we can purge the
filth that is keeping us from doing the Emperor proud.

We also decided to throw in a screenshot of the new improved normal map on the
chimera treads.

Also we should have some space marine related news along with some more shots of the
basilisk coming up in a couple of days..

So until then, enjoy these screenshots,
Emperor Protects.

Posted Image

Posted Image
May 29, 2008 by Boomerang Python

News Update - 070829
We have the Rhino ingame, looking very nice indeed.

Posted Image

Don't forget to visit our forums (the dev logs section is a good place to look) and also the CNC3.net forums to get more updates on our progress.
August 29, 2007 by Torn

News Update - 070327
ROOT - MUNITORUM - NEWS UPDATE ----------------- LOADING
------------------------------------------------- 20%
------------------------------------------------- 50%
------------------------------------------------- 80%
------------------------------------------------- 100%.... DONE

UPDATE RECEIVED - VISUALS ONLINE.
------------------------------------------------------------------
Thought for the Day: Thought begets Heresy; Heresy begets Retribution.

The servants of the Imperium have not been idle of late. The greenskin "Waaagh" is growing in magnitude and becoming a major threat to the subsector. This report includes images of a convoy ambushed by a greenskin force in the desert, losses were high for the commander was unaware of greenskins in the region. Convoys moving through the desert are advised to do so with greater caution, the greenskin invasion is perhaps more significant than we had feared.

Posted Image
The commander, though attacked unexpectedly, still performed admirably in forming a passable firing line to meet the three Ork Killa Kans that charged the ranks.

Posted Image
The Imperial Guardsmen were no match for the Killa Kans in close combat, but proving the power of drawing the line, the Leman Russes cut down the Ork walkers.

Posted Image
The front of the column was annihilated immediately, but the Sentinels performed admirably under fire, ultimately succumbing to Ork missiles.

Posted Image
The second firing line was still forming when the main wave of Greenskins hit them, if not for the superior skill and training of the Kasrkin, the line would have broken much sooner.

Posted Image
Many brave guardsmen died for the Emperor, but the vile Orks were ultimately driven back.

Posted Image
The Orks are very fond of grenades and explosives, whilst they may be of limited effect to vehicles, en-masse they pose a threat, and to infantry the weapons are devastating.

Be vigilant in the coming green tide commanders.

UPDATE END.
------------------------------------------------------------------

(These guys will be in Only War and Only War 2, they look fucking stunning, and they're not too heavy on pollies, so they work fine in generals and will in cnc3, albeit in an improved form. They're gonna be in ow2, so you'd better get used to the idea!)
March 27, 2007 by Calamity_Jones

News Update - 060902
Day of Days
Today, we release the Final version of Only War.

In approximately 1 hour it will be uploaded and downloadable from the downloads section on the site.

Or by clicking the picture at the bottom of this news post.

Since this version is so different from the first release and so many things have been fixed and changed
and added it's hard to make an exact list of changes but here's a rough changelog:

+ Fully functioning AI
+ New maps
+ New sound effects
+ New special effects
+ Several new units
+ Working music
+ Vehicle hulks
+ Damaged buildings

And lots more.


If you find any strange bugs, please post them in our bug section on the forums: http://forums.revora...p?showforum=520

If there's need for a patch we will fix the bugs and release the patch as soon as we can.

Posted Image



Now go make the Emperor proud on the battlefield, commander.
November 21, 2006 by Boomerang Python

Marcjs' Log
Log Number 01

Date: 07-07-06


--------------------------INCOMING TRANSMISSION-----------------------------
Tyrael Commander of The Imperial Cruiser Morning Grace
Location: Orbit above Imperial Military World Purgatory
Mission: Protect Purgatory for increasing Pirate Presence

Mission log:

The waiting is always the worst not knowing when they will come what action they will take ..... Bloody pirates after fighting the chaos fleets in the last the Black Crusade how did i get here, to fighting mesley pirates who have neither a sense of honour or of any grasp of miltary tactics. i could get into a thunderbolt on my own and still chase those fools away were has it all gone the glory of old days i guess ... i was too .... distacted to see it all it wash away. and now i wait the pirates will soon be here and then ill send them straight too ........ Sir Sir What? Ships approaching their not pirate ships The Emperor Grants my wishes quickly these days ..... BATTLESTATIONS BRING ALL GUNS TO BEAR.. .........


-----------------------------TRANSMISSION END---------------------------------



I thought i would spice up my log with a story :) that i will carry on with each log prehaps it might go somewere


but anyway as par to boombers request ive started work on the Marine Strike Crusier should be finished at the end of this weekend hopefully.


On a side note:
any one with some pictures of the Strike cruiser could you please post a link or an attachment to them rear and the bottom shots are a must :D



NB. nice format for the rules boomer ^_^
July 7, 2006 by Marcjs

Boomer's Log
LOG: 2006-??-??

Well right now, I've just finished unwraping the Guardsman, and now its time to start texturing it..
Updates to follow. I'm also modeling some Support Weapons for the Guard.
July 7, 2006 by Boomerang Python

 
 
 

Affiliates