News Update - 101107
First off I'd like to apologise for not posting any news since the release.
Basically since the release of 0.1 I've pretty much fixed most of the obvious coding bugs that I've listed on the forums.
I've still got to sort out some of the cosmetic bugs such as opening doors and chimney smoke fx.

When all of that's done I'm not sure if I should make a missile launcher team or perhaps a Leman Russ, but I'm leaning toward the launcher team,
feel free to post any ideas on the forum as it's a bit quiet these days. After that I'm gonna start on the Chaos faction, I've already got one building
modelled and I've got a good idea of what vehicles they should get in order to counter the Imperial Guard. Their infantry will probably be pretty easy
to do since I can just use the Guardsmen and chaosify them,
add a little blood here sprinkle some unholy icons there.

Oh and hope you like the new website look, it's the new site for both Only War 1 and 2 now. Anyways, until next time!

Emperor Protects.
November 7, 2010 by Boomerang Python

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.


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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

Boomer's Log - 2010-05-29
Hey folks

Been a bit ill lately so, not much has happened since last time, but I might be able to get it uploaded soon though,
need to do some test plays with someone first, the menu buttons can go screw themselves ..for now.
Stay tuned!

Emperor Protects.
May 29, 2010 by Boomerang Python

Boomer's Log - 2010-04-18
The map now works and is ingame and all that, but i keep getting this crash to desktop bug every once in a while for no apparent reason, and sometimes it doesn't crash at all..

What's left to do is basically just some tweaking with some menu buttons that have been pissing me off lately.. and possibly make some simple cameos for the buildings too.

I'll keep you updated once I'm ready enough for a first super beta release.

Emperor Protects.
April 18, 2010 by Boomerang Python

Boomer's Log - 2010-02-24
I'm currently working on a simple map for the mod without any tiberium in it, but It might be a bit on the tiny side..

I've sort of balanced out the units and buildings now, however, these will require some testing obviously..

After I've finished this map I'll probably sort out a few cameos and I think that's about it before I can release a first beta version to the public.

Emperor Protects.
February 24, 2010 by Boomerang Python

Boomer's Log - 2010-01-19
Most graphical things are now sorted and ingame, so I've now moved on to the menus and commandbars and what not, which means lots and lots of tinkering..

After I've sorted this bothersome little task the only things left to do is change all the prices,
build times and locomotor speeds and such simple balancing things, and make one or two simple tiberium free maps.

Things are looking up, expect some sort of news post pretty soon with some screens of the beta Guard toolbar and more.

Emperor Protects.
January 19, 2010 by Boomerang Python

News Update - 090927
Good day, ladies and gentlemen.

You thought we were dead again didn't ya? To be honest I thought so myself for a while there, and when I say we I mean the mod, and when I say the mod, I mean the mod team, and when I say the mod team... uh I mean me? It's been a slow year, as you may have noticed, not much has been going on since the dawn of 2009, but from time to time I've been doing some random work (Only in death does duty end :P).

I've decided to 'reboot' the mod, so I started by just recoding the mod from scratch, even though I had no idea how to code cnc3, but it's coming along fine, ran into a few bumps and stuff but most of it got solved. Currently working on coding in the blasted Basilisk animations that I just cant seem to get working for some reason, also at the same time trying to make it able to deploy with a button press. I've also had big issues trying to do something as simple as add resource generation to a building.

With this reboot I've decided to scrap Necrons as a playable faction because they're just too damn slow and the CnC3 maps are just too damn large and open for them to really work (seeing as they're slow as um well a bloody turtle or something). And instead of Necrons we'll have Traitor guard/Chaos who are much more exciting, and to be fair, easier to balance and easier to play around with.

You will probably see an increase in activity as the end of the year gets closer, for now, have a look at this wip screenshot of an Imperial Guard base (ignore the tiberium, commandbar and crazy hellhound :P), second up are some civilian props and random imperial stuff taken in worldbuilder (hence the freaky shadows... i hope), the third pic is a wip sneak peek at a traitor guard hellhound tank which I'll probably name a Cerberus tank (color scheme is temporary).

Until the next update,
Emperor Protects.



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September 27, 2009 by Boomerang Python

News Update - 080823
Yep, it's that time of the month now, news update time.

I've done loads of skinning, so we've got a bunch of things to show you this month,
the months to come might be less visually beautiful in the new model department but
we'll see what we can manage, we will likely be showing some more civilian props that will be
in the map Cal is making right now.

At the moment I'm at hard work making new animations for the Basilisk since the
original ones were completely psycho. (you have to agree that's a pretty damn good reason)
And they should be done in a couple of days.

That makes the Imperial Guard basically done, in the model/texture department anyway
but they still need hulks and craploads of 2D stuff sorted like a command bar and cameos.

Still can't tell you a certain date we'll be releasing our first uber-alpha version, but we're still
getting there, slowly but surely. :p

For now, enjoy these screenshots of the ingame Departmento Munitorum, Hellhound and
Grenade Launcher guardsman.

Until next time,
Emperor Protects.


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August 23, 2008 by Boomerang Python

News Update - 061110
ROOT - MUNITORUM - NEWS UPDATE ----------------- LOADING
------------------------------------------------- 20%
------------------------------------------------- 50%
------------------------------------------------- 80%
------------------------------------------------- 100%.... DONE

UPDATE RECEIVED - VISUALS ONLINE.
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Thought for the Day: Inspiration grows from the barrel of a gun.



Lately, our planetary comm-station went down and we havent been able to reach the fleet in orbit for a long time (this due to a xeno incursion),
but the techpriests and enginseers have been working hard to get a forward comm-station up and they're finally done. This is the first word
we've been able to get off-planet for a long time, so we'll instead of making one big update, post two less big updates.

The first part of this report is about the reinforcements the Adeptus Astartes has been getting from the Fortress Monastaries on Ultramar
these last couple of days. The Terminators, fierce warriors in the best infantry armour the imperium has to muster and the deadliest
weapons any infantryman could ever dream of carrying.

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The second part of this report is about some necron recon picts that were taken earlier this month by the scouts we sent out,
apparantly this planet has a large concentration of tomb sites, they've all been starting to come to life the last 3 weeks.
According to High Command, these little robotic things are little threat to even one single guardsman,
but thats the problem, they dont come one and one, they operate in swarms.

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The third part of this report is about some more recon picts that were taken near the recently activated tombs,
this however is more disturbing than the reported scarab picts, because this.. is one of the heavier
necrons that could take out tanks, if we loose our tanks, we dont stand much chance against the looming threat of the necrons.

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The fourth and last part of this report is something the navy wanted to put in as a note, they spotted greenskins while on one of their patrol runs in the system, they think they've got a base somewhere in this system.

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Until next time, Emperor Protects.

UPDATE END.
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November 10, 2006 by Boomerang Python

 
 
 

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