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 - 2010-04-18
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

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.



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March 22, 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 - 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!


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December 23, 2008 by Boomerang Python

News Update - 080727
Yo peeps, We're back with another update today but not a very significant one
however it has some niceness to it, the Armamentorium which would be the
Imperial Guard Barracks. As you can see I've gone for a basic bunker kind of
look so no windows or anything, after all they are keeping all sorts of explosives
in there.. I've also tried to keep the look similar to that of the Armamentorium
from OW1 (which i also tried to do with the Manufactorum), oh and yes the
door is supposed to be that gigantic.

I've now started texturing the Departmento Munitorum which is the
Imperial Guard Command Center, it should be done pretty soon actually..

Also we have decided that we will be releasing a first super-alpha build of
Only War 2 that will only contain Imperial Guard (so you'll have to imagine
your enemy as a heretic commander ;)), a unique resource system and probably
some custom map(s) and other things not yet decided..

We can't tell when but we're getting there.. Imperial Guard is basically done and
just needs some polishing once the buildings are done.

Until next time,
Emperor Protects.


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July 27, 2008 by Boomerang Python

News Update - 071224
Merry Christmas everybody!

We are finally ready to show what we've been working in what seems like forever since the last time we posted. The Imperial Guardsmen and the Necron Warrior are both now fully ingame.

Imperial Guardsmen:
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Necron Warrior:
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December 24, 2007 by Torn

News Update - 070902
The Necron Wraith is now ingame, with fully functioning normal maps.


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September 2, 2007 by Torn

 
 
 

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