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 - 2010-05-29
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

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 - 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 - 080709
Alright so it's been a "couple" of days and well the space marine i wanted to show you still isn't
ingame nor has the basilisk crew been fixed yet this is mainly due to an unfortunate turn of events
leading to the purchase of Super Smash Bros. Brawl (best game ever btw.)

Needless to say work has been somewhat stalled because of it.. it should pick up some speed
in a few weeks tho.. (hopefully.. i repeat.. awesome game ^_^)
So yeah we didn't manage to put it ingame yet but that doesn't mean we can't show a render to you.

Also i mentioned I'd post some more Basilisk pictures and for what its worth here they are
(again without animated bits mind you). And as a bonus I decided to slap in a render of some
of our Civil models aswell.

Shouldn't be too long before the next update.. but until next time, enjoy these screens and..
Emperor Protects.


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July 9, 2008 by Boomerang Python

News Update - 080317
Well Well, If it isn't me again.. and this time around im not checking in to make any threats of impending doom, no no,
not this time, im here to enlighten your heretical souls! Open your eyes to the Emperor and embrace his glory for it is truly a brilliant thing!

Behold!

The most trustworthy weapon of war the Imperium has in it's arsenal, the Chimera troop transport.

Stay tuned for more to come.. sooner or later..

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Keep in mind that the normal maps on the treads have been fixed since the making of those screenshots, and any
screenshots featuring the Chimera in the future will have the new tread normals.


Emperor Protects.
March 17, 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 - 070829
We have the Rhino ingame, looking very nice indeed.

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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

 
 
 

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