Twisted Insurrection - C&C Mod of the year voting 2011

Caporegime
Joined
8 Sep 2006
Posts
39,218
Location
On Ocuk
About

Twisted Insurrection is a stand alone, total conversion based on the Command & Conquer: Tiberian Sun engine, meaning you don't need to own Tiberian Sun to play. Twisted Insurrection features completely new units, structures (both new and old) and environments, but most of all unlike many other mods Twisted Insurrection, features a completely new in-depth story, set in an alternate timeline where the Brotherhood of Nod won the First Tiberian War.
Story Snip

The Balance of Power.

The year is now 2019. The Tiberian World now stands with a very uncertain fate. The two most powerful and influential forces on the planet are trapped in a never ending dead lock of war and combat. Whilst the Global Defense Initiative has suffered many blows and military defeats, the faction itself still stands strong and has shown the world its amazing ability to endure harsh punishments and has recovered much lost ground. The Brotherhood of Nod has struggled and triumphed over its enemies, only for its victory to be short lived by the death of Kane the Messiah, causing an ever lasting deterioration through the Brotherhood and leading to defeats and chaos amongst the large faction. With the end of the First Tiberian War comes the dawn and age of a new, second Tiberian War, with new terrifying possibilities and potential. The fate of Earth lies dangerously unknown. Welcome to the Twisted Insurrection commander.
NodBuildingGroup.PNG


Website
http://ti.ppmsite.com/

Forum
http://www.ppmsite.com/forum/viewtopic.php?p=441607

Downloads
http://ti.ppmsite.com/?page=downloads
 
Seriously cool mod :D

However i'd recommend not setting above 1280x1024 otherwise the units look like ants and also setting in game speed and scrolling speed or it will be on turbo mode lol
 
Twisted Insurrection: Public Beta 3 Re-Issue has been released!

- No longer need to manually edit FinalSun.ini for Final TI
- Added new version of GloboTech Water Arena [4]
- Added NE and NW City Stairs
- Added additional tiles to Low Pavement Cliff Addition set
- Fixed some tile errors on a few older TMP's
- Fixed Dust Devil recconection error issue
- Modified Radar Event values for Harvester Attack
- Halfed durations of radar event values
- Changed RadarEventMinRadius= value from 3 to 6
- Removed Crewed=yes tag from Redeemer Drone
- Changed Crewed=yes to Crewed=no on structures (Technicians get in the way and are annoying online)
- Insignificant=yes applied to several units for non-Short Game purposes
----- Nod Scout
----- Nod Harvester
----- GDI Harvester
----- GDI Hover APC
----- Nod Termite APC
----- Orca Carryall
----- Orca Transport
----- Nod Repair Tank
----- GDI Repair Tank
----- GloboTech Harvester
----- GloboTech Repair Tank
----- GloboTech Medic
----- GloboTech Ambulance
- Omicron and Epsilon City performance improved
----- Disabled Alpha Lights on Light Posts on both Omicron City and Epsilon City, both now have much less lag in Skirmish
----- Toned down lighting on Omicron City
----- Removed several objects and Trees from Omicron City
- Removed Search Lights from Nod Challenge 01
- Added some additional triggers to Nod Mission 3
- Updated various Text Triggers
- Added new GloboTech Disruptor Image
- Added new Blue Meteor terrain addition
- Fixed Triggers on GloboTech Mutated Arena [4]
- Added City Pavement Fix for Light City Pavement
- Full CNCNet support applied
- Updated Volcano [3]
- GloboTech Armadillo APC is now Amphibious
----- Filename changed to APC for APCW Image
----- Added new APCW Image
----- Edited Maps and Missions to change GTAPC to APC
----- Armadillo no longer has a turret, but a fixed weapon
- GloboTech SSAM Launcer now armed with long range ground missiles as well as anti-air missiles
- Fixed GloboTech Ambulance HVA Error
- Added GloboTech Ambulance to Unit List (Missed before PB3)
- Added updated version of Black Swamp [4]
- Updated General Owen's Hum-Vee Image
- Mole Artillery weapon damage towards infantry decreased by 50%
- Banshee Bomber weapon damage decreased
- Ratel-20 HVA Fixed
- Ratel-20 FLH Fixed
- GT SSAM Launcher TurretOffset Fixed
- Added 7 new Log Piles to Terrain Objects
- Removed some Enemy Units from Nod Mission 5
- Changed Reinforcements on Nod Mission 3
- Nod Mission 3 Difficulty Decreased
- Nod Mission 6 now launches properly after Nod Mission 5
- Nod Mission 7 now launches properly after Nod Mission 6
- Removed false Preview Section from Nod Mission 6
- Cleaver Drones replaced with Vipers on Nod Mission 6 (Storyline purposes)
- Nod Mission 2 Difficulty Decreased
- More Starting Credits issued on Nod Mission 4
- Less Structures need to be destroyed on Nod Mission 1 for win trigger to launch
- Made major changes to Mapsel.ini as even without the map selection screen, it still effects the campaign order
- Added Dummy Invisible Impassible Building for Mapping Purposes (Appears under Special section in FinalTI)
- Nod Gate Strength incraesed from 350 to 600
- GDI Gate Strength incraesed from 350 to 600
- Nod Wall Strength increased from 300 to 600
- GDI Wall Strength increased from 300 to 600
- Nod Laser Fence Strength inreased from 300 to 600
- Fixed Palette error on BIGBILL3
- RailShot2 (Railgun Commando) Warhead more effective against infantry
- Railgun Commando Elite primary re-added
- GloboTech Hum-Vee speed increased from 8 to 9
- Disabled Ion Storms on Midnight Fury [5]
- Disabled Smoke Triggers from the following Multiplayer Maps (Massive Lag reduction) (Mapper note: Avoid using Smoke Particle Triggers!)
----- Scarlet Infinity [2]
----- Peninsula Oilfields [2]
----- Zeta City [8]
----- Super Bridgehad Round II [8]
----- Delta City [8]
----- Omicron City [7]
----- Menacing Sea [4]
----- Sunset Vista [4]
----- Intoxication [3]
- Removed Smoke Triggers from GDI Mission 1
- Increased height of GDI Mission 2 to prevent High Resolution scrolling errros
- Multiple changes and fixes applied to GDI Mission 3
----- Replaced Signal Flare with Radar Event
----- Added FreeRadar=yes option
----- Put Old GDI MLRS in sleep mode to prevent it firing upon Nod Units while hidden
----- Disabled Nod Radar warning fire
----- Disabled Enemy Radar Scan Superweapon
- Smoke Triggers removed from GDI Mission 4 and disabled Nod Radar warning fire
- Smoke Triggers removed from Nod Mission 1
- Smoke Triggers removed from Nod Mission 2
- Smoke Triggers removed from Nod Mission 4 and added some extra enemy units
- Fixed broken trigger on Nod Mission 5 and removed Smoke Triggers
- TreeStrength reduced from 300 to 200 (Fires still burn for a long time)
- Added GloboTech Urban Arena [4]
- Added 3 New Broken Trees
- Added 8 New Asian Trees
- Fixed Radar colors on a few terrain objects
- Added 4 new Pine Trees
- Fixed placement of Logs Grid
- Fixed Map Reveal Trigger on Volcano [3]
- Finished and Added GDI Challenge 2
- Added 12 New Random Tree Varations
- Added New Rice Grain Terrain Object
- Added 2 New Vine Fence Terrain Objects
- Added Insignificant=yes to the following structures for non-short game purposes:
----- Fusion Power Plant
----- GloboTech Fusion Reactor
----- GloboTech Armory
----- GloboTech Hospital
----- GloboTech Construction Outpost
----- GloboTech Cannon Gun Battery
----- GloboTech EMP Missile Battery
----- GloboTech Vulcan Gun Battery
----- GloboTech Stationary Artillery
----- Small Oil Pump
----- Windmil
----- Construction Outpost
- Viper Laser now Twice as effective against Infantry
- Removed Weapon from Old Mobile HQ
- SUPER Warhead 10% more effective against Infantry
- Replaced Extraction Truck with Old Chinook on Nod Mission 7
- Replaced Downed Orca Transports with Old Chinooks on GDI Mission 4
- GloboTech Light Tank Strength increased by 20
- Nod Scorpion Light Tank Strength increased by 20
- Improved Weapon Damage of GDI Railgun Tower Upgrade
- Updated TICREDIT.txt
- GloboTech Disruptor Weapon Range increased by 1
- GloboTech Disruptor Rate of Fire lowered
- Slightly Increased Range of Railgun Tank Weapon
- Slightly Increased Strength of Railgun Tank Weapon
- Slightly Increased Range of MLRS Walker Weapon
- Slightly Increased Range of Deployed Goliath Elite Weapon
- AI Difficulty Settings Remastered and Fixed via Rules.ini (Full revamp soon to come)
- Added copy of Twisted Insurrection.exe renamed to GAME.exe for FinalTI purposes
- GDI Power Plant Power Output increased to 150
- Added new GDI Siege Infantry (Uses Very Draft Placeholder Image)
- Added GDI Siege Infantry Voiceover
- Nod Scout now Uncrushable
- Nod Scout can now reveal Cloaked Buildings
- Changed Sight value of BAR01 - BAR05 to 0
- Changes Sight value on all Ammo Crates to 0
- Gatling Tower Strength increased by 50
- RPG Tower Strength increased by 50
- Gatling Tower Weapon Range increased by 2
- Gatling Tower Upgrade Weapon Range increased by 2
- Gatling Tower Weapon Damage increased by 20
- Scatterpack Anti-Air Weapon Range increased by 3
- Scatterpack Anti-Air Weapon ROF Lowered
- Railgun Tank Anti-Air Weapon Range increased by 1
- RPG Tower Weapon Damage increased
- RPG Tower Upgrade Weapon Damage increased
- RPG Tower Upgrade Weapon Range increased
- Banshee Bomber Weapon Strength Reduced to 50 and applied Ammo=3 to Banshee Bomber Code
- Gas duration halfed
- Hornet Cost Reduced to 600
- Hornet Strength increased by 20
- Hornet Firepower increased very slightly
- Increased Scorpion Flak Cannon Range by 3.5 (Now 9)
- Increased Hov-Vee Anti-Air Rocket Range by 1 (Now 9)
- Added Placeholder Animations to Vulcan/RPG/Gatling Tower Upgrades
- Decreased RPG Tower Cost to 700
- Increased RPG Tower Upgrade cost to 800
- Decreased Vulcan Tower Upgrade cost to 500
- Removed Reveal Trigger from The Marshlands (2)
- Adjactent Value for Nod Structures reverted back to normal (Adjacent=4, GDI Adjacent=3)
- BaseNormal=no re-applied to all Mobile Structures
----- Nod: War Factory, Refinery, Stealth Generator and Radar are now the only Mobile Structures aside from the MCV
- Hand of Nod is no longer Mobile
----- BaseNormal=yes Re-applied (Can be built next to)
- Hall of Faith is no longer Mobile
----- BaseNormal=yes Re-applied (Can be built next to)
- Earthquake Emitter is no longer Mobile
----- BaseNormal=yes Re-applied (Can be built next to)
- Mobile Radar Speed Increased to 6
- Mobile War Factory Speed increased to 4
- Mobile Refinery Speed increased to 4
- GDI Mission 7 Added
- Updated Breifings and Text Triggers
- Added Repailable=false and Capturable=false to all necessary civilian structures and doo-dads for Campaign purposes
- Commented out Passengers= on civilian cars and trucks due-to campaign bugs
- Railgun Commando Elite Weapon range decreased (Can no longer outrange on Obelisk of Light)
- Added Dummy GDI Mission 6 as real map isn't complete so campaign can be continued onto Mission 7
- Added Siege Infantry Cameo
- Increased GDI Mission 7 Difficulty
 
Oo I may reinstall. C&C3 is by far the best RTS, but I found myself playing Supreme Commander 2, with mods as I'd done C&C to death. This may result in me losing a few more hours. Well, that and the wine I plan on buying later :D
 
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