Basically, like, cyber augmentations. Just, y'know, incredibly advanced. 'Wired reflexes, really nice hardline interfaces, eyes, ears, etc.'
Yeah. I'm just wondering how we got that from the Scrin... well, okay, come to think of it, if a lot of their tech is basically biomechanical this could just reflect us figuring out how to take "the eyeball-equivalent of a Scrin thing" and interface it with a human optic nerve or something.
 
Yeah. I'm just wondering how we got that from the Scrin... well, okay, come to think of it, if a lot of their tech is basically biomechanical this could just reflect us figuring out how to take "the eyeball-equivalent of a Scrin thing" and interface it with a human optic nerve or something.
I think it should have been Nod tech gacha, not Scrin tech gacha?
 

Well actually yes it is. If we know how to use Tiberium as an explosive, we know how to bind chemical energy to it. We're probably at least getting a better refinement of Tiberium from this if not something more. Remember that the difference between fertilizer and a bomb is in how you mix the chemicals and in what equipment the mixture is stored.
 
We already know the secrets of liquid tiberium, or at least we think we do. I don't think from the way Nod treats it that they secretly know how to keep liquid tib more stable. We can't even use it as MAD because a lot of Nod wants tib spread.

There might be something from it, but I'm skeptical. This Visitor tech though, that's extremely spicy. Making augmentation more convenient and less threatening will likely help with public acceptance, alongside the obvious quality of life benefits.
 
We already know the secrets of liquid tiberium, or at least we think we do. I don't think from the way Nod treats it that they secretly know how to keep liquid tib more stable. We can't even use it as MAD because a lot of Nod wants tib spread.

There might be something from it, but I'm skeptical. This Visitor tech though, that's extremely spicy. Making augmentation more convenient and less threatening will likely help with public acceptance, alongside the obvious quality of life benefits.

o_O👇

34- Liquid Tiberium Fabrication

That is a Scrin/Visitor Tech. We're getting more stable Liquid Tiberium from that. Think of it like getting multiple research actions on Liquid Tib Power Plants in a single research action.
 
I think we're talking about the Tiberium Core Missiles, though?

I do think it'll slightly improve our understanding of tiberium, which is always great, but I really doubt it'll have a noticeable impact on our refining abilities. We already have several applicable techs for that (basic tib sudies, apk refining, field refining, liquid tiberium fabrication), so I don't think it'll offer much insight there.
 
I wonder if it could be possible to build an inhibitor for tiberium core missiles.
Are they simply a chaotic release of energy, or is some part of the programming involved?
A 'do not explode' command could have some interesting applications.
 
So we're moving from early Nod-inspired cybernetics into alien derived Cyber/Bio-agumentics? While still working on Nod genetic augmentation? Very neat. And probably for the best. We have a solid foundation in linking people and machines together, so getting into the advanced stuff after that means we won't have to stumble through as many easy or stupid mistakes. We even have all those labs and clinics already built. Might also help with out mech development, along with Twitch Reflex Myomer.

I wonder how this could interact with the Bio computer stuff? Feels like we can learn a lot about both using the other. And could take a lot of risk out of both as well.


Tiberium Core Missiles obviously aren't as good, but any information about Tiberium is worth learning. And hey, maybe they're be some structural stuff in there. That could pair well with the Advanced Rocket Fuel. Add in the Binary Propellants and Inferno Gel and we could begin developing the next generation of missiles and warheads. Something for the Munitions Department to work on later.
 
Oddly enough I'm thinking Tiberium Core Missiles is something we should never make.

Or to be more clear, we should research the tech, but never make them.

I can't think of anything worse for us than using missiles that have tiberium in them. That's something Gideon did right?

If we do research this we need to make very clear to the munitions department not to touch it.
 
I don't think anyone in GDI has to be convinced to not use tiberium munitions. At most there might be an idea to try and use inactivated tiberium, and even that GDI would find pretty radical. It also defeats the point of using it, unless inactive tiberium has special properties we don't know of.
 
Oddly enough I'm thinking Tiberium Core Missiles is something we should never make.

Or to be more clear, we should research the tech, but never make them.
But... wouldn't that be a Munitions deployment project? That'd auto-deploy via DeptMunitions.

We'd have to not research it at all, or be lucky and have it not designated as Munitions in Quest.
 
I doubt if we get a project for tiberium missiles is going to be picked by munitions dep considering the GDI's stance on using tiberium for weapons or reactors.
 
But... wouldn't that be a Munitions deployment project? That'd auto-deploy via DeptMunitions.

We'd have to not research it at all, or be lucky and have it not designated as Munitions in Quest.
It depends on what we actually get out of it. Recall that T-Glass came from Corruptor Toxins, so while GDI is unlikely to use tib-enhanced explosives, there are likely to be other things we can derive from the technology.

We're getting more stable Liquid Tiberium from that. Think of it like getting multiple research actions on Liquid Tib Power Plants in a single research action.
We currently know that we are getting ways to use Liquid Tiberium in manufacturing from it. Safer ways to handle Liquid Tib are, as I recall, not entirely guaranteed.
 
It depends on what we actually get out of it. Recall that T-Glass came from Corruptor Toxins, so while GDI is unlikely to use tib-enhanced explosives, there are likely to be other things we can derive from the technology.
I am glad I lobbied for that. So who knows what we will get from this.
We currently know that we are getting ways to use Liquid Tiberium in manufacturing from it. Safer ways to handle Liquid Tib are, as I recall, not entirely guaranteed.
Yeah, plus we do need a way to deal with Liquid Tib. If we can safe(ish)ly use it in manufacturing we can try to carefully tap underground L-Tib deposits and draw more resources that way. Of course we will need to develop ways to safely tap those deposits, if our mining accidentally hitting one set off a massive explosion we have our work cut out for us.
 
Defense of Indianapolis (Mod)
'Ere we go again. As the prophecy has foretold, I bring forth another mod!

Defense of Indianapolis
"Greetings Commander, the Nod Warlord Gideon has deployed forces to assault Indianapolis, and you have been tapped to lead the city's defense. He has seeded Tiberium fields in the agricultural areas outside of the city, and we have indications and warnings that he is preparing to launch a tiberium seed missile into the city proper. Stop him. Time is of the essence. InOps out."



Tips and tricks!
You do not have any Tiberium Fields handy, but you do have quite a few Tiberium Spikes. You may want to build a refinery *anyway* just in case you need to rebuild something, but you may or may not need it. You receive a complement of 8 Firehawks at the start; you can use them to destroy the artillery which will start blowing up your defensive line (along with your Behemoths), and then jet them towards the Temple of Nod to neutralize it so that you can have the breathing room that you need in order to gather enough forces to march on Gideon's FOB.

Now improved with Victory and Defeat music, along with an in-game brief! There's also a minimap and a map image in the scenario select screen :)

Edit: the 'Tiberium Seed Missile' is represented here by a nuke and thus a Temple of Nod.
Post roll edit: ignore the 2nd one (alas), I accidentally hit the button because I'm barely awake (and presently going back to sleep)
Shadows threw 2 100-faced dice. Reason: Scrintech d100 Total: 141
42 42 99 99
 
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The 2nd Battle of Guadarrama (Mod)
And since Shadows has posted their mod, allow me to follow up with my own. Presenting:

The 2nd Battle of Guadarrama

The mountains of the Sistema Central have long divided Spain in two, and the few routes through these mountains hold high value. As the European Theater of the Regency War heats up, one passage in particular stands out: the Alto del Leon, better known as Guadarrama Pass. As Toledo guards the southern approaches of Baron Ricardo Venuela's stronghold, so does this pass guard its north, and so once more an army marches down the road to Madrid. The Talons of the Eagle are closing in; can the Brotherhood deflect the hunter's grasp, or will the Initiative drive the final nail into the Baron's coffin?

This is a scenario for the hex wargame Strategic Command WWII: World at War. To install, unzip the file and paste the contents (the file "Guadarrama (2060).cgn" and the folder "_Guadarrama (2060)") into This PC/Documents/My Games/Strategic Command WWII - World at War/Campaigns/. If this is confusing, my previous mod post has an image of what it should look like.

View: https://drive.google.com/file/d/1uyhVsCNQ47A6cgNPo_PoTrOSHaXmpVl0/view?usp=sharing

Notes:
1. Strictly speaking, this battle was not depicted in the story post linked above; rather, I got the idea from the descriptions of the fighting in the mountains, and then went looking through Google Maps for a suitable location to place this scenario. Technically the original post mentioned the Sierra de Gredos, which are further to the west and don't face Madrid, but based on the context and details provided in the original post I'm pretty sure Ithillid meant to refer to the entire Sistema Central. The description above also assigns more importance to the battle than is historically accurate for this quest (as in, the original post explicitly describes the fighting in the mountains as a sideshow), but the game only let me put a 225 character blurb which forced me to cut all the dramatic language from my drafts and save it for this post, so cut me a little slack lol.

2. In general, this scenario is a bit more straightforward than the last one. GDI has to attack a series of strongpoints, while Nod has to defend them. In addition, victory events are now a thing! GDI wins if they capture all the key locations, while Nod wins if they can hold on to the last objective, with a bonus (that is, a decisive instead of a major victory) if they manage to successfully defend the second objective as well (although testing suggests that this is *extremely* difficult and is probably not achievable barring severe mistakes on the GDI player's part).

3. This scenario is fairly playable vs the AI from both sides. As GDI, the scenario is not too difficult, in large part because the AI is vastly better at attacking than defending, while playing as Nod is challenging but definitely winnable. This scenario took much less time to create than the previous one, mostly because I now have a bit more experience building scenarios from scratch but also because I chose a battle that would be easier to model (in particular, the AI scripting was much less complex, so there's not as much obviously wrong behavior as before).

4. There's a small two-hex clearing in the mountains, which is meant to represent the orbits of the two ion cannons available to GDI in this battle. However, I didn't have the means to restrict the hex to only a single unit type, so theoretically there is nothing stopping you from flying Orcas into orbit. It doesn't have too much effect on the overall scenario so it's not really an issue, but if you prefer to roleplay or w/e then maybe don't.

5. As before, I'll put up an image AAR later to show off the scenario, since most people here probably don't have the game.

I would say I think that's everything except I'm pretty sure it's not, because it's late and I'm kinda tired, but oh well.

Edit: As promised, I've created an image AAR of this mod, playing as Nod. I've put it into a Google document to bypass the image limit, which you can find here. I've also included a unit key in a separate google doc for the benefit of those unfamiliar with this genre of games, which is linked at the top of the document but can also be accessed here, detailing not only what the unit symbols stand for but also what GDI and/or Nod units they correspond to. As for future scenarios, I do have two ideas outlined, but I probably won't be actually implementing them anytime soon. I hope you find the AAR to be interesting.

Edit 2: Discord has recently announced that they will be ending off-site file support, which presumably includes images. As such, I have reuploaded the AAR and Unit Key as pdfs. The reading experience may have degraded slightly, as the original AAR was pageless while pdfs have to be sorted into pages, but it should still be mostly readable.

EDIT 3: As of 26 February 2024, the change has happened and it doesn't seem to have affected the Google documents so ig it's fine lol.
CrabMonarchy threw 1 100-faced dice. Reason: visitor pinata, pls give STU Total: 91
91 91
 
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It is cool... but I thought it was one mod, per person, per turn?
You can make as many mods as you like to my knowledge but the rolls change with each mod so that a particularly prolific modder can't sweep through the gacha trees.

Iirc your first ever and per-year mod is a Visitor roll, second is Nod roll. Both of those can hit the full tree iirc and after that it gets more restrictive down to whatever point you stop being given a roll.

I could be wrong of course so take this with a grain of salt.
 
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