Shattered Paradise is an expansion for Tiberian Sun on OpenRA, its goal is to (im)balance the game by adding new factions (Mutants, C.A.B.A.L. and Scrin) and reworking the original sides, all of this to create a game a little more varied and balanced than TS. The mod puts a lot of emphasis on making the factions as asymmetric as possible.
Marines, Militants, Marauders, Cyborgs and Razorsharks of Shattered Paradise,
it has been 5 long months since the last release but now we are finally ready and proud to present the biggest update Shattered Paradise has ever seen. New unit models, new voicelines, new effects, visual improvements, adjusted maps, new content, a new selection UI and also a new production method including a massive balance overhaul will be featured in this update.
We have updated our Titan model (made by areaSZ)
Our fellow community member dnqbob has updated some of our visuals such as GDI and C.A.B.A.L. aircraft
We have adjusted the palette color of our Scrin vehicles to increase the visibility through a typical Scrin Army
We have implemented upgrades into Shattered Paradise to compliment each faction and increase the variety of tactics and build orders. Each faction unlocks 3 upgrades on Tier 2 (Radar tech) and 3 ugrades on Tier 3 (Tech Center tech) respectively.
We are very proud to present our newest tool for Shattered Paradise that might even see implementation into the staple roaster of all OpenRA mods. It is our new selection UI being able to feature all unit stats including:
MustaphaTR has all the stats covered with his new code.
We have decided to change Shattered Paradise's method of production from SingleQueue to MultiQueue. This means that multiple production structures will no longer speed up the build times of assets but rather provide additional building queues to produce the respective assets simultaneously.
MustaphaTR was able to implement this new method via lobby option checkbox. The new checkbox called “MultiQueue” is activated by default. However if you prefer to play Shattered Paradise with its old production method of SingleQueue you can simply turn this lobby option off.
The following lobby options have been added:
First was something Romanov's Vengeance and a few other mods MustaphaTR has worked on already had, so we added here too. While we want MultiQueue to be the preferred production method for Shattered Paradise, we also added the option to disable it and return to old SingleQueue if you prefer it that way. Note that disabling the option, does not revert any balance changes that were made to account for MultiQueue, so the balance with this option will be a bit off. Third one again, a new thing that you can disable if you want. Disabling Upgrades restores GDI Power Turbines as a plug from Defense queue and makes Scrin Radar automatically enable Glider's mode switch.
We have adjusted literally every asset in the Shattered Paradise by giving each a customised build time as an additional balance method while also improving the balance overall. We have also implemented a new speed level system where each unit has a speed that is a multiple of 15 to classify them into their own speed category.
We have also added a new 2v2 map called Tiberium Forest while also improving already existing maps.
The entire changelog can be read here. You can download the new version from the links below.
On Friday the 3rd of June (around 6pm UTC) our favorite OpenRA content creator and friend TheKaution will be live streaming a show match BO11 series between our strongest community members to give you guys an indepth look into how much Shattered Paradise has improved with this patch.
Livestream of TheKaution
See you guys on the battlefield of any Blue-, Yellow- or Redzone!
The Shattered Development Team
The 2nd Playtest Version for Shattered Paradise has arrived! Go check it out!
A new playtest for Shattered Paradise has arrived! Go check it out!
A new playtest Patch for Shattered Paradise has been released, featuring visual improvements and lights.
A new Release Patch and Tournament for Shattered Paradise!
SDK Installer for Shattered Paradise, read description for extra links and information.
SPT4 has concluded and a replaypack is available! Only available on Shattered Paradise Version: 20200210
SDK Installer for Shattered Paradise, read description for extra links and information.
SDK Installer for Shattered Paradise, read description for extra links and information.
SDK Installer for Shattered Paradise, first release, read description for extra links and information.
I've loved your mod man! Do you think you'll add light and particle effects similar to the Tiberian Sun Warzone mod? Just asking.
The mod Works Great.
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howcome do i end up with
Weapon type veinholesummonerweapon: SpawnBuildingWarhead cannot be used to spawn nonbuilding actor 'minivein'
Crash while playing with or against the mutant fraction:
Connection to 127.0.0.1:38101 failed: Unable to read data from the transport connection: Software caused connection abort.
conquer.mix: failed to resolve filenames for 1 unknown hashes
ecache01.mix: failed to resolve filenames for 1 unknown hashes
MapCache.LoadAsyncInternal started
MapCache.LoadAsyncInternal ended
I'm playing version ShatteredParadise-playtest-20240526-x86_64.
Thanks for creating this mod! Markus
should be fixed in new version, plz have a try.
how do I install music? I already have TS/FS in my drive but the mod doesnt detect them.
Crash on launch
Exception of type `System.IO.InvalidDataException`: Non-power-of-two array 1025x1024
at OpenRA.Platforms.Default.Texture.SetData(Byte[] colors, Int32 width, Int32 height)
at OpenRA.Platforms.Default.ThreadedTexture.<>c__DisplayClass12_0.<.ctor>b__5(Object tuple)
at OpenRA.Platforms.Default.ThreadedTexture.<>c__DisplayClass12_0.<.ctor>b__6(Object tuple)
at OpenRA.Platforms.Default.ThreadedGraphicsContext.Message.Execute()
--- End of stack trace from previous location ---
at OpenRA.Platforms.Default.ThreadedGraphicsContext.Message.Result()
at OpenRA.Platforms.Default.ThreadedGraphicsContext.RunMessage(Message message)
at OpenRA.Platforms.Default.ThreadedGraphicsContext.Send[T](Func`2 method, Object state)
at OpenRA.Platforms.Default.ThreadedTexture.SetData(Byte[] colors, Int32 width, Int32 height)
at OpenRA.Graphics.Sheet.GetTexture()
at OpenRA.Graphics.Sheet.ReleaseBuffer()
at OpenRA.Graphics.Sheet..ctor(SheetType type, Stream stream)
at OpenRA.Graphics.ChromeProvider.SheetForCollection(Collection c)
at OpenRA.Graphics.ChromeProvider.TryGetImage(String collectionName, String imageName)
at OpenRA.Mods.Common.Widgets.WidgetUtils.<>c__DisplayClass1_0.<GetCachedStatefulImage>b__0(ValueTuple`5 args)
at OpenRA.Mods.Common.Widgets.CachedTransform`2.Update(T input)
at OpenRA.Mods.Common.Widgets.DropDownButtonWidget.Draw()
at OpenRA.Widgets.Widget.DrawOuter()
at OpenRA.Widgets.Widget.DrawOuter()
at OpenRA.Widgets.Widget.DrawOuter()
at OpenRA.Widgets.Widget.DrawOuter()
at OpenRA.Widgets.Ui.Draw()
at OpenRA.Game.RenderTick()
at OpenRA.Game.Loop()
at OpenRA.Game.Run()
at OpenRA.Game.InitializeAndRun(String[] args)
at OpenRA.WindowsLauncher.WindowsLauncher.RunGame(String[] args)
Github.com
use the new version which fixed the bug.
Any new version coming soon?