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RS Adjustments thread


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#21 Kazyumi

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Posted 06 April 2005 - 03:20 PM

its normal. they function to walk to their destination, just like offline robots that are newly created in warfactory follow the rally point untill stopping its functioning...

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#22 Ash

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Posted 06 April 2005 - 04:05 PM

Oh. Dint know that... =/

#23 Kazyumi

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Posted 06 April 2005 - 09:01 PM

Oh. Dint know that... =/

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okay now you got me into doubt too......... :p

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#24 F-G

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Posted 07 April 2005 - 03:15 AM

And don't forget to add proper spies to the factions and to fix a bug where a NEXUS ConYard spawns normal engineers when destroyed.

#25 Kazyumi

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Posted 07 April 2005 - 11:20 AM

yeh... and i can remember last beta you couldnt engi an cy, wtf? is that fixed already or not?

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#26 Blodo

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Posted 07 April 2005 - 11:59 AM

I can reduce it by taking it away from planes since planes crashing is one source of it then another is the tanks blowing up..maybe remove from planes that have it and then reduce the shake amount to as small for tanks as possible otherwise have to scrap the feature. :p

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Guess removing it from planes altogether could do init? AI tends to make massive air rushes...

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#27 Ash

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Posted 07 April 2005 - 02:03 PM

I wonder how many have noticed the new lighting. It's MUCH darker. I think I'll have to redo all the screenshot units for the manual, because it's totally different! :p

#28 Allied General

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Posted 07 April 2005 - 03:02 PM

actually shouldn't all nexus structures not spawn infantry?
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#29 Ash

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Posted 07 April 2005 - 03:04 PM

Makes sense. NEXUS stuff would be automated anyway, right?

#30 Kazyumi

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Posted 07 April 2005 - 03:17 PM

Yeh. I do think so... or he has human slaves. but then why would they fight for nexus after the building is destroyed....
I suppose its just a bug xD

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#31 Apollo

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Posted 07 April 2005 - 03:45 PM

yea yea... consider these little nuisances fixed... :p
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#32 Kazyumi

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Posted 07 April 2005 - 04:28 PM

Get teh gore! RS needs GORE.

NEXUS butchering human forces, in bloody style.

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#33 Shine On

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Posted 07 April 2005 - 06:49 PM

If you do put gore in (which i doubt) make sure the Nexus infantry spill out black stuff instead of red. Atleast then it would look like oil coming out ;)
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#34 Kazyumi

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Posted 08 April 2005 - 02:55 PM

I talked to Apollo bout it, he already planned it but forgot... lol...
well blood and gore is coming, for sure ;)

hmmm i dunno about the oil and all of nexus infantry... sounds intresting though.

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#35 Shine On

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Posted 08 April 2005 - 03:16 PM

Gore is comming? Excelent!

@ Apollo - Might i suggest you try and find some more sounds for the Nexus infantry. Please... ;)
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#36 Allied General

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Posted 08 April 2005 - 03:29 PM

kingly gore rocks.

I have a guess that Crewed=no is useful.

Also have u though about deathweapons which don't do damage? You could use to simulate the effect of broken parts and oil gushing.
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#37 Shine On

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Posted 08 April 2005 - 03:59 PM

That'll be good :grin:

Do it Apollo. Do it do it do it!!
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#38 Apollo

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Posted 09 April 2005 - 06:34 AM

just a update..the bloody deaths and leftovers have been coded in and nex got his blackish version of those to indicate its oil.. :grin:
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#39 Shine On

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Posted 09 April 2005 - 08:10 AM

YAY!

Next you'll have to put a 12 rating on the mod to warn of the extra gore :)
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#40 chemical ali

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Posted 09 April 2005 - 08:40 AM

I think the soviets big canon forgotten the name needs an increase in range as it lacks on that unlike the other sides big guns.

Edited by chemical ali, 09 April 2005 - 08:41 AM.

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