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#21 Jeeves

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Posted 23 April 2006 - 05:42 AM

And spies, and Ivan...

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#22 Nighthawk

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Posted 23 April 2006 - 10:54 AM

The list could go on...
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#23 Beowulf

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Posted 24 April 2006 - 02:16 AM

Garrison weapon range is not dependant upon weapon, like it ought to be. It's a hardcoded variable in the [General] section. I'd suggest leaving the basic grunts as the only garrison troops.

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#24 Allied General

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Posted 24 April 2006 - 09:26 AM

indeed sniper loses like 9 range when garrison how uh :)

Edited by Allied General, 24 April 2006 - 04:05 PM.

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#25 Nighthawk

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Posted 24 April 2006 - 03:56 PM

What's the tag? I've looked and can't find it

It's probably staring me straight in the face and I can't see it.

Edited by Nighthawk200, 24 April 2006 - 03:56 PM.

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#26 Allied General

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Posted 24 April 2006 - 04:05 PM

;***Urban Combat (UC) ver 2.0***
OccupyDamageMultiplier=1.2;gs since weapon is now tied to actual occupant, these restore the control lost
OccupyROFMultiplier=1.2;
OccupyWeaponRange=5;gs range bonus from being in a large footprint building is automatically
;added. Can't get the range from the wepon since if two different guys are inside, once the short range
;guy gets his turn then he'll make the building stop shooting.


dogs and brutes in buildings is stupid.

yes it is staring u in the face and it affects all soldiers.

also chrono legionnaires in buildings, uber noob cos can instantly teleport in and boris would be overpowered too cos of his akm nature.

I would like only give to like AT soldiers and initates pawn enough already.

Edited by Allied General, 24 April 2006 - 04:11 PM.

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#27 Nighthawk

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Posted 24 April 2006 - 04:36 PM

OK, thanks. It's in the [CombatDamage] section, not the [General], that's why I couldn't find it. I was looking through the [General] section.

Fixed: the only infantry allowed to garrison are GI, Paratrooper, Guardian GI, Conscript, Crazy Ivan (throws bombs), Tesla Trooper, Molotov Infantry (Cuba doesn't have the Crazy Ivan), Initiate and the Future Forces' basic infantry.

Edited by Nighthawk, 29 October 2006 - 11:33 PM.

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#28 Gosho

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Posted 26 April 2006 - 01:19 PM

Paratrooper? Soldier?

But why not include SEALs? Or some 1-hit-killing-infantry unit? To make garrisonning really what it is.

And don't forget to add Tesla Troopers.

Also don't forget to give some units the ability to clear out buildings (Tesla Troopers,Tanya,Boris, dogs, SEALs etc.)

#29 Nighthawk

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Posted 26 April 2006 - 05:02 PM

Tesla troopers are already garrisonable, and I haven't included SEALs because they are going to be the Allied infantry that clear out buildings.

Update: Boris will clear out buildings for the Soviets, while the Brute will clear out buildings for Yuri (makes more sense than garrisoning the thing). The Brute's price has also been increased to $700 so it balances. Also, the Operative will clear out buildings for the FF, so I've increased his price to $2000 (which is twice as much as a standard spy as he captures vehicles too)

Edited by Nighthawk200, 26 April 2006 - 05:09 PM.

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#30 Gosho

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Posted 26 April 2006 - 05:36 PM

What about the dogs-will they clear buildings?

#31 Nighthawk

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Posted 27 April 2006 - 03:30 PM

No, that means people will be able to clear buildings quite early on in the game. I know you're gonna say the Brute is made early, but that's why his price higher, and I'm thinking of reducing the speed of it too.
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#32 Gosho

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Posted 28 April 2006 - 11:25 AM

Reducing? You should make him faster!

#33 Nighthawk

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Posted 28 April 2006 - 03:28 PM

But would that not be sort of overpowering the Brute, giving a fast early game unit that can clear buildings

Edited by Nighthawk200, 28 April 2006 - 03:28 PM.

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#34 Allied General

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Posted 28 April 2006 - 03:33 PM

garrison troops can easily kill garrison killers to be honest.
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#35 Nighthawk

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Posted 28 April 2006 - 04:42 PM

I suppose, but if they are sent en masse, one's bound to get through
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#36 Beowulf

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Posted 28 April 2006 - 06:41 PM

Support is always there... or at least, I always have some on hand.

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#37 Gosho

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Posted 28 April 2006 - 07:05 PM

Yeah, if you don't have support everything will colapse. No matter what is the speed of the attacking units. And, foir the best results, test everything time and time again to get it perfatly. that's the only way to get a ballanced mod.

#38 Nighthawk

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Posted 28 April 2006 - 07:27 PM

I'm not going for full-scale balancing anyway, though I am considering adding some of the things in the UMP.
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#39 Gosho

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Posted 28 April 2006 - 07:42 PM

Good. But don't put any over power units in or this will turn into a n00b mod ( I doubt it).

#40 Nighthawk

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Posted 28 April 2006 - 10:24 PM

Oh no, I don't like overpowering things. That reminds me, the starship you could build as the Allies in the first beta will now not be buildable in Skirmish or Multiplayer, it will still be in the campaigns, but nowhere else. It was a bit unfair on all the other sides.

Then again, that is why I made the AA Laser Cannon, AA Tesla Coil, AA Magna Turret and AA Tower :p ah well.

Edited by Nighthawk200, 28 April 2006 - 10:25 PM.

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