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#41 Beowulf

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Posted 30 April 2006 - 09:22 PM

All of which out to be removed since they're unnecessary. ^_^
I'd incorporate the whole of the UMP, else we have YR with some additions.

Edited by Fenring, 30 April 2006 - 09:24 PM.

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#42 Nighthawk

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Posted 30 April 2006 - 09:49 PM

I put them in because to stop a good enemy air attack you needed to have many patriots / flak cannons / gattling cannons. You only need a few of these to kill a pile of aircraft / rocketeers. And also, I've improved the AI in terms of air force, the Allies now use about 8 Harriers (8 Black Eagles if S. Korea) on Hard against your conyard / superweapons, North Korea now uses about 6 Stealth Bombers on your conyard / superweapon and Pacific now uses about 8 Psi-Wave Jets on your conyard / superweapons.

In other words, protect your conyard and superweapons.

Edited by Nighthawk200, 30 April 2006 - 09:58 PM.

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#43 Beowulf

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Posted 30 April 2006 - 10:03 PM

Isn't that why you have upgrades? Besides, you can't rely solely on static defenses for base defense. I've plowed through more aircraft with IFVs, Flak Tracks and Gattling Tanks than with any static AA defense.

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#44 Gosho

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Posted 01 May 2006 - 10:55 AM

How about giving each side a Super Unit?

Allies- USS Starship
Soviets- Senturion Siege Crawler
Yuri- Some big Matsermind like unit.
FF- no idea yet.

And Fenring, perhaps it would be nice to have these buildable, but only 2 at a time. That would bring ballance and give turtling players a nice toy to play with. And not all of us enjoy those units... (I like the gattlings best)

#45 Nighthawk

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Posted 01 May 2006 - 11:21 AM

And Fenring, perhaps it would be nice to have these buildable, but only 2 at a time

The new AA defenses had a build limit of 5 each anyway. I'm not that fond of super units, that's why I removed the Defiant Starship from the Allies and the Overlord Starship from the FF.

EDIT: You never saw the Overlord anyway, it was too powerful (lasers and missiles and heavy armour etc.)

Edited by Nighthawk200, 05 May 2006 - 09:44 PM.

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#46 Gosho

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Posted 01 May 2006 - 05:30 PM

Well , Superunits can be fun. They are the equivalant of heroes in the mechanical/buildings world. So they give a bit of unique style to an attack/base defence. It would be best if you think this up through very good.

#47 ZeroSamuraiX

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Posted 01 May 2006 - 08:48 PM

i like how u think bro...
i'm all for super units, pls add them, or hold a poll to see wht the public says pls :p
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#48 Beowulf

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Posted 01 May 2006 - 11:35 PM

No. I prefer balance in my games, even with mods. In other words, superunits are pretty fucking dumb.
I'd really consider removing the additional defenses, then grant side-specific upgrades to help with an all out air raid. Upgrades suit this project better than overpowered extras.

Edited by Fenring, 01 May 2006 - 11:35 PM.

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#49 Nighthawk

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Posted 05 May 2006 - 09:41 PM

Changed around again, all advanced AA Defenses (AA Laser Cannon, AA Tesla Coil, AA Magna Turret) are gone. The FF will still keep their AA Tower, as it is one of their key defenses. Yuri will now have a Sniper Turret, which can be upgraded with a Chaos Rifle or a Virus Rifle.

Edited by Nighthawk200, 15 May 2006 - 03:06 PM.

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#50 Nighthawk

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Posted 17 August 2006 - 12:03 AM

~Double post

Another blooper for you, this time I buggered up the American MOAB, and made it too powerful:
moab_gone_wrong.PNG
Total MOAB pwnage!

There used to be a few Power Plants, a War Factory, a Barracks, a Conyard, a whole pile of GIs and Guardian GIs and a few tanks there.

EDIT: Also, All super AA defenses are now gone. But they can still be found in Secret Labs, as can another AA/AG defense system which no sides can build. Stolen tech has been altered slightly as well, go check it out if you haven't recently.

Edited by Nighthawk200, 17 August 2006 - 12:19 AM.

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#51 Paladin58

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Posted 17 August 2006 - 02:45 AM

I'd leave it as is, and maybe make the charge time longer. You do know what the MOAB's nickname is, right? :shiftee:

OLD SIG
When history witnesses a great change Razgriz reveals itself,
first as a dark demon. As a demon it uses it power to rain death upon the land,
and then it dies. However after a period of slumber Razgriz returns
As the demon sleeps, man turns on man.
Its own blood, and madness soon cover the earth.
From the depths of despair awaken the Razgriz.
Its raven wings ablaze in majestic light.
Amidst the eternal waves of time
From a ripple of change shall the storm rise
Out of the abyss peer the eyes of a demon
Behold the Razgriz, its wings of black sheath
The demon soars through the dark skies
Fear and Death trail its shadow beneath
Until Men united wield a hallowed sabre
In Final Reckoning, the beast is slain.
Razgriz intrerpretation

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#52 Nighthawk

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Posted 17 August 2006 - 10:52 AM

Mother of All Bombs, I know, but I don't like having things too powerful in the game, it makes it too unbalanced. If people were to play this online just about everyone would play as America. There was meant to be a mushroom cloud anim in there, but I forgot to include it in the Animations list. The Ion Cannon is powerful enough, it can destroy any building in one hit, I even reduced the damage to the old TS amount and it still blows up everything. The Charge time on the MOAB is meant to be 12 minutes, but that's another thing I forgot.
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#53 Allied General

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Posted 18 August 2006 - 03:10 PM

Massive Ordanance Air Burst ..

as for Ion Cannon simply alter warhead behaviour ..
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#54 Magic_Pen77

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Posted 18 August 2006 - 08:48 PM

Most troops nickname it Mother Of All Bombs, but I prefer Massive Ordnance Air Burst...it has a unique and slightly disturbing quality to it (whoever used "massive" in an acronym? God!)
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#55 Nighthawk

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Posted 05 September 2006 - 08:59 PM

Another one from just a few minutes ago, when coding the Cuban Paradrop, I copy-pasted the code from the Russian one, but what I forgot to do was change ParaDropUnits= to ParaDropInf, and I ended up with this weird bug where the game thought the Terrorist was a vehicle and an infantry. I could build it from either list (the picture shows the terrorist cameo in the unit list), also it had the larger health bar shown on vehicles. When ordered to attack it would 'spin' to its target (obviously the game not knowing which frames to use), then pause before it for about a second, then spin in and explode. Apart from the pausing and spinning it actually worked just like a normal Terrorist. Only problem was if you tried to build more than one from the War Factory the second would be 'ready' when the first one was still exiting the Factory, so you wouldn't get your second Terrorist and that would be $200 down the drain. Anyway, here's the picture:

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#56 Nemoricus

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Posted 05 September 2006 - 11:33 PM

LOL, that's pretty funny.
About the loss of unit, that always occurs if a second unit is produced faster than another can get out. Multiple war factories solves this problem. :p
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#57 Jeeves

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Posted 05 September 2006 - 11:41 PM

Theres a tag for modifying buildtimes globally and unit specifically. Can't remember either off the top of my head :p
Cool unit though

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#58 OmegaBolt

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Posted 06 September 2006 - 03:33 PM

BuildSpeed= and BuildTimeMultiplier=. BuildSpeed is probably fairer though. :D

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#59 Nighthawk

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Posted 06 September 2006 - 03:37 PM

I know what caused it, but I think that's just because the Terrorist itself as an infantry builds very quickly, just not quick enough for the War Factory.
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#60 Magic_Pen77

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Posted 18 October 2006 - 08:09 PM

Terrorists are incredibly fragile - in my experience, base defenses destroy them easily and if you send them en masse, they end up blowing each other up upon their death. I prefer the Generals terrorist - if they are shot down they just die without the explosives going off.
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