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YRA 1.0


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#61 UFOslava

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Posted 06 July 2006 - 07:07 PM

Okay, this is a real disagreement...

I know... lads make some suicide nation... with own buildings and stuff...

Once i had a dream about 4th army - "Nuclear general...", China maybe...
The mcv has a little powerplant inside already...
The demo trucks and terrorists, desolators and stuff...
And a big tank, with his main purpose is runing over stuff as tanks and people, although it has no cannon and a great weight and armour...
And i had to counter them...

Hey, this is only a wild dream!.. What do i know...
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#62 OmegaBolt

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Posted 06 July 2006 - 07:30 PM

Demos are staying Soviet, Flak Tracks arnt becoming powerful, it is meant to be pepper spray to kill the infantry. :p And i like the idea of conscripts being human sheilds... :p

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#63 Allied General

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Posted 06 July 2006 - 10:11 PM

is the two radar's issue from 1.0 or 1.01?

if 1.01 then Bolt needs to look over the american special again ..

anyhow flak tracks.

its a transport, its got AA and its reasonably cheap to build too and you want it to be good against tanks as well?

as for infantry, use them as cannon fodder, works all the time in stopping many assaults as enemy units get distracted.

as for ore extractor, target a enemy unit if not initally working and as for sell only get technician no idea.
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#64 Jeeves

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Posted 06 July 2006 - 10:38 PM

When selling any building survivors will be the sides basic infantry, is specified, an engineer, or a technition. Its not a bug, and its always been there (well, never played TD, but its been there since RA1 at least).
As for flak tracks become tank destroyers, STFU n00b :p If you want an uber uniit, build mamoths instead. If a game is balenced, everything will have strenghs and weaknesses. Flak track is good against aircraft and infantry, and bad agaist armor. Tanya is good against infantry, and bad against tesla coils; I suppose you suggest she get an airstrike so she can take them out, perhaps? Or give seals AT rockets?
Hell, why not just replace all infantry aircraft buildings and units with just one, that good against everything, that would surely make the game better :p

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#65 UFOslava

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Posted 07 July 2006 - 03:09 AM

When selling any building survivors will be the sides basic infantry, is specified, an engineer, or a technition.

Engineer is coming only from mcv, and a technitian guy is shooting an useless gun...
Technitians are civilian units... :p

Radar issue is from 1.01 ver.
Ill try to repeat it... ^_^

I think i target the extractor wrong...it doesn't gives me a thing... well it sprays me some around it but that is only 1/15 out of what i got at the beginning... :p

Maybe we should just take good old little derrick of ore, wich is widely used, and itstall them ourself...
It sprays ore just around it and none still complained... ;)
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#66 Jeeves

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Posted 07 July 2006 - 03:37 AM

IIRC, theres a tag that says to leave an engineer; Conyard just may be the only one with it.
And if you're relying on the units from buildings destroyed, you've already lost, so if its a tech or not doesn't matter :p

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#67 UFOslava

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Posted 07 July 2006 - 08:13 AM

I was talking about selling ore extarctor and some guy comes out.. wanna screen?
No doubt there is an engineer inside the mcv anyway...
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