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What you want to see in YR that you didn't


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#61 cdmtx(YR)

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Posted 13 November 2006 - 08:25 PM

I like that, but I think only for Conscript.
What do you guys and girls think?
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#62 Nemoricus

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Posted 13 November 2006 - 09:35 PM

If and only if the conscripts are more expensive.
I don't want bomb-scripts attacking my base en-masse.
Also no immunity to their own attack.
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#63 Hogo

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Posted 13 November 2006 - 10:39 PM

Yeah they should be able to hurt each other or it will be a bit too good

#64 cdmtx(YR)

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Posted 13 November 2006 - 11:43 PM

If anything it would only be for Libya, since they are the demolitions experts.
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#65 MCV

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Posted 14 November 2006 - 05:41 AM

Well, the exploding conscript was in retail RA2, under the name terrorist.

The terrorist would have been worth something if the deathweapon did not kill other terrorists.
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#66 Jeeves

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Posted 14 November 2006 - 07:32 AM

MCV's right, its already there. I like the idea of making them slighty different though, perhaps someone having grenades too, or a countries deploying, but the terrorscript is just killing cubas "special" unit and giving it to someoneelse cheap and early, and they'd be overpowering in an earlygame rush.

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#67 Hogo

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Posted 14 November 2006 - 08:50 AM

Give them grenades and make them immune to there own type :thumbsupsmiley:

#68 Amadeos

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Posted 28 November 2006 - 02:20 AM

MCV's right, its already there. I like the idea of making them slighty different though, perhaps someone having grenades too, or a countries deploying, but the terrorscript is just killing cubas "special" unit and giving it to someoneelse cheap and early, and they'd be overpowering in an earlygame rush.


True, Ture...


Give them grenades and make them immune to there own type ^_^



That would be a good Idea but, Worst case scenario, U and ur enemy are in a endless battle agenst eachother and all you have are one conscript each! LOL

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#69 Hogo

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Posted 28 November 2006 - 04:51 PM

Well i normaly play short game but yeah thats true

#70 Jeeves

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Posted 28 November 2006 - 09:32 PM

use the Affects Allies tag instead :)

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#71 Hogo

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Posted 28 November 2006 - 10:13 PM

Yeah could do i also tell you one thing i dont wana see is a underground APC its not ballanced but thats what i think :)

#72 cdmtx(YR)

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Posted 29 November 2006 - 11:42 PM

Yeah could do i also tell you one thing i dont wana see is a underground APC its not ballanced but thats what i think :p

I like them, but then they can be unballanced too.
Tell me what you all think.
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#73 Nemoricus

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Posted 30 November 2006 - 11:02 AM

Transports were originally meant to use a beaching code. I'd like to see that.
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#74 Hogo

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Posted 30 November 2006 - 02:57 PM

Ive heard that before what dose that do ?

#75 Nemoricus

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Posted 30 November 2006 - 07:29 PM

Look at the rules.ini file and find the amphib transport. It's a semi-coloned out part of its code.
According to the Deezire ini tutorials, it causes it to move onto only the first tile beyond the water edge.
I'll have to see if it actually works.
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#76 Jeeves

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Posted 30 November 2006 - 11:09 PM

Didn't think it did, but you can just change the terrain properties and add you beach manually, it just wouldn't work on existing maps

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#77 cdmtx(YR)

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Posted 01 December 2006 - 02:49 AM

Also Amphibious Transports has become Armored Transports and they're made out of War Factories now.

Edited by cdmtx(YR), 01 December 2006 - 03:59 AM.

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#78 OmegaBolt

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Posted 01 December 2006 - 03:17 PM

Why not make them more individual, like I have, Allied Amphibious Transport, medium armour and speed. Armoured Transport for Soviets, lots more armour, but slower. Hover Transport is faster but less armoured.

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#79 Hogo

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Posted 01 December 2006 - 07:42 PM

Thats a good thing there make them diffrent they are boring if they are the same

#80 cdmtx(YR)

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Posted 01 December 2006 - 08:35 PM

I'll definitely do that. I'll possibly have them so they are redesigned too.

Edited by cdmtx(YR), 01 December 2006 - 08:36 PM.

Command & Conquer Destiny, a brand-new YR modification here on Revora, led by myself cdmtx(YR).
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