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#261 OmegaBolt

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Posted 17 October 2007 - 04:41 PM

OpportunityFire should be able to go on weapons, so say... the Apocalypse cannons can fire whenever they want but the missiles cant. If its on the unit code then it affects all weapons and should default to no.

Same with MobileFire.

Edited by OmegaBolt, 17 October 2007 - 04:43 PM.

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#262 Hogo

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Posted 17 October 2007 - 04:44 PM

I mean when A chrono UNIT Moves leaves the Animation I would like to change that.

#263 L0N3 W0LF

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Posted 17 October 2007 - 04:57 PM

i'll go with imarafan in this one....

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#264 Hogo

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Posted 17 October 2007 - 05:23 PM

Spyable Navel Yards so we can get vertaran Ships :good:

#265 Gaffel

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Posted 17 October 2007 - 07:16 PM

Spyable Navel Yards so we can get vertaran Ships :good:

haha why are you going to do that? Spys cant even swim.
Also you should try VKs new stolentech system it works very good for everything so far

#266 Hogo

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Posted 17 October 2007 - 09:18 PM

I didnt see that it allowe Veteran Units? Did you? if so point me in that direction and whos to say that you have to use it without making spys swim Obveouse logic would be to make them swim XD

#267 Blade

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Posted 20 October 2007 - 01:20 PM

Ability to specify what movies are added to the movies list as the player moves through the campaign and add additional movies.

Edited by Blade, 20 October 2007 - 01:21 PM.


#268 partyzanPaulZy

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Posted 27 October 2007 - 10:22 AM

Could you create code for destroyable missile launched from buildings? Like V3 silo.
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#269 Romanul

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Posted 27 October 2007 - 10:42 AM

well i would want fifth,sixth and seventh side logic

#270 L0N3 W0LF

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Posted 27 October 2007 - 05:32 PM

for some strange reason... i dont think thats too important
i believe 4 sides are enough for yuri's revenge.... or things may get messy.... know: placing campaign buttons and stuff...

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#271 VK

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Posted 27 October 2007 - 08:29 PM

placing campaign buttons and stuff...

...and show to me at least five mods with campaigns?
I know, that MO have campaign also some other mods too, but in common mod haven't any campaigns at all.
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#272 Guest_whtdrgnpl_*

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Posted 02 November 2007 - 05:17 AM

I was wondering if it's at all possible to be able to make more theaters? :o it would be nice for mods that add more theaters and keep the old ones still for example Reloaded could use this addition for TS maps even TS snow maps heck there's probably lots of mods that could use that oh and 5th and 6th side support would be great too :p and a fourth campaign button too :o

#273 Guest_whtdrgnpl_*

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Posted 02 November 2007 - 06:09 AM

sorry for double post but i couldn't edit my post nor could i even view because of some error i get everytime i'm on my wii and try to view posts after page 1 :/ anyway i didn't realize this until just now but the new terrain thing would be just plain useless unless vk can edit FA2 and make it compatible with the NPatch or something idk i just thought it was a good idea at the time again sorry for double posting :(

#274 partyzanPaulZy

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Posted 02 November 2007 - 02:12 PM

4th campaign button should be great, 'cuz I'm going to make some campaigns when all 4 sides ( + 4 subsides + 12 ordinary countries) are done, although it won't be this year. GLA needs campaign!
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#275 Gaffel

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Posted 02 November 2007 - 02:26 PM

4th campaign button should be great, 'cuz I'm going to make some campaigns when all 4 sides ( + 4 subsides + 12 ordinary countries) are done, although it won't be this year. GLA needs campaign!

(offtopic) where are you going to get GLA models?

Edited by Gaffel, 04 November 2007 - 12:14 AM.


#276 VK

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Posted 02 November 2007 - 04:13 PM

4th campaign button should be great, 'cuz I'm going to make some campaigns when all 4 sides ( + 4 subsides + 12 ordinary countries) are done, although it won't be this year. GLA needs campaign!

I am sorry, but I am not planned fourth side campaign button.
You can use start battle screen.(activated via button on campaign page)
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#277 Guest_whtdrgnpl_*

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Posted 03 November 2007 - 12:32 AM

i just thought of a different way to do the terrain thing instead of adding new ones i think it'd be easier to just extend the ones allready there that way you wouldn't have to patch FA2 they would just show up anyway under the tileset that was extended atleast i think that's how it might work idk but with the fourth side there structurs were under other buildings but they still were there

#278 whtdrgnpl

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Posted 03 November 2007 - 01:23 AM

blah i'm sick of not being able to edit my posts so i registered here finally lol anyway i was gonna edit my last post and say this but couldn't so here's what i was gonna add: i think that doing that would even more possible than adding a new theater because there's NewUrban which has both Temperate and Urban theaters in one new Theater :o oh and i just realized you'd have to make a new .pal file for the theater thus making the modders have to make copies of the buildings for the new theater so ya new theater bad idea lol but i think extending the theaters allready there would be a much better idea

#279 L0N3 W0LF

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Posted 05 November 2007 - 04:02 PM

Well, I agree with VK... 3 sides are enough (although i myself have been planning 4 campagns for WW3... but later changed that to 3)...

As for the White Dragon PL, u your self posted the answer... you can simply replace the temperate and urban theators.. (as newurban already combines both)... that is, if that doesn't lead to a crash... (no kidding)...

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#280 OmegaBolt

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Posted 05 November 2007 - 06:26 PM

Well I can't see four being enough if theres the possibilty for four sides, it means the logic isn't fully supported afterall.

Well I have a few ideas I've been thinking about for a few days...

One is to allow OpportunityFire, CanRetaliate and MobileFire work on weapon code. An example would be that the Apocalypse can fire automatically with it's cannons but the player would have to manually target it's rocket launcher. The weapon tags could be overridden by the units tags, ie if the weapon has CanRetaliate=yes but the unit has CanRetaliate=no then it won't be able to retaliate.

Another is improving how light fades and is cast on cells. TS always seems to have way better lighting whereas Ra2 is plain poor. Is there a reason for this? If so maybe it would be good it fix it? I don't know if you care about the way it looks but when lighting is horrible it sort of forces mappers to use bland lighting... an important part of a game is it's atmosphere imo.

I had another but i forgot what is was. :lol:

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