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NOD too stong compared to GDI
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F-22 Raptor
Civilian


Joined: 15 Sep 2003

PostPosted: Sat Sep 27, 2003 9:05 pm    Post subject:  NOD too stong compared to GDI Reply with quote  Mark this post and the followings unread

Lets just face it that in the unofficial v. 1.2 NOD stuff is way too strong compared to GDI stuff. THe Meteor Storm can nearly wipe out half a base while all GDI gets is Spy Sat. NOD has 5 AA structures(SAM Site,Obelisk of Light, Obelisk of Darkness, Cabal Obelisk, Core Defender) compared to GDI's SAM Site. GDI has one "Defined Artillery" and NOD has 2. The Obelisk of Light and the Cabal Obelisk are both AA and can take out a Orca Bomber with one shot.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
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PostPosted: Sun Sep 28, 2003 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

If I had the choice I would have made all the Cabal stuff unbuildable.

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The DvD
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PostPosted: Sun Sep 28, 2003 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

CABAL stuff should be really expensive, and for both sides. (BOTH gdi and nod captured CABAL during FireStorm, remember?)

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awrethien
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PostPosted: Sun Sep 28, 2003 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you could just weekin the damage those things do or make the GDI stuff stronger. As it does sound unfair for GDI. And It would be a shame if you couldnt build them and I would be a little boring if each side got all the same stuff.

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SeaMan
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PostPosted: Sun Sep 28, 2003 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

If they were weakened, they would become useless as you can build SAMs, Laser Turret and Obelisk of Light for much lower price and you can get them earlier.

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PilotstroupF15E
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Joined: 21 Sep 2003

PostPosted: Sun Sep 28, 2003 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I still feel the Obelisk of Light should NOT have an AA capability, to hard to make effective airstrikes, or clear out air defense from the ground because the obelisk makes base defense almost entirely invincible from all but the most long ranged units. I'm used to wiping out the AA first, then supporting my troops from the air, now it's impossible unless hitting against GDI. Sad

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SMIFFGIG
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PostPosted: Mon Sep 29, 2003 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

in the release 1.2 obelisks of light will NOT have AA capabilty and both MSA and EMP cannons will be once agaian available for both sides

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SeaMan
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PostPosted: Mon Sep 29, 2003 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

PilotstroupF15E wrote:
I still feel the Obelisk of Light should NOT have an AA capability, to hard to make effective airstrikes, or clear out air defense from the ground because the obelisk makes base defense almost entirely invincible from all but the most long ranged units. I'm used to wiping out the AA first, then supporting my troops from the air, now it's impossible unless hitting against GDI. Sad


Have you ever thought about taking out Power Plants first?
Without power, Nod's defences cannot function.

If you capture GDI Weapons then you can build MSA and if you capture Nod Radar you can build the EMP Cannon.

The sides are supposed to be different.

Now, flame me as you wish. Rolling Eyes

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The DvD
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PostPosted: Mon Sep 29, 2003 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well seaman i agree with you on this one, in TSTW all sides do have some way of scanning and EMPing, but all different.

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TerroR
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PostPosted: Mon Sep 29, 2003 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

EMP disables tank battles which = less stratagy, unless you give the EMP Structure a build limit.

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SMIFFGIG
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PostPosted: Mon Sep 29, 2003 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

EMP also prevents rush tactics

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PilotstroupF15E
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Joined: 21 Sep 2003

PostPosted: Mon Sep 29, 2003 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I usually take the power out from afar, but only enough to shut down the base, then sweep in and capture everything I can. It's crazy, but it's worked just fine for me for the four years I've owned the game.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Mon Sep 29, 2003 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

A friend of mine has a very unique strategy when playing nod vs. nod... He drills a sub-APC up into the middle of the enemy base (after deducting where their Stealth Generator is and marking it with a waypoint) then deploys 5 engineers, the first of which captures the SG, at which point the rest of them are stealthed so the enemy can't see em, and the enemy base is revealed. Once the stealth is under his control, he can send in more APC's that he had ready, filled with cyborg strike teams and more engineers... He captures all the key structures under the cover of the stealth, and once he gets the hand of nod/war factory he can produce units from inside the enemy base and finish them off.

It works quite well, but it's extremely difficult to prepare and to use. You really have to use it against a bit of a slow-moving adversary... If you use it against one that likes to kill in you in the first few minutes, you're a gonner.

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SeaMan
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PostPosted: Tue Sep 30, 2003 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
EMP also prevents rush tactics


So does firestorm generator.

This is the way I sides wanted to be:

GDI
High level of intel, strong units, weak defenses, low power usage, slow
Combat style: Brute force
Most units are vulnerable to Ion Storms:
Some of them just lose their secondary weapon, while some units shut off entirely or even explode.
Most defenses are unaffected.

Nod
Low level of intel, weak units, strong defenses, high power usage, higly mobile
Combat style: Sneaky, usage of hit and run tactics.
Most defenses are vulnerable to Ion Storms:
Some of them just lose their secondary weapon, while some defenses shut off entirely.
Most units are unaffected.

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Try_lee
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Joined: 05 Aug 2003

PostPosted: Tue Sep 30, 2003 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

SeaMan wrote:
SMIFFGIG wrote:
EMP also prevents rush tactics


So does firestorm generator.

This is the way I sides wanted to be:

GDI
High level of intel, strong units, weak defenses, low power usage, slow
Combat style: Brute force
Most units are vulnerable to Ion Storms:
Some of them just lose their secondary weapon, while some units shut off entirely or even explode.
Most defenses are unaffected.

Nod
Low level of intel, weak units, strong defenses, high power usage, higly mobile
Combat style: Sneaky, usage of hit and run tactics.
Most defenses are vulnerable to Ion Storms:
Some of them just lose their secondary weapon, while some defenses shut off entirely.
Most units are unaffected.


In theory, it sounds good. But keeping it like that and keeping balance shouldn't be too hard, people just need to learn to play again. It isn't the same game as TS and people need to realise that.

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awrethien
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PostPosted: Tue Sep 30, 2003 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats why its clled a mod lol

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The DvD
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PostPosted: Tue Sep 30, 2003 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I completely agree with Seaman, here. Although both sides should have something EMP imo, FS generator is difficult to implement as a defense. And btw, the ion storm stuff seems to be impossible at the moment.

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PilotstroupF15E
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PostPosted: Wed Oct 01, 2003 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I only use the FS gen as missile defense, otherwise I use mechanized infantry supporting existing automatic base defenses to keep out unwanted guests. The ion storm effects seem a little drastic though SeaMan, GDI units disabled and/or exploding!? :blink: WTF!?

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The DvD
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PostPosted: Wed Oct 01, 2003 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't worry it isn't possible

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SeaMan
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PostPosted: Wed Oct 01, 2003 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

The key is IonSensitive=yes.

*hint hint hint*

As for units exploding or becoming disabled, they were already in TS.
Hover units are immobile and flying aircraft crash and explode during Ion Storm.
Missile-based projectiles or high powered weapons becoming disabled is a new thing in TSR.
Ion Storms are lethal.
Tropical storms are nothing compared to them.

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PilotstroupF15E
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PostPosted: Wed Oct 01, 2003 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was all too aware of airbone vehicles and jump-jets blowing up in mid-flight during an ion storm, but I was under the impression that any and all high-tech weapons would be free game to the storm effects and spontaniously explode. That would drive you mad! Something like, "oh shit, half my base is on fire, my Titans are blowing up, my H-MRLSs are splattering onto the ground, what's going on!?" Something more out of the ordinary for that situation, that's all I was concerned about. And yet you have an odd tactical advantage for guerilla fighting and sneaky base assaults during an ion storm while your enemy's eyes are blind and their hands tied.

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The DvD
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PostPosted: Thu Oct 02, 2003 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

SeaMan wrote:
The key is IonSensitive=yes.

*hint hint hint*

As for units exploding or becoming disabled, they were already in TS.
Hover units are immobile and flying aircraft crash and explode during Ion Storm.
Missile-based projectiles or high powered weapons becoming disabled is a new thing in TSR.
Ion Storms are lethal.
Tropical storms are nothing compared to them.


I believe you once reported that adding that tag to a weapon/unit crashes the game. Anyway, it would be could if it would be possible. But not in the extreme form, plz.

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SeaMan
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Joined: 07 Dec 2002
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PostPosted: Thu Oct 02, 2003 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

[quote="The DvD"]
SeaMan wrote:
The key is IonSensitive=yes.
I believe you once reported that adding that tag to a weapon/unit crashes the game. Anyway, it would be could if it would be possible. But not in the extreme form, plz.


It does not cause crashes.
Extreme form?
Is it that I said it in too general way as everything would be affected?

All basic units unaffected.

I wonder why does not like anymore TS as it should have been?

Quote:
Ion storms which cause power intensive units like (sonic tanks) to simply shut down.


You can control them, but not able to attack with them until the storm ends.

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The DvD
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PostPosted: Thu Oct 02, 2003 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool i really though it would crash the game... i'll try it out soon. I should place the IonSensitive=yes tag in the weapon's section, right?

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SeaMan
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Joined: 07 Dec 2002
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PostPosted: Thu Oct 02, 2003 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes. Like this:

[MammothTusk]
IonSensitive=yes

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TerroR
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PostPosted: Thu Oct 02, 2003 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

IonSensitive doesn't work

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SeaMan
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PostPosted: Thu Oct 02, 2003 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

How my tanks couldn't fire during Ion Storm then?

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TerroR
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PostPosted: Thu Oct 02, 2003 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well when i tested it i got that 'visit westwood.ea.com' error

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Mike
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PostPosted: Thu Oct 02, 2003 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

atleast it worked in 1.08

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The DvD
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PostPosted: Fri Oct 03, 2003 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't test it yet on my 2.03, Terror what version did you use?

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TerroR
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PostPosted: Fri Oct 03, 2003 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Latest version. We already descused in TS editing forum that it only worked in earlyer versions.

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SeaMan
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Joined: 07 Dec 2002
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PostPosted: Fri Oct 03, 2003 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm using 2.03 and it works.
By the way, IonSensitive= tags were added way back in beta E of TSR and I think you had that version, DVD.

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Last edited by SeaMan on Fri Oct 03, 2003 1:45 pm; edited 1 time in total

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SMIFFGIG
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PostPosted: Fri Oct 03, 2003 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

as far as i can remember, IonSensitive=yes doesnt cause an error but simply does nothing

hence the reason why its nowhere to be found in the default rules.ini i would guess

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SeaMan
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PostPosted: Fri Oct 03, 2003 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
as far as i can remember, IonSensitive=yes doesnt cause an error but simply does nothing
hence the reason why its nowhere to be found in the default rules.ini i would guess


Are you sure? Maybe you should test the latest version of the mod on Maelstrom map.
When I last tried it, Sonic Tanks couldn't fire during Ion Storm.
The reason why it is not present in normal rules is that it could have bring some balance issues or newbies whining about "omg dispritor dont fire when the scren go yelow and bolt appear from sky!!".

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SMIFFGIG
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PostPosted: Fri Oct 03, 2003 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

ill test it today or tommorow

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awrethien
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Joined: 01 Jan 2003
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PostPosted: Sat Oct 04, 2003 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

SeaMan wrote:
"omg dispritor dont fire when the scren go yelow and bolt appear from sky!!".


Ah who cares what the stupid noob thinks they should learn how to play the game and use all of its advantages and disavantage of units in a game. Rolling Eyes And by the way we keep talking about GDI units that get disabled. Is there any NOD units that are efected?

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SeaMan
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Joined: 07 Dec 2002
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PostPosted: Sat Oct 04, 2003 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Awrethien wrote:
Is there any NOD units that are efected?


Yes. As said, any missile-based or high powered weapons will be temporalily disabled.
These include Light Tank's AA missiles, Recon Bike, Rocket Trooper and Cyborg Commando's Proton weapon (he uses his Flamethower when the other weapon is disabled).

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The DvD
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PostPosted: Sat Oct 04, 2003 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

So the .exe file included in 1.2 beta, actually added some tags, or am i concluding the wrong things.

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TerroR
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PostPosted: Sat Oct 04, 2003 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guys why don't you make an amination that looks like rain, so you can have weather affects. Sure it might be laggy but it would kick ass.

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SeaMan
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PostPosted: Sat Oct 04, 2003 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
So the .exe file included in 1.2 beta, actually added some tags, or am i concluding the wrong things.


It only changes the cursor.

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FinalMoon
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Joined: 21 Apr 2003

PostPosted: Sat Oct 04, 2003 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

TerroR wrote:
Guys why don't you make an amination that looks like rain, so you can have weather affects. Sure it might be laggy but it would kick ass.


Had that idea before... it would be awesome, but really hard to make...

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The DvD
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PostPosted: Sat Oct 04, 2003 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think i know a very easy way of doing it. It would even be controllable by triggers. However it would interfere with ion storm...

... and now i've just got a second way to do it Smile

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PilotstroupF15E
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PostPosted: Sun Oct 05, 2003 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Be interesting if you could have bridges and destroyable cliffs "wash-out" during the rain like a flash flood...adds to the feel of the situation and to the chaos. Chaos=Good for you, bad for enemy

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The DvD
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PostPosted: Sun Oct 05, 2003 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

even that would be possible with my second idea..hehe Wink

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TerroR
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PostPosted: Sun Oct 05, 2003 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have no second idea

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FinalMoon
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PostPosted: Sun Oct 05, 2003 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFF and I actually had an idea for making an entire map flood when a dam was destroyed, it'd take a heck of a lot of work though.

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Joe
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PostPosted: Mon Oct 06, 2003 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

copying generals eh?

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FinalMoon
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PostPosted: Mon Oct 06, 2003 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

O_O ...no... not at all... What has Generals done that? I don't know the first thing about Generals!

I don't mean to get all jumpy here... I just really hate that game >< Anyhow, it's an original idea, I think it'd work well too... Just take a lot of time. I have better, easier map ideas to put to use first though...

BTW, Joe, I know this is changing the subject but this topic has changed subjects so many times already... I *LOVE* your Avatar... did you make it? If so, how hard was it to make... and would you be willing to say... make one for somebody else? Very Happy

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TerroR
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PostPosted: Mon Oct 06, 2003 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

...



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Banshee
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PostPosted: Mon Oct 06, 2003 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh yeah, that map rocks Smile.

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