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TI 0.6
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Nov 19, 2016 6:28 pm    Post subject:  TI 0.6 Reply with quote  Mark this post and the followings unread

Congrats on 0.6 release. Lovely Nod buildings, nice voices and music too.

Could play only for a few minutes today, some observations:
- skirmish lobby options are not getting saved.
- some maps have small base space, difficult for unholy matches.
- mammoth heavy walker FLH could be little forward.
- harvester unloading anim looks different, as we can cross dock like Nod
harv on to GDI refinery.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Nov 19, 2016 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks E1, glad you're enjoying it thus far!

- Skirmish options not being remembered is a known issue, as far as I know Ramapstring has no plans to change this however.

- This is indeed a problem we'll be working on fixing over the course of time, most maps we've been making recently have been with extra build space in mind so over the course of the time there'll be more maps with plenty of build space and older maps will be updated to apply more.

- Will have a look at the Mammoth FLH.

- We're looking into different unloading images for harvesters soon, now that unique HORV images are possible.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Nov 20, 2016 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

What I meant was that the SHP anim of GDI refinery is meant for GDI harv.
When a Nod harv unloads at GDI refinery, the unloading anim is a mismatch.

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