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The War Is Over!!
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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Sat Oct 08, 2005 3:15 am    Post subject:  The War Is Over!! Reply with quote  Mark this post and the followings unread

The war is over!! w00t w00t! i just wanna thank everybody at revora who has helped me with this mod cause without you guys, it never would have happened. i am still amazed at how supportive all of you are of newcomers, an i think that is why the RA2 modding community is still flourishing. I will now devote all of my time to C&C: Origins. in the meantime, heres the download.

Download
Air Wars V3.0

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Sat Oct 08, 2005 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

harriers hey wassup welcome to ppm...i will dload the mod as soon as i get a comp that can run ra2.

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Sat Oct 08, 2005 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

is that why you have ben so inactive?

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Sat Oct 08, 2005 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

well that and before that work on my mod here at PPM.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Oct 22, 2005 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps you can give information on the mod or simply post a link to the stuff...

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Tue Nov 01, 2005 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Air Wars gets rid of the harrier and replaces it with these aircraft: the raptor for the americans and the eurofighter for the europeans. the koreans keep the black eagle.  weapons have ben made more powerful, and there is the addition of another aircraft for all of the allies, the panavia tornado. it drops bombs like a kirov and can be used alongside armor for a devastating attack.  the drawback is that they are much slower than the raptors and eurofighters, giving you and your base defenses more time to react and deal with the threat.another treat the allies get is the mobile airforce command center (MAFC) so that you can get your aircraft closer to the enemy, giving them less time to react.  the soviets recieve the mig-29 fulcrum (alongside the kirov) and a new fulcum command center. as a bonus, they also recieved the Havoc, an attack helicopter that can be used for quickly and effiecently dealing with tanks. there are cameos for all of the units, and alot of AI tweaking as well.  rather than just attacking your ore refineries and miners all of the time, they will now go after power plants, war factories, ConYards, and will give support for coming attacks by knocking out things like base defenses and power plants. chek it out, tell me what you like and dislike, and imporvements you would like see with this mod.

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Tue Nov 01, 2005 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lookin good!  Wink
I have a comp that runs ra2 now so be ready for me to be posting in this topic more often!  Very Happy  Smile
btw the ai thing sounds so tight cause the ai in ra2 sucks.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Nov 02, 2005 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well,how do I install the mod is my first question.Because I unzip the files in the RA2 directory but nothing hapens when I play the game...

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Wed Nov 02, 2005 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

you need the XCC Mix Editor. i'll send you a text file that explains all of this soon.  in the meantime, i'll give you a link to he XCC site:

http://xccu.sourceforge.net/

just download and unzip.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Nov 02, 2005 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

and then the mod will work?I tried it with XCC,but it still didn't work...I had to put each of the units on e by one in the ghame so that I might see them...

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Nov 02, 2005 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, why do hate Harriers so much? They arn't THAT bad.

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Wed Nov 02, 2005 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

His reasons are that they are "not that bad" he wants some really nice planes that can makes things go KABOOM!
@IHateHarriers: Am i right?

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Wed Nov 02, 2005 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

i don't really hate harriers, it's just the ones in RA2, well, sucked, especially for an air force buff. so i decided that if you really wanted to blow some stuff up good, you needed some more air units. so that's what i did.  (Vincent, u are right.)


CCCP Gosho, you need to put each unit in their corresponding folder: .vxl, .hva, and .ini files in localmd.mix; .shp files in ntrlmd(?).mix; with localmd and ntrl in ra2md.mix, and cameos go into cameomd.mix under langmd.mix.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Nov 02, 2005 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

ihateharriers wrote:
CCCP Gosho, you need to put each unit in their corresponding folder: .vxl, .hva, and .ini files in localmd.mix; .shp files in ntrlmd(?).mix; with localmd and ntrl in ra2md.mix, and cameos go into cameomd.mix under langmd.mix.
There's the XCC Mod Creator/Launcher you know...

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Nov 02, 2005 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Nov 02, 2005 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

IHH meant Mix Editor, DCoder told him to use launcher...

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Wed Nov 02, 2005 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

when i downloaded and tried using the mod launcher/maker, i installed (or whatever) and when i went to use the program, nothing happened. at all. nothing froze, no windows popped up, nothing.  at that time i was running Win98, and now i have WinXP.  would that make a difference?

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Wed Nov 02, 2005 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Harriers: Yeah probably, i run XP and it works great soo...

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Thu Nov 03, 2005 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

alright, i downloaded it so i'll see what i can do.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Nov 03, 2005 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

ihateharriers wrote:
CCCP Gosho, you need to put each unit in their corresponding folder: .vxl, .hva, and .ini files in localmd.mix; .shp files in ntrlmd(?).mix; with localmd and ntrl in ra2md.mix, and cameos go into cameomd.mix under langmd.mix.


I forgot to say this before, but you should not modify your stock .mix files under any circumstances. See this tutorial: where to place your modded files, if you can't use the Mod Launcher for some reason.

CCCP Gosho wrote:
Guess who isn't reding the topic before posting. Mad

Pot, meet kettle.  Laughing

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Fri Nov 04, 2005 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, now i have the mod creator version of the mod, as well as the both the Raptor and the tornado in their Allied Color schemes.



alliedtornado.JPG
 Description:
 Filesize:  11.44 KB
 Viewed:  10463 Time(s)

alliedtornado.JPG



alliedraptor.JPG
 Description:
 Filesize:  13.97 KB
 Viewed:  10463 Time(s)

alliedraptor.JPG



AirWars3.0.zip
 Description:

Download
 Filename:  AirWars3.0.zip
 Filesize:  627.08 KB
 Downloaded:  185 Time(s)


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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Tue Nov 15, 2005 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well harriers arent that bad:

They dont have the greatest track record maintainence wise but can be force to reckon with

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Sat Nov 26, 2005 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey Harriers the XCC Mod file is set to RA2 Not YR.

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Sun Nov 27, 2005 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK. lemme change that and see if it works differently.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Wed Nov 30, 2005 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know but black hawk or what is call is like harrier but in RL is not.

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Wed Nov 30, 2005 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

what are you talking about?

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Wed Nov 30, 2005 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Black Eagle is not VTOL, in fact, IRL a "Black Eagle" isn't even a plane, it's a very modern Russian tank.

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Thu Dec 01, 2005 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok i understand. when i get some time (and a PC) i'm gonna see what i can do about the whole VTOL situation.  maybe make HTOL possible by working around some code or whatever.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Dec 09, 2005 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you give some secondary AA units?After all this is Air Wars...

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Fri Dec 09, 2005 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

to be honest, i never thought of that...i guess i'll have to keep that in mind.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Fri Dec 09, 2005 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps you could give each side 3 levels of AA defence.So that the mod is thrully up to it's name.

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Sat Dec 10, 2005 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

i was actually thinking along those lines, with the possibility of adding an EMP-type of defense for one hit takedowns. it would be very expensive and have a slow rate of fire/recharge time. as for the three levels, it could go like this: AAA batteries, Flak Cannon/Patriot Missiles, EMP Device - this is ranging from least expensive/damaging to most expensive/damaging.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Dec 10, 2005 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

What about this?
Soviets-
Quad Cannon-Flak Cannon-EMP
Allies
Humvee-IFV-Patriot missiles
Yuri
Gattling trooper-Gattling Cannon-EMP device,but faster than the soviets one and more expensive.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sat Dec 10, 2005 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Honestly, I dont see the Soviets using EMP or Yuri...

Also:
HMVEE should not be able to fire at any aircraft...

Allies: IFV-Patriot Missiles- EMP

Soviets: Some sort of rapid-fire dual MG, Flak Cannon, Dual-Flak Cannon

Yuri: Gattling Trooper, Gattling Tank, Gattling Cannon.

You know how unfair that would be for the Allies? For the most advanced side to not get the most advanced AA gun?

Hey but its your mod IhateHarriers.

BTW: Harriers dont suck. They rock. To fix them, simple make speed something like 15 or 16, and give them two missiles.

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Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Sat Dec 10, 2005 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

i figured that instead of just changing the harriers, i would more aircraft, most of them country specific. and i see where your going witht the EMP stuff,
and eva-251, i do like how your idea plays out. maybe i'll implement that.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sat Dec 10, 2005 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

eva-251 wrote:
HMVEE should not be able to fire at any aircraft...


TOW Missiles?

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Dec 11, 2005 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good ideas eva-251.But Tyler's right.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Dec 11, 2005 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

TOW missiles are anti-ground in real life stop following generals the most politically incorrect game ever created.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Dec 11, 2005 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
TOW missiles are anti-ground in real life stop following generals the most politically incorrect game ever created.


Ok, fine, Stinger.

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Tue Dec 13, 2005 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Dec 14, 2005 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Hip-hip-HOORA!!!

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Thu Dec 15, 2005 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread


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