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Refinery capacity
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mr_chris
Civilian


Joined: 12 Mar 2006

PostPosted: Thu Mar 16, 2006 6:05 am    Post subject:  Refinery capacity
Subject description: Unlimited?
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I recently jacked the refinery's capacity up to 5000, which holds about 650k in credits, than upped it to 9000, which I presume holds 1.1mil in credits.

Is there any way to make it have infinite capacity like the ore refineries in RA2/YR and keep the cash if a near-full refinery is destroyed?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Mar 16, 2006 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

99999 for storage. The problem is that, if someone blows your refinery... Oh my God #Tongue

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Thu Mar 16, 2006 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

what about remving the storage tag altogether you should still receive credits but nothing will stay in there

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Mar 17, 2006 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

you tried it?

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Mar 17, 2006 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

no

I only try and keep my refinaries capacity arond $20,000

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Mar 19, 2006 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
99999 for storage. The problem is that, if someone blows your refinery... Oh my God #Tongue

Give the Construction Yard, Power Plant, Barracks/Hand of Nod, the War Factory and Helipad also 99999 storage, problem solved Smile

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sun Mar 19, 2006 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm...could you not just use storage=-1? or does that not work?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Mar 20, 2006 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never tried that actually, but I doubt it'll work. It'll probably just not give the building any storage at all, so you'll most likely have to stick with Storage=99999... But you won't get that ammounth of money anyway (assuming it's not a noobish map giving 99999 credits per bail of tiberium).

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Mar 21, 2006 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll look into this...and I am thinking that I did get more than that before, but I can't remember. I didn't use a mod map, but a map here.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Thu Jun 01, 2006 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

as far as i've tested
having credits staying around like in RA2 can't be done
setting storage on all buildings might help, but this means every destroyed building could cost you a lot
best to keep it as it is now

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Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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