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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Oct 24, 2006 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks great. Smile One problem for me though.. are you gunna make an english version? :p

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ChielScape
General


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

PostPosted: Tue Oct 24, 2006 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tyler Adams wrote:
ChielScape wrote:
nooooooo! my beloved selection boxes!!!!


They're just black.

Confused

blubb only left the healthbar, and removed the box.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Tue Oct 24, 2006 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
Tyler Adams wrote:
ChielScape wrote:
nooooooo! my beloved selection boxes!!!!


They're just black.

Confused

blubb only left the healthbar, and removed the box.


Confused

They're just BLACK.

Neutral

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Tue Oct 24, 2006 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

They were always black. Blubb just removed the white boxes.



onlychange.png
 Description:
On the left is blubb's version, On the right, the original selection box. Noth much of a difference.
 Filesize:  11.23 KB
 Viewed:  12524 Time(s)

onlychange.png



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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Tue Oct 24, 2006 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah..

Been playing RA2 too much..

#Tongue

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ChielScape
General


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

PostPosted: Wed Oct 25, 2006 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

see! *sticks out tongue*

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Oct 27, 2006 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

wow CS.. that was incredibly childish.


Blubb, I really like the idea of only health bars, because it allows for larger units and doesn't look a lil... wierd.

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

PostPosted: Fri Oct 27, 2006 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

tee hee hee hee

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Oct 27, 2006 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

that was just useless spam.

Is it just me or does the health bar look like it's missing the black bottom?

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blubb
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Joined: 31 Jul 2005

PostPosted: Fri Oct 27, 2006 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea possibly i moved a dot too much from the black background line behind the health stages i gotta repair that

carni - i already have a remade cliffs of insanity

but you can send me yours for comparison Smile

titan looks good, and mechs are better than tanks( the only tank whats better is the ticker #Tongue)

i'm going to make at first a complete german version after that i will make a patch for an english version, i hope that's fair Smile

additionally please don't spam here and make this to a talkshow -_-''

Actual Superweapon list -

Nod
-----
Multi Mussile
EMP
Chemical Missile

GDI
-----
Drop Pod Reinforcements
GDI - Hunter Seeker* (refined version see below)
Ion Cannon


Hunter Seeker (refined version)
Does no longer seek a random target
it actually get released, pops out as a special unit
and scatters automaticly as a guard drone the battlefield - when enemy units come in range it speeds up and detonated on the target automaticly, you also have the option to command the location of the unit itself and if it has to seek objects you want to blow up and all in the near random - that makes the Hunter Seeker to an intelligent sort of guarding mine, acting as a battlefield defense or as a fast hit unit.

And i'm trying at the moment to find a nod counterpart or get the ICBM to work properly i could need to have help at this point.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Oct 28, 2006 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Show us some maps. #Tongue Preferably Cityscape.

BTW, Did you happen to repair the broken AI on Theme Park?

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sat Oct 28, 2006 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

yarrr i have almost nearly the whole maps of standart TS done except a few 4-5 snow maps, and i have to go on overworking the firestorm maps, and yes i will repair ai's or trying to, as i said these are not UBER maps that are just slight remakes/fixes not very uber much.

i need your opinions about my superweapons list so far and how they bvallance out, and nod's chem missile as a handycap so they should need a superweon more? yes or no?

what you think about the HS?

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Oct 28, 2006 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The HS is flippin brilliant!

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sat Oct 28, 2006 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

blubb wrote:
yea possibly i moved a dot too much from the black background line behind the health stages i gotta repair that

Actually, blubb, you've done nothing wrong, the original westwood made health bars have that deffect and the missing black line underneath (even in FS). So fixing it would be a new feature of your mod. Laughing

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blubb
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Joined: 31 Jul 2005

PostPosted: Sat Oct 28, 2006 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

allright my lineup for the standart units is complete now, icbm is sadly not includet this time, but another cool feature is actually in, and a fair and absolute cool counter to the Hunter seeker mine.

Nod was always more on the tactical side and mean strategies, now i'll have another temple super unit what gives a GREAT combine with other units from nod, use it wise it could bring very much.

the Unit is the Scavenger - not as originally planned but as a name fitting role in the game, the Scavenger is a long range infantry unit what shuts down a one enemy vehicle, once it's shut down and defenseless it hacks the inner system and dismantles the unit totally that way until the units proceed with self damaging, the hacking process is a bit slow but reaches every time it's goal.


EDIT:
Scavenger - hacking animation

The Scavenger name comes from the animals what are attacking or eating dead or weak other animals, so does my scavenger, it shuts the unit down and makes it desperate until the unit is destroyed, you can have great combinations with this anti vehicle unit, combine with toxiner's and you got a great ground force, combine with mobile stealth's and you could have great trap's

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Last edited by blubb on Sat Oct 28, 2006 10:17 pm; edited 1 time in total

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Red Dragon
Cyborg Commando


Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Sat Oct 28, 2006 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

very interesting unit (refers to scavenger). Look also very good. Sort of Mutant Hijacker, but this one comes out alive.

Also your HS idea is very goood. Sort of defensive mine, like you said.

Seeing and reading all this, makes this an interesting mod to follow

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ChielScape
General


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

PostPosted: Sat Oct 28, 2006 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

"it just keeps getting better and better" -Dante (Devil May Cry 3)

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Oct 29, 2006 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

nice work with the scavenger. I wonder how it has been coded to work Wink

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Oct 29, 2006 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

EMP primary with a seondary weapon that slowly does damage, or EMP with a special particle anim that does damaget slowly?

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blubb
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Joined: 31 Jul 2005

PostPosted: Sun Oct 29, 2006 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

correct #Tongue
but none then less it's still a nice unit ^^

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sun Oct 29, 2006 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

another random screenshot



cause of a bit stress the scavenger function is a bit tied up to 2
1 it shuts enemy vehicles down with an emp emission emerged from a virus
2 then it draws near and hacks the vehicle and overheats it

you can also use it to shut down enemy defenses or radar systems, i think thats a bit more fitting also for the name scavenger, however when i have a better method then i'm going to make the logics better, at this point i couldn't do it better, but it's still a unit you people have fun with, and it also looks very cool in my opinion.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Oct 29, 2006 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol wow... the timing was perfect... I'm listening to the Ion Storm Ambience on Windows Media Player.. and I saw that screenshot...

Man it set the mood REAL fast... Looks pretty good Very Happy

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

PostPosted: Sun Oct 29, 2006 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

it doesnt really show anything that hasnt been shown before, but a nice shot nontheless

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blubb
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Joined: 31 Jul 2005

PostPosted: Sun Oct 29, 2006 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

idea input, i'm now on finishin the multimaps
next step then is waiting for ETS
any other changes i should make or inout what i could add graphically or change?

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Oct 29, 2006 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

erm.. maybe a cool new harvester voxel.

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blubb
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Joined: 31 Jul 2005

PostPosted: Sun Oct 29, 2006 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

noooo -_-'''' harvy is ok and TS
i mean things what touches up everything, like smoke for nod PP's just sadly i can't make this and i don't seem to find some fitting smke for them, and the smokland.shp is ugly

EDIT:
I hate the limited possibilities of TS...REALLY...scavenger like i told before has bugs so it remains as an emp virus only unit, still long range, but still usefull, sadly nothing really uber.
I'm sorry about that.
Any other conclusions or coding possibilities to get same or similar effect without bugs? i'm here.

EDIT² (irony i know) forget what i said, got the savy to work, here's the cameo, i know it's a bizarre unit with a weird double visor, one big and one smaller, looks just like a network freak Very Happy

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Oct 30, 2006 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

arg... I'm sorry about the smoke.... I seriously have problems with that.... I will try and find a suitable smoke anim for it.... Actually, to be perfectly honest... There's a good possiblity RA2 or YR might have a good smoke animation.

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Oct 30, 2006 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you should just use the .shp as an improved image for the Nod Engineer

The unit seems pretty pointless imo and looks like an improved eng

just my humble opinion

I mean how can you "hack" into a tank or buggy or Mammoth Mk2 ?
i dont get it... and make it explode from a distance

blubb wrote:
it hacks the inner system and dismantles the unit totally

poor concept imo

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ShadowLord
Grenadier


Joined: 07 May 2006
Location: ENGLAND!!!! UK

PostPosted: Mon Oct 30, 2006 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only time I have ever seen somebody hack into a tank was in xXx2: The Next Level.

But that was totally bullsh!t, there is no way a small jack can lift a M1A2 Abrams tank. Nor can a bunch of idiots actually cut their way through the top of the turret and control it and load the shells to fire it!

But anyway, so far I like everything I see. And I have not touched TS until this mod is out, because the Titans are rubbish compared to the ones here!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 30, 2006 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice work Blubb, astonishing! still, I'd miss a better version of MSA (Mobile Sensor Array)

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blubb
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Joined: 31 Jul 2005

PostPosted: Mon Oct 30, 2006 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

regarding to the "hacking" i've had to make a few changes, he only shuts down energy sources from the distance, to destroy a vehicle it draws right to the stopped vehicle and uses the defenseless state of the unit to link directly into the tank control system, it's not a poor concept in my opinion and it's a very useful unit you can use in many ways.
A: anti vehicle unit alone/with backup nod forces of course VERY useful.
base assaults/shut down radar/lights other critical base buildings except component towers.

i don't think i make anything wrong with it, yes it's made from the engie, as i said before i haven't finished the shp, his main standing frames are kneeing on the ground that makes him some different, also the backpack looks now very different, and the visors.

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Mon Oct 30, 2006 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love the new HoN.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Thu Nov 02, 2006 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
it doesnt really show anything that hasnt been shown before, but a nice shot nontheless


.. 1337ified Hand of Nod?

anyways.

Now, on to the Nod War Factory & Radar , fix those display errors.. unless they're just display errors.. then.. nevermind.

Smile

And really, keep the Scavenger, it's an awesome idea, despite.. it being slightly.. illogical.

Confused

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

PostPosted: Thu Nov 02, 2006 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

that HoN looks like the original, maybe something to compare?

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blubb
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Joined: 31 Jul 2005

PostPosted: Thu Nov 02, 2006 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

.....you seem to have a low connection between your eyes and your brain chiel, no offense.

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

PostPosted: Fri Nov 03, 2006 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

nevermind then.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Nov 06, 2006 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

HON is brilliant...


Have any more teasers for us?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Nov 06, 2006 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

blubbabubadoooo #Tongue . as i have said on msn, i like your work so far, simple but brilliant Very Happy

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blubb
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Joined: 31 Jul 2005

PostPosted: Mon Nov 06, 2006 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

next feature what i have on list, and what i tested last weekend with fabulus sucsess is building garrisoning ^^ next weekend i will show screens of that, that takes cityslaughters to a next level and brings cool new strategies to the game Smile

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Nov 06, 2006 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

... whao.

Building garrisonning.

Also, your Scavenger seems to have a 1*2 wide cell in color 0 on their backpack.

Smile

And the Laser turret doesn't seem to have been changed, but that could be a WiP, so I'll shut up about that.

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blubb
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Joined: 31 Jul 2005

PostPosted: Mon Nov 06, 2006 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

that orange dot is supposed to be there on the scavy, and the laser turret, voxel turret is just fixed, nothing else at the moment Smile

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blubb
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Joined: 31 Jul 2005

PostPosted: Mon Nov 06, 2006 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread



i hope this is a simple and nice explanation how i garrison buildings,
engineers are now more important then before, they secure and prepare buildings for your troops, and when a building is secured and obtained by him a garrison icon option appears in your build list, now click on "garisson" and drop it on the secured building and your building is hold by 3 bazooka troopers (nod specific garisson).

Note: the only bug in this logic is that you ONLY can 1 of a building type, not 2 of the same buildings EVER.

But i don't think that is so tragic, there a still a few different buildings, so have fun with preparing traps and have city slaughters Very Happy


EDIT:
So i decidet to keep the building garrison option ONLY for nod, nod is the only faction what comes to my mind when i think of obtaining ruthlessly buildings for warfare and traps, that is greatly fitting theyr style, however, GDI on the other hand with allies in the captured/secured buildings on the same way, secure a building, and when you got luck you will find strong friends in form of Mutant Resistance forces.

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friday-13th
Commander


Joined: 08 Aug 2005
Location: Toronto Ontario

PostPosted: Mon Nov 06, 2006 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

really awsome stuff you got here dude...but one thing.... Rolling Eyes

blubb wrote:
any more ideas & suggestions are very welcome #Tongue

EDIT:

Another teasing screen, an orca squad rides through the night above a city, isn't it sexy? #Tongue



see those cars in the un-identified areas?i think you u have some bug or some thing,cause all i see are mini flying cars of death try to kill those orca dudes.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Nov 06, 2006 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

.. they're just shrouded.

*coughidiotcough*

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Nov 07, 2006 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

rofl....yeah shroud tends to hide things from time to time.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Tue Nov 07, 2006 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

actually i think taht's lighting.

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blubb
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Joined: 31 Jul 2005

PostPosted: Tue Nov 07, 2006 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

now that was useless spam....

Now, you won't see anymore updates in this threat because i got an own forum on ppm Very Happy
all stuff what belongs to TS² will be discussed there!
have fun Smile

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Tue Nov 07, 2006 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice screenies!

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