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Clazzy's Rules 1.5 Out
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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed Aug 04, 2004 3:00 am    Post subject:  Clazzy's Rules 1.5 Out Reply with quote  Mark this post and the followings unread

Just a brief outline for those of you here who have no clue what I'm on about. A few days ago, me and Rattuskid were playing a game on Tiberian Sun, and I sort of had the urge to make a mod to add a few new things and alter some other things. Therefore, I made this. Anyway, here's the post I made on Savage War:


"Well, after a week of staring at a rules.ini file vaguely, I've finally made a releaseable version of Clazzy's Rules. It has a fair amount of changes and a lot of added units, most of which are re-enabled, like Umagon or the Elite Cadre. The AI are suprisingly lethal, and are very clever, so it seems. I'm very proud of the new loading screens (which I think look great) and although it probably isn't perfectly balanced, it's good for about 5 days work, don't you think? I'll probably do 1.6 in the next few days, and make a few changes/add new stuff then.

http://ts.savagewar.co.uk/pafiledb/pafiledb.php?action=file&id=80

Also, download the loading screens I made from here."

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This is sexier than what this forum was supposed to tolerate. - Banshee

Last edited by Clazzy on Wed Aug 04, 2004 10:20 pm; edited 1 time in total

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Banshee
Supreme Banshee


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

PostPosted: Wed Aug 04, 2004 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I've just made some light changes and it's now ready for site news Wink.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed Aug 04, 2004 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, everyone bask in the glory of my raher average mod! Well, it's not that bad.

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This is sexier than what this forum was supposed to tolerate. - Banshee

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Aug 06, 2004 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

1.6 out.

Quote:
1.6
Chemical Bomber weapon power reduced. Now drops less per run and each bomb causes less damage.
Cyborg Reaper health reduced from 400 to 350.
All vehicles are now available when only the MWF is the last building standing.
Limpet Drone has been greatly upgraded. It has increased speed and sight, and whe deployed may also detect cloaked units. It also gets a minor health increase. These make the unit far more effective for scouting and early detection.
New parachute animation added for Orca Transport paradrops.
Railgun turret added for GDI. It provides an advanced railgun defence upgrade for the Component Tower. Cost: 1200.
Laser Cyborg added for Nod. A mid-level cyborg that is relatively fast and is armed with an average laser beam. Cost: 900.
Mammoth Tank now uses 120mm cannons against all building types.
Humvee now has new sounds, using ones from Tiberian Dawn.

Included Maps:
The Long Stretch: A two player map with a twist. Neither side is capable of building superweapons. The only available way is to capture the small Nod base in the middle of the map. In the base are an EMP Cannon (range allows it to hit any target), a missile silo and a waste facility, along with some power plants and lasers.


You know you should just give me access to post on this forum #Tongue.

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This is sexier than what this forum was supposed to tolerate. - Banshee

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