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public assets you just are too attached to
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malius123
Disk Thrower


Joined: 14 Aug 2010

PostPosted: Sun Jul 10, 2016 11:16 am    Post subject:  public assets you just are too attached to Reply with quote  Mark this post and the followings unread

kinda media related, can be any unit whatso ever, shp voxel.terrain, buildings

whats your favorite public asset  that you would include in your mostly custom content mod.

i have an obsession with ice dragons covenent shp.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Jul 10, 2016 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ's Yuri Ore Refinery seems like a natural game asset to me at this point.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jul 10, 2016 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

And his Spinning Gap Generator as well.

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temp
Rocket Cyborg


Joined: 17 Oct 2015

PostPosted: Sun Jul 10, 2016 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
MadHQ's Yuri Ore Refinery seems like a natural game asset to me at this point.


I can't agree more, MadHQ's Yuri Ore Refinery Used in most of the mods i know .

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jul 10, 2016 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is odd...

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jul 10, 2016 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

How is it odd? Slave Miners have issues and yours is the only decent Yuri refinery yet made. #Tongue  And it fits in very nicely.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jul 10, 2016 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

What are the issues with slave minors?

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Sun Jul 10, 2016 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't see a problem with them either. I don't understand why everyone replaces it. I just added a small Silo to provide it as FreeUnit rather than being directly built in my mod. It has Pros and Cons, that's why it makes Yuri different in eco.

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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jul 10, 2016 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I prefer to replace allied/soviet refineries with slave miners

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jul 10, 2016 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
I prefer to replace allied/soviet refineries with slave miners


I never thought about that. Idea

Can the game engine even support other slave types...?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jul 10, 2016 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Multiple Slaves can work but the SlaveLiberated is a global tag so you'll need to change it to something generic or disable it entirely.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Jul 11, 2016 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Multiple Slaves can work but the SlaveLiberated is a global tag so you'll need to change it to something generic or disable it entirely.
Thanks for the reason, Jem. Though i'm still in doubt of removing Slave Miner...

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon Jul 11, 2016 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:

Can the game engine even support other slave types...?


It does,  i have a Cyborg Slave Miner as spy unit and it has more powerful slaves with different graphics. Liberated sound didn't bothet me for them as they still have same sounds.

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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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