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auxiliary power
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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Wed May 04, 2005 4:23 pm    Post subject:  auxiliary power Reply with quote  Mark this post and the followings unread

does anyone know how to enable auxiliary power??

deezire tried this in TiberiumDeezire but it doesnt work.

has anyone an idea?

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed May 04, 2005 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought you were supposed to click on Tiberium during times of low power.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed May 04, 2005 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

It was like a Firestorm-type weapon, wasn't it? It would charge up and when low on power you'd activate it, repowering your base until it lost charge.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Wed May 04, 2005 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

wtf is auxiliary power? like power turbines?
Is it somethink like in genrals you can overcharge the china power plant? but in ts theres no backups for power.

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Thu May 05, 2005 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

deezire tried to make a super weapon giving u additional power, but he never finished it.

i just want to know if anyone here as done this...

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu May 05, 2005 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I think nobody..

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu May 05, 2005 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

TerroR check conquer and look at the unused battery icon, i think it was meant for nod due to high power drain but no probably doesn't work.

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Clarkson
General


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

PostPosted: Thu May 05, 2005 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea..it was Nod. probally came with NATECH. but i am not sure.

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Raptor
Grenadier


Joined: 04 Jan 2004
Location: .hr

PostPosted: Sat May 07, 2005 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

deezire cant finish it coz there is nothing about this so called superweap...

same goes for meteor storm and ion storm that "should" have been superweaps but havent even been added as one...

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Digital Shadow
Civilian


Joined: 24 May 2005

PostPosted: Mon Jun 13, 2005 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, it might be possible if you make a defence structure that requires no power, but in times of power loss will undeploy and redeploy into a similar looking structure(possibly by means of a power dependant null weapon) that provides some power, with a primary weapon (no damage, of course) limited by ammo. when that runs out, it would fire a secondary weapon with a self destructing warhead.

If that works, you would go low power, then your structure would power up, show a pip scale slowly going down, exploding when it reaches zero

its complex, but it just might work

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Mon Jun 13, 2005 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a method that could possibly work (yours won't I'm afraid, Shadow, but it's a good idea).
The Hunter Seeker logic could be used to deploy an invisible unit with a dummy weapon that causes it to deploy. This structure will give off a great deal of power, but has an active animation that causes the unit to loase health and self-destruct. I don't know whether HS units need to be given a command before they do anything, it's just a suggestion. There's only one possible bug if it works. The building's power will slowly go down as it's getting damaged and not stay constanly full.

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Clarkson
General


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

PostPosted: Mon Jun 13, 2005 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to order it to deploy,but,you COULD try to make GDIHunterSeeker=POWER(For example),and make [POWER] an invisible building,which terminates itself after a certan amount of time with an invisible animation,then the power goes back to normal.)

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jun 14, 2005 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

It was a one off crate goodie primarily for Nod (at a stage when the game was very different)

Ive posted all about it in the TSR forum somewhere, cba to post a huge essay about it now

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Clarkson
General


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

PostPosted: Wed Jun 15, 2005 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

At a stage when the game was a virgin to big corporate rape? ah..that stage. good times,man..*sniffle*

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Jun 17, 2005 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Smiff, show me a link, that sounds pretty good reading.

BTW, I own BF:V!

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Last edited by Tyler Adams on Fri Jun 17, 2005 8:04 pm; edited 1 time in total

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Fri Jun 17, 2005 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

the hunter seeker thing wont work Sad

you cant make it deploy without you give the command to do manually.


but maybe i can do a unit called "Solar Array" or something...
if i dont add some buildup i wont be able to undeploy and i could make it not repairable.

if i set techlevel=-1 and remove all other units from the "appear in crates" list it should work...

ill try tonight and post results tomorrow.

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Fri Jun 17, 2005 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know, double post.

ive tested it now and it works. all i have to do now is to make an anim and an SHP for the reactor...

if anyone could do an SHP for this, that would help me alot.

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