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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri May 30, 2003 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

who will try it?

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Fri May 30, 2003 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will soon.

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri May 30, 2003 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Fri May 30, 2003 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have a feeling the IonSensitive wont work, but nobody can be sure Wink

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri May 30, 2003 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

nope a confirmation cause it isn't handy that everybody tries it out Wink

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Mon Jun 02, 2003 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Well i tested to c if the code IonSensitive worked and it doesn't. If a unit has that code in it's weapon when it fires ingame the game crashes, even when not during ion storm Confused

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon Jun 02, 2003 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

line is still in the RA2 inis, must be another of those WW moments.

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Mon Jun 02, 2003 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh WW prolly just leave some things out and to see if we modders could actually enable them or something... lol...or prolly just them being lazy

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Aug 02, 2003 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for revoking an OLD topic, but IonSensitive works in TS as it's supposed to, at least in unpatched version. I tested it.
When you order a unit with IonSensitive weapon to fire during an IonStorm, it just walks to firing position and stands there. When ionstorm is over, they fire as usual.
It works exactly the same in RA2.

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Sat Aug 02, 2003 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thaught we had determined that it works in the un patched versions.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sat Aug 02, 2003 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well Hellfire, maybe you should test that out for us?

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Sat Aug 02, 2003 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would but I just patched my game, and I'm afraid my tempermental fs won't install if I uninstall it. :p

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Sat Aug 02, 2003 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another weird difference between patched and unpatched... Is in the patched version of the game, if you make a deployable unit buildlimit=1, and build him, and then deploy him, you WON'T be able to build him again once he's deployed. However in the unpatched, you will. Strange? Quite.

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Sat Aug 02, 2003 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

to bad that didn't work the opposite with buildings that undeploy into units.

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Tue Aug 05, 2003 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you sure it works with units, i'm sure i had some trouble in fs with the core defender in that when i produced it then deployed it i could build another one

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Aug 06, 2003 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

if u make a core defender build as a structure for instance with a BuildLimit=1
then un-deploy it, it is actually quite logical (but annoying) cause you can then build it again


this is because you have set a BuildLimit=1 on the Core defender BUILDING and not the unit itself, so when u undeploy it the game says, well that structure no longer exsists (like when destroyed or sold) so ill allow the player/AI to build another

If u tried giving the defender unit a buildlimit=1 this would also not work as according to the game u havent even built the unit but only the structure. The only work around would be to make the core defender build out of the war factory and not be able to deploy

but this would look dumb

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Banshee
Supreme Banshee


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

PostPosted: Wed Aug 06, 2003 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's why there are tags like "IsCoreDefender=", "IsMobileEMP=", "IsMobileWarFarctory=" and some others...

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Wed Aug 06, 2003 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or... give the Cabal Core this: FreeUnit=DEFD

But Core should then cost a LOT.

But neither that is a solution because you can sell and build the core again.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Wed Aug 06, 2003 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I don't know why, I don't know how, but let me explain this to you. I am NOT an idiot. I am NOT hallucinogenic. And I am NOT making this up...

In my old mod, which was pretty fun even though it was extremely unbalanced and had a few stolen units (from other mods...) there was this unit...

It had the image of the ICBM... I may have left in the tag "IsICBM" or whatever it's called... but I dunno if that has anything to do with it.

Anyway, this unit would deploy... and it had a special weapon that would fire anywhere in this large radius and instantly kill whatever it fired on... It was a beam that would go up to a satellite, and then beam back down to the target... So essentially, there was an ion cannon beam going up from the unit, and going down onto the target, both at the same time... Anyways, the point is, this unit came out of the war factory, and it had a build limit of 1.

I remember before I had the 2.x patch installed it would always cause the bug of being able to build more than one when you deployed it. But lo and behold, with the 2.x patch it would deploy, and the unit would still not be buildable. I have no idea why on earth Westwood would make this change... but I've seen it with my own eyes. If you don't believe me, make sure you have the latest patch installed and download my mod, I posted it on these boards a while back. It's called "Earth's Final Hour"...

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Eqx
Soldier


Joined: 04 Jul 2003
Location: Hyperspace

PostPosted: Wed Aug 06, 2003 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Same here with my Death Bringer wich is an advanced Artillery. I have 2.03 and it doesn't matter if I deploy the unit or not, the buildlimit works. I say it's ok, game should work this way.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu Aug 07, 2003 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting... So does it have some kind of tag like "IsAdvancedArtillery=yes"?

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Aug 07, 2003 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't the tag IsMobileWarFactory=yes (or whatever it is) do that?

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Eqx
Soldier


Joined: 04 Jul 2003
Location: Hyperspace

PostPosted: Thu Aug 07, 2003 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalMoon wrote:
Interesting... So does it have some kind of tag like "IsAdvancedArtillery=yes"?


No, it was me who made it "advanced". The build limit works but not 100% perfect. For the Death Bringer the build limit is 5, but for some reason I can queue only 4 if start the building with it, but if start the building with another unit (Harvester for example) I can queue 5. Another thing: I build 4 than deploy them and I can queue 4 again, but only one will be built. Strange.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Mon Oct 13, 2003 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well we did some good research here didn't we people. I'd like to thank you for you help and mostly i'd like to thank my sponsors (noone) for....ummm...sponsoring me..yeah and keep up the good work chaps.

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Dethro
Vehicle Drone


Joined: 01 Dec 2002
Location: Western Australia

PostPosted: Tue Nov 11, 2003 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Umm, just one thing: I once shot an EM-Pulse at a group of vehicles on the ground. It disabled them, as well as the two cyborgs by them. Also, the aircraft flew down and landed, and then got disabled.

maye just a fluke.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Nov 11, 2003 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

hu? Your aircraft landed after the EMP hit the ground and was affected?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Nov 12, 2003 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's IMPOSSIBLE. Really.

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Dethro
Vehicle Drone


Joined: 01 Dec 2002
Location: Western Australia

PostPosted: Tue Nov 18, 2003 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

It was over the area that the EM pulse affected when it hit, and they landed and got pulsed.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Nov 18, 2003 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Weird...

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Tue Nov 18, 2003 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol.. yea very weird... i think you had Ion Storm coming your way or something and your plane crash to the ground.. and your plane got Selfhealing=yes that's why it landed instead of being dead #Tongue ... just my theory cause if you had Selfhealing for planes, it wont die...INVINCIBILITY!! Very Happy

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Nov 18, 2003 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed, it's very funny.. i even use it in TSTW for elite pilot... very hard to shoot down (so it's not completely invincible)

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