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Need help to a logic in red alert 3 to yuri!
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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Mon Dec 15, 2008 5:54 am    Post subject:  Need help to a logic in red alert 3 to yuri!
Subject description: And come with mcv's xD !
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When i was entered in RADEN someday(as i remember it was RADEN) i have readed a part that say that the Rising Sun Empire will have a different logic to build they buildings, that the Construction Yard will build mcv that transforms
into a building like a barrack,etc... Soo i was thinking:

If we take a construction yard and modify what he can build and put a units factory and we start building a m.p.p (mobile power plant) Very Happy and when he deploys we gain access to a m.b (mobile barracks) Very Happy, etc...

The question is we can make this same logic in the yuri's revenge?
public
And can you give me links with publics mcv's? (like 10 or 20 is good! Very Happy ) i'm really wanna know this Razz Razz Surprised

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Javier
My Rank Will Never Change


Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Mon Dec 15, 2008 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Look at mobile Yuri Refinery, aka Slave Miner.

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Tue Dec 16, 2008 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Javier wrote:
Look at mobile Yuri Refinery, aka Slave Miner.



Ahh, i gorget the slave miner Very Happy !

But someone knows where i can found mcv voxels?

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Javier
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Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Wed Dec 17, 2008 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

There are some MCV-looking voxels in YRArg or MadHQ's site.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Dec 17, 2008 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

You'd have to use the kennel hack and a lot of other stuff, it's kill the AI... Need I go on?

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Javier
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Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Thu Dec 18, 2008 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah. AI won't participate. I might add this in my hex editing.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Dec 18, 2008 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread


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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Dec 18, 2008 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good grief, Javier, stop with those bullshit claims. You couldn't possibly edit your way out of a paper bag, so just do everyone a favour and stfu.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Dec 18, 2008 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

[PaperBag]
Open=no; change to yes

Just bite the bullet and have the mcv deploy into a war factory. Atleast having to balance base building and unit production will balance out the prospect of putting a building anywhere in the map as opposed to having the centralized bases. You could play around with buildtime to.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Dec 21, 2008 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kennel hack, which has undergone debate at the ares forum (and which MT doesn't understand).
You can use it to make the MCV a "war factory" that builds the nanocore things that deploy into buildings. You can then have a normal war factory for the building of tanks, vehicles, rip-off mechs etc.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Dec 21, 2008 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
which MT doesn't understand

>:-O

I know the kennel hack, all it is is giving a factory a certain owner=
and giving the units the same special owner=, making them come out of that factory only.

e.g.,
[UberSuperMMKIIFactory]
Owner=MMKIIFactory

[UberSuperMMKII]
Owner=MMKIIFactory

And the UberSuperMMKIIs will only come out of the UberSuperMMKIIFactory(s).

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Dec 21, 2008 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, but you didn't get it when D tried to explain it to you, and it's like this:
[Factory]
Owner=ACTUAL HOUSE,DUMMY HOUSE
[Unit]
Owner=DUMMY HOUSE

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Wed Dec 24, 2008 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Same logic as TS tomake naval unit, right?

But not sure Nanocore logic will screwed up AI.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Dec 24, 2008 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let me put this simply. it WILL kill the AI unless you are VERY skillful and VERY clever. However, a human player should cope easily.

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