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Gun Batteries?
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 3:40 pm    Post subject:  Gun Batteries?
Subject description: Split from the The Edge (2-3) topic.
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Will the gun batteries fire at all forces when it´s not controlled by anyone Question Question Question

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri Oct 10, 2008 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it has no power,its useless.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 10, 2008 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exactly. Unless its captured or the civilian owners have some kind of power source they do not fire upon anything.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wait, the Globotech company placed the turrets there for DEFENCE of the villagers. And they have no power!!!!! What a stupid company #Crazy

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 10, 2008 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hahah, In some cases they're powered, in some cases they're not. In this map just think that the civilian town has been through so many battles and devastation they can't afford to keep the batteries powered.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Oct 10, 2008 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would like to see you capture an supposed-to-be-unmanned turret when it's firing at you #Tongue

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then can you tell me, who is controlling all the other defenses in all of the C&C games??? As far as i know, there is no infantry units controlling those defenses Exclamation Exclamation Exclamation Exclamation Exclamation Exclamation Exclamation Exclamation

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 10, 2008 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Things don't have to be manned to be capturable. Engineers could re-wire a structure.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shit, i lost *surrenders* New question: Will the turrets draw power from you power plants, or will it supply it´s own power Question Question Question Question

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 10, 2008 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

It will draw power but no more than a Laser Turret. I Think I'll split this topic. Smile

[Split]

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will there be other versions of the gun batterie, like a anti-infantry or anti-air???

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 10, 2008 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anti-Armor:



Anti-Infantry:



Monster Artillery:



Anti-Air Gun batteries don't exist as of yet, but I'll look into having that done.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Surprised Surprised Surprised Holy Cow that´s nice. When is this mod getting released, because this looks good Very Happy Very Happy Very Happy

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 10, 2008 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the interest. We have no idea when a release will be coming up, I was going to do a demo release but I'm not too fond of the idea now. The team and I (most of them) are working really hard on the mod and putting a lot of effort into it, if we keep it up we can have a release at some point, but for the most part I think you'll be waiting for a bit buddy.

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!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Fri Oct 10, 2008 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro isnt there newwr versions of them gun batteries now?
I think the barrels got remade?

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

GAAAAAAAHHHHHH!!!!!!! I DON´T WANT TO WAIT!!!!!!!!!!!! How long can the monster artillery fire?????

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 10, 2008 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are Indeed Dee Arr.. And the Monster can fire very, very far.



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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I´m probably taking some time from you modding, so this is my last question(or is it?????). Will the turret come with it´s own uppgrades, like AP bullets for the anti-infantry and HE-shell for the monster artillary???

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Oct 10, 2008 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm, I don't really think...


But, if I can presume, I'd say Anti-Armor will be effective against vehicles, Anti-Infantry against infantry and light vehicles...I'm sure the Montillery will be pwning both.


(lol gen)

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blubb
General


Joined: 31 Jul 2005

PostPosted: Fri Oct 10, 2008 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

obelisks have a control crew.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Fri Oct 10, 2008 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know that, but this is about some other turrets

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Oct 11, 2008 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I´m probably taking some time from you modding, so this is my last question(or is it?????). Will the turret come with it´s own uppgrades, like AP bullets for the anti-infantry and HE-shell for the monster artillary???


Laughing Don't worry about it kiddo. No they can't be upgraded simply because I'm not fond of that Logic, the shells are already really powerful and I think that's fine the way it is, though you wont know until you've actually tried them.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Sat Oct 11, 2008 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

No HE-shells for the MONSTER ARTILLERY!!!!!!! Maybe it have WHE-shells...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Oct 11, 2008 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

The Artillery has a special HE Shell. The blast animation does the majority of the damage.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Sat Oct 11, 2008 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

This just got interesting.... *eats candy*

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Oct 11, 2008 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
The Artillery has a special HE Shell. The blast animation does the majority of the damage.

If you release this mod, are you going to make a tutorial about this anim-related damage? I see it is much better then the old Spread damage...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Oct 12, 2008 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I Prefer to keep particular codes mod exclusive and the TI Mixes will be locked.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Oct 12, 2008 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Untill I bust them #Tongue

Nah,joking,didn't did that for quite an while...
I think I forgot the method...


#Tongue

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Oct 12, 2008 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
I Prefer to keep particular codes mod exclusive and the TI Mixes will be locked.

Whatever you want. It's your mod afterall Wink #Tongue

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sun Oct 12, 2008 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

So TI will be...let's say..."exclusive/special". #Tongue


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