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General Fixup Request
Moderators: blubb
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blubb
General


Joined: 31 Jul 2005

PostPosted: Sun Apr 05, 2009 1:09 am    Post subject:  General Fixup Request Reply with quote  Mark this post and the followings unread

Please, if you know or noticed any Graphical/Gamplay or else related Bugs post them and possibly how to fix it to speed the progress up, i want to fix any known possible things Smile

I have begun a list with Fixes i have already done again and i'd be haoppy if anyone could post in this threat another findings wich might get fixed and i'll update this log constantly, please help, thanks Smile

Fixlog:

Fixed Animation of the Civilian Armory

Fixed Armor Powerups for the crates

Reduced Costs of Ghoststalker to 1600

Reduced costs for Mammoth MK.II to 3600

Increased Cyborg Commando Armor to 900

Reduced Civilian Building Armor Generally

Changed Score Screen

Hijackers can now defend against Infantry via Submachine Guns

Nod now doesn't have the Mobile Sensor Array since it's GDI tech

Nod Buildings and Units are all Equipped with Sensors

Firestorm Wall Section Guard Range Increased to 6 cells

Stealth Generator Cloak Range Increased to 16

Stealth Generator Power Increased to Normal (350)

Scouts are now Tiberium Proof (doesn't uncloak on it's way anymore if walking over Tib)

Civilian Buildings are not Attackable anymore, only with force fire

Increased Construction Yard Armor to 2200 (Guarantees longer battles ;P)

Outpost Changed back to Civilian Array with a long range detector and ability to build near it

Fixed an Error when Invisible Mutant Hideout's (obsolete) were still destroyable if found or capturable

Scout has now Sensors

Fixed an error where the scout could be attached to a building

Fixed a bug where elite weapons don't show it's impact animation

Fixed Harvester's Unloading Animation location

Reduced Juggernaut Armor to 500 (was 650)

Fixed an entry error in the Hackers Soundfile


I still like to discuss the pro's and con's of Nod not having a Mobile Sensor Array and having overall sensors on everything instead.

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Last edited by blubb on Sun Apr 19, 2009 12:55 pm; edited 5 times in total

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Apr 06, 2009 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Please post what you have found, noticed or what ever has ever bugged you with TS.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Apr 06, 2009 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Nod now doesn't have the Mobile Sensor Array since it's GDI tech


Gonna be a huge multiplayer issue.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Apr 06, 2009 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm i don't see why, nod doesn't need a sensor array v.s. gdi and nod v.s. nod has both the same disadvantage with it so it's balanced out, plus every nod structure and unit has sensors

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon Apr 06, 2009 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Creator of TS:BoB and some other things that might be good when finnished.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Apr 06, 2009 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah i have seen that and have gone through it already Smile

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sun Apr 19, 2009 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

aaand update.

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