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GDI challenge map 2
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Jul 27, 2011 1:51 pm    Post subject:  GDI challenge map 2
Subject description: A Second GDI challenge Map
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You will be going up VS 15 Wave of bugs Each wave the bugs will increase by 20 more and You'll get Reinforcemints and drop pods Properly If The Radar is Destroyed you won't get any Reinforcemints
only Drop Pods ,Good Luck Commander Wink.
First Virsion: GDI
Second Virsion: GloboTech



SCRN0000.png
 Description:
GloboTech Challenge
 Filesize:  1012.08 KB
 Viewed:  13318 Time(s)

SCRN0000.png



SCRN0003.png
 Description:
GDI Challenge
 Filesize:  727.86 KB
 Viewed:  13468 Time(s)

SCRN0003.png



SCRN0001.png
 Description:
GDI Challenge
 Filesize:  729.18 KB
 Viewed:  13468 Time(s)

SCRN0001.png



Globotech Challenge mission.zip
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 Filename:  Globotech Challenge mission.zip
 Filesize:  41.27 KB
 Downloaded:  429 Time(s)


GDI Challnge mission.zip
 Description:

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 Filename:  GDI Challnge mission.zip
 Filesize:  40.75 KB
 Downloaded:  420 Time(s)


Last edited by Bu7loos on Thu Jul 28, 2011 4:09 pm; edited 4 times in total

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Jul 27, 2011 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a slight auto repairing bug i'll remove it
and then upload it for download.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 27, 2011 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your low pavement cliff slopes should look like this in order to prevent those LAT errors from occurring on your map.



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DasIch.PNG



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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Jul 27, 2011 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok thanks But do you know how to fix auto repairing bug?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 27, 2011 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make sure the Player House IQ is set to 0 (Under House Settings).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 27, 2011 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are these the Roughnecks in the Whiskey Outpost on Planet P in the Klendathu System? Very Happy

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Jul 27, 2011 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes they are Very Happy

Here is an screen shot The slops are fixed download and try it the challenge is some how easy #Tongue. the challenge map will replace the first one so you can try with out jumping the first one have fun Smile

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 27, 2011 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Are these the Roughnecks in the Whiskey Outpost on Planet P in the Klendathu System? Very Happy


Did you just sneeze or am I missing a reference? #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 27, 2011 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let me take a wild guess. It's a silly Starship Troopers refence. I.e. where TI got these bugs from Wink

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 27, 2011 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I assumed as much, but it would be much more amusing if he sneezed.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 27, 2011 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^blasphemy. #Mad

Bu7loos Roughnecks, ooh-rah. Very Happy

On topic: You should replace some of the interior theater crates with temperate theater crates.
Imo you should also tone down the invisible yellow light post, as this is too bright. A more subtle lighting that is bigger and covers the whole outpost would fit better.
The pavement under the 2 right powerplants looks a bit odd. I think one of the warning stripes would be better.

Even if there isn't much visible outside the outpost, the terrain looks quite flat. Some small hills and valleys would be nice. Maybe even a big cliff or canyon in the rear of the outpost.

I don't know if you have noticed/used them already, but the tanker bugs (fire bugs) are included in TI too. Wink

@Crimsonum: 1. There is nothing silly at all about Starship Troopers. #Mad
2. They are from my ST mod which i planned long ago, never started and where i only finished the SHPs for these bugs.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 27, 2011 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

When LKO sneezes, he sneezes brand new uses for particles and alphalights. And occasionally a superweapon with so complex coding that only he can interpret Laughing

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 27, 2011 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol. Laughing

\Edit
oh, i just noticed. You should make the jumpjet unbuildable or the player could simply park it in midair where the bugs can't reach it.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Jul 27, 2011 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

"oh, i just noticed. You should make the jumpjet unbuildable or the player could simply park it in midair where the bugs can't reach it".

how can I disable them ?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 27, 2011 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add the following to your map in Notepad:

[JUMPJET]
TechLevel=-1

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Jul 27, 2011 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks The map is Done.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 27, 2011 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bu7loos wrote:
"oh, i just noticed. You should make the jumpjet unbuildable or the player could simply park it in midair where the bugs can't reach it"


Nex time, use the talk bubble -like button in the lower right of someone's post to quote him/her, like I did.

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Jul 27, 2011 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok it's really finished now. Dowload, try it and then give me your reviews
Cheers !............... bubble talks ok

Last edited by Bu7loos on Fri Jul 29, 2011 12:27 am; edited 3 times in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jul 27, 2011 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, you should edit your first post to include the most recent version of your map. It helps people to find it instantly rather than searching an entire thread.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Wed Jul 27, 2011 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice scenario Smile

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jul 27, 2011 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

I don't know if you have noticed/used them already, but the tanker bugs (fire bugs) are included in TI too. Wink


I would suggest - play dig anim at waypoint x or whatever and then spawning them Very Happy

Bu7loos wrote:
the challenge is some how easy #Tongue.


I would also suggest that on the map you code

[GARADR]SuperWeapon=none

So you don't have radar scan.

Also maybe place upgrades on the power plants (check structure properties by clicking them in FinalSun)

Also you may wish to consider removing vehicles if following ST.

You may also wish to consider adding

1. Timer

2. At x seconds destroy all gates/defence towers (like how Whiskey Outpost got overrun)

3. Change GDI house color to Blue or Dark Blue (so they are like -
http://www.rjgeib.com/thoughts/athens/starship-trooper.jpg)

4. Adding [E1]Name=Trooper or whatever the GDI light infantry tag is.

5. Editing bug attributes and perhaps adding Trainable=yes with Veteran/Elite bonuses so that final waves are "elite" bugs

6. If Radar is destroyed by anything disable all reinforcements. (not sure if selling counts - if it doesn't replace the structure with a temp building and add to its coding on map Radar=yes)

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Last edited by Allied General on Fri Jul 29, 2011 7:57 pm; edited 1 time in total

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 27, 2011 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

in final TI with the GDI power Plant, if you add the upgrade, in game you don't have the upgrade so it doesn't work

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Jul 28, 2011 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok thanks for the Servay I get back to work with the map Smile

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Thu Jul 28, 2011 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Funny how people do more maps for TI than TS itself...LOL

Anyways, good map. Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jul 28, 2011 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Shadow Hunter wrote:
Funny how people do more maps for TI than TS itself...LOL


That only proves how modders have put TS into shame. #evil

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jul 28, 2011 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice work, glad my suggestions helped Smile

LordCesare wrote:
in final TI with the GDI power Plant, if you add the upgrade, in game you don't have the upgrade so it doesn't work


I also see upgrades their =)

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Last edited by Allied General on Fri Jul 29, 2011 7:57 pm; edited 1 time in total

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 28, 2011 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

try to add some kind of atmosphere, this will help al lot your map (you should add the timer too)
and so why when I add those upgrades i can't see them <_< i think GDI hate me

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jul 28, 2011 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Atmosphere can mean anything ...

You should say say it so he can do it in TI editor - e.g. add more of this or less or this to the map.

Its mostly a tribute to ST where most of the battles occur on desert like planning in the bright afternoon sunshine.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 28, 2011 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

some kind of "red atmosphere" and he could add only Globotech Soldiers buildable (lightblue uniform + blue house are a perfect combination right?

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Jul 28, 2011 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes you right But i have to add a global tech buildings (BRANIE + STORM).
A Red red atmosphere ? this is a gdi map
not dooms day may be a green tib atmosphere.
I also added the timer.

Last edited by Bu7loos on Thu Jul 28, 2011 8:52 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 28, 2011 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

oh right, GT would really fit well to the mobile infantry from ST.
The GT Exo-Suit could be also renamed to "Marauder" and the weapon changed to a bad-ass MG and with a secondary flamethrower.

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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jul 28, 2011 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed GT would work well for this map.

Try something like

[General]
Crew=GTMILIT

[E1]
TechLevel=-1

[E2]
TechLevel=-1

[SNIPER]
TechLevel=-1

[GTMILIT]
Name=Private
Prerequisite=GAPILE
Cost=100

[GTHEAVY]
Name=Sergeant
Prerequisite=GAPILE

[GTEXO]
Name=Marauder
Prerequisite=GAPILE,GARADR

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Last edited by Allied General on Fri Jul 29, 2011 7:57 pm; edited 2 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 28, 2011 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

^^cool Smile

Maybe also add some small dirt/sand ground areas in the base and let during later waves some tanker bugs spawn there, with the above mentioned dig anim playing when they appear.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Jul 28, 2011 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

So We Delete GDI and let Globo Tech takes the party?

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 28, 2011 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

if you want to do a ST tribute, then yes... i think lol

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jul 28, 2011 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah =)

Also a possible suggestion for TI team?

Perhaps make a Globo Tech Engineer with cameo if doesn't take too long.

Then it will be possible to remove GDI engineer too.

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Jul 28, 2011 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Nah no ST tribute. GDI Challenge+ST tribute Very Happy.
Ok Globo Tech It is.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 28, 2011 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Globotech Challenge ^^

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 28, 2011 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Another improvement suggestion: You should place the lightposts in a more military way.
e.g. 4 lightposts at the corners of the landing zone, pointing inwards.
a lightpost next to the barracks
2 lightposts next to the gates/towers
and no lightposts and signposts at the streets, since this give the outpost a too civilian look.

Maybe also give the player a GT hospital, so he can heal his troops.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Jul 28, 2011 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok for the light posts But a hospital nah we don't need that a DropPod reinforcmint's includes a globo Tech Medic And I think TI needs a Globo tech faction(Just Suggesting).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 28, 2011 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nah, GT is neutral and thus shouldn't play any major role as a combatant.
In addition doesn't the TS engine support even 2 fully working separate sides, not to speak of a third side.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Jul 28, 2011 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey Aro should i post it for download in mod db ?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Aug 04, 2011 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I finally got around to playing this map (chose the GloboTech version as it looks better), and even though I know nothing about Starship Troopers etc. I quite enjoyed it.
The objective is very easy though, however, several of the bug swarms managed to get stuck near their spawn points, which would be caused by a scripting error so you should double-check those. The only points in the map where I got concerned was when the Fire Bugs burrowed into the center of the base, which was a really nice touch. The limited funds also makes for a nice touch. I'd suggest removing the military barrier or replacing it with a GDI gate (GloboTech one will come soon enough).

All in all, you did quite a nice job. The map detailing leaves something to be desired, you could drastically improve areas of the map with some details as previously stated by Lin Kuei, but for game-play, it's quite fun, though it wouldn't hurt to boost the difficulty vastly.

Quote:
Perhaps make a Globo Tech Engineer with cameo if doesn't take too long.



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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Aug 04, 2011 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok i'll get right on it .

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Aug 04, 2011 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO, in my mod I have 4 factions. Still problems that I'm working out but it works.

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

3ds Topic
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 04, 2011 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

With
-separate conyards/ mcvs by keeping 10 random starting units
-fully working separate refineries/harvester
-new side loading screen/sidemenu/eva voice
-separate crews from destroyed buildings for each side
-no 100 unit bug (which is likely to get for 3 fully established sides)
?
I doubt so. Wink

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Thu Aug 04, 2011 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did I not say "still problems that I'm working out?"

I do have separate conyards, not mcvs
Separate refineries/harv
and No 100 unit bug.
Thank you.

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Oh noes Nod32 must have found some GDI32 in the art.ini file!

3ds Topic
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 04, 2011 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Haven't i said "fully working"?
Lin Kuei Ominae wrote:
In addition doesn't the TS engine support even 2 fully working separate sides, not to speak of a third side.

Please #Tongue

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Aug 04, 2011 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

what about creating a special sidebar just for GT? in some singleplayer mission (with only GT Vs Nod) can be very useful... maybe 3 slot with superpowers (GDI Drop Pod Reinforcement - EMP- Radar Scan)
or maybe something similar so when for Example i set Player House GDIB i will have that sidebar

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ErastusMercy
Energy Commando


Joined: 13 Nov 2007
Location: United Kingdom

PostPosted: Thu Aug 04, 2011 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

LordCesare wrote:
what about creating a special sidebar just for GT? in some singleplayer mission (with only GT Vs Nod) can be very useful...


Not possible AFAIK



Quote:
maybe 3 slot with superpowers (GDI Drop Pod Reinforcement - EMP- Radar Scan)


Well we may be replacing drop pods at a later date.

_________________


"And Cain went out from the presence of The Lord, and dwelt in the Land of Nod, east of Eden."

Aro wrote:
You sir. Are awesome.

Last edited by ErastusMercy on Thu Aug 04, 2011 10:05 pm; edited 2 times in total

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