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> I have tested it
Anderwin
post Nov 26 2007, 01:46 PM
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Yeah I test the mod and everything is on PPM.

My report

This post has been edited by Anderwin: Nov 28 2007, 03:12 PM


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Beta tests this mods:
Twisted Insurrection
Dusk
Deathworld
Dawn Of The Legions~
Reunited Strike

I have tested this mods:(I was on the team)
Mental Omega
TS: Factor Zero
Blue crystal(?)

+ other mods but the sig be for long for it.
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Bittah Commander
post Nov 26 2007, 02:51 PM
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*Sigh*

I guess we can't all be SMIFFGIG when it comes to writing reports.


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Anderwin
post Nov 26 2007, 03:18 PM
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I'm sorry. I just reply to your comments..


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Beta tests this mods:
Twisted Insurrection
Dusk
Deathworld
Dawn Of The Legions~
Reunited Strike

I have tested this mods:(I was on the team)
Mental Omega
TS: Factor Zero
Blue crystal(?)

+ other mods but the sig be for long for it.
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ShDwBoRn
post Nov 26 2007, 03:28 PM
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you spelt "tested" wrong (sorry had to point that out)


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Crimsonum
post Nov 27 2007, 01:33 PM
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Stealth cliffs...XD
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SeekSomethingNew
post Nov 27 2007, 02:11 PM
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Thats Johan's epicness for you tongue.gif


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sniper
post Nov 28 2007, 01:20 AM
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stealth cliffs?!? where?! tongue.gif


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Anderwin
post Nov 28 2007, 03:12 PM
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@Sniper:



Next time go on the link i posted and read then u see the pictures ;P

This post has been edited by Anderwin: Nov 28 2007, 03:12 PM


--------------------
Beta tests this mods:
Twisted Insurrection
Dusk
Deathworld
Dawn Of The Legions~
Reunited Strike

I have tested this mods:(I was on the team)
Mental Omega
TS: Factor Zero
Blue crystal(?)

+ other mods but the sig be for long for it.
Go to the top of the page
 
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Team Black
post Nov 28 2007, 03:16 PM
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well the cloak thing should have a controllable radius effect.. make it smaller sothat it only affects the unit that got the crate


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Nyerguds
post Nov 28 2007, 05:48 PM
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actually, the fact the stealth crate has the ablity to cloak nearby structures is one of the most awesome features in TD...


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sniper
post Nov 28 2007, 05:52 PM
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QUOTE (Anderwin @ Nov 28 2007, 03:12 PM) *
@Sniper:



Next time go on the link i posted and read then u see the pictures ;P

i saw the picturee. it was a joke -.-


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Anderwin
post Nov 28 2007, 08:11 PM
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QUOTE (Nyerguds @ Nov 28 2007, 06:48 PM) *
actually, the fact the stealth crate has the ability to cloak nearby structures is one of the most awesome features in TD...


Yeah is it. But I find out this radius are really big. And the creates come every1 second.


Edit: The Finalsun do not work.
Is just ask for tibsun.mix and when i even put the finalsun in the sun folder. Is say Tiberian sun not installed.

This post has been edited by Anderwin: Nov 28 2007, 08:22 PM


--------------------
Beta tests this mods:
Twisted Insurrection
Dusk
Deathworld
Dawn Of The Legions~
Reunited Strike

I have tested this mods:(I was on the team)
Mental Omega
TS: Factor Zero
Blue crystal(?)

+ other mods but the sig be for long for it.
Go to the top of the page
 
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SMIFFGIG
post Nov 29 2007, 03:59 AM
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Couldnt cliffs just be rocks ?
they have customizable foundations... plus they would also not be targettable

Problem solved
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Bittah Commander
post Nov 29 2007, 08:43 AM
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The foudnations for rocks are just as customizable as they are already; they can use all standard foundations and usually I'd need different shapes for the cliffs (and any other terrain, which is why I'm using the impassable clear ground tiles to make certain terrain impassable).
I tried many other possibilities for the terrain aside from having them as building bibs, though that was quite a while ago. I believe the reason why I didn't go with rocks or trees was that they would always overlap units and this is a problem since the most of the cliff images aren't made completely impassable.


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Team Black
post Nov 29 2007, 02:45 PM
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Well, I don't know much about terrain, but couldn't you make tiles like the Scrin wreckage and the Kodiak crash for these cliffs? Those are impassible IIRC

This post has been edited by Team Black: Nov 29 2007, 02:46 PM


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SeekSomethingNew
post Nov 29 2007, 02:51 PM
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Im think there is a ZData key that solves that problem Johan...


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Bittah Commander
post Nov 29 2007, 07:27 PM
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QUOTE (Team Black @ Nov 29 2007, 03:45 PM) *
Well, I don't know much about terrain, but couldn't you make tiles like the Scrin wreckage and the Kodiak crash for these cliffs? Those are impassible IIRC

Those are (partly) actual terrain, not SHPs.


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Jabberwoky aka G...
post Nov 30 2007, 09:08 AM
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@TSHyper ZData will sertanly slove a problem smile.gif
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raKeto
post Jul 4 2008, 11:56 PM
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Im just playing the DTA mod for about 2 days, and i have to say its awesome.


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CommanderSpartan
post Jul 5 2008, 06:31 AM
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UBER BUMP!!!! Look at the date before you post.


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raKeto
post Jul 5 2008, 01:43 PM
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Yeah looks liek some topics are outdatet wink1.gif


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The DvD
post Jul 6 2008, 05:43 PM
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No big problem, i just played DTA for the first time too, it's surprising how it feels like TD, awesome work. Are bikes meant to be crushable btw?


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Nyerguds
post Jul 6 2008, 08:34 PM
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yes... they're technically crushable in TD, but in reality the logic to crush non-infantry units was kinda b0rked and only worked in a few accidental cases.

This was also the cause of the bug where a harvester would "hunt down" a bike that attacked it - it's just trying to crush it. Of course, this makes it all too easy to lure it to your base and kill.


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Crimsonum
post Jul 7 2008, 09:51 AM
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QUOTE (Nyerguds @ Jul 6 2008, 11:34 PM) *
yes... they're technically crushable in TD, but in reality the logic to crush non-infantry units was kinda b0rked and only worked in a few accidental cases.

This was also the cause of the bug where a harvester would "hunt down" a bike that attacked it - it's just trying to crush it. Of course, this makes it all too easy to lure it to your base and kill.


I remember that in the PS1 version of C&C95 the bikes were actually crushed by harvesters, not just accidently, but every time the harvesters tried to run over the bikes. IIRC, even medium tanks could crush bikes.
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