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> Tiberian Sun Tactical Advisor, A script/program I've been working on - suggestions + HELP!
The Fish
post Apr 10 2007, 09:42 PM
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I've been making this over the past few days.

The way it determines which units are best to fight other units is crude and oversimplified but if someone could supply proper stats for units somehow (maybe they're in .ini files? I won't have access to Tiberian Sun/a Windows computer etc. for a long time) I'd be able to make it a LOT more accurate (UPDATE: DONE, see ... other update below, lol)

If someone could supply the following stats for every combat unit in Tiberian Sun, it'd be really helpful:

Damage dealt per shot
Rate of fire
Exact number of hitpoints
Armour (?? not sure how this works in TibSun - could someone explain? Perhaps it reduces the damage done by a percentage or something? Details please)

Thanks!

EDIT: Updated with all info from .ini files... here it is (same URL) !

This post has been edited by The Fish: Apr 13 2007, 09:56 AM


--------------------
*deploys MCV near enemy base unnoticed*
*builds EMP*
That's a nice base you have there. Mind if I make a few adjustments?
*ion cannons Construction Yard*

You call yourself an experienced player? You should know that the ion cannon isn't strong enough to-
*calls in drop pods and finishes off Construction Yard*
What?! Uh oh.
*starts building MCV*
I see you have a load of Orca Bombers back there, but I don't know what the hell you're going to achieve with them. Look at how many SAMs I have!

*EMPs base*
*bombs War Factory*
Care to surrender?

*surrenders*
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raynor95
post Apr 10 2007, 11:10 PM
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i cant give you the stats of EVERY unit in ts but, i can tell you what tag in rules.ini are the ones that you are searching for,
"Damage Dealt per shot": search, for example Primary=Minigun <-- this is the weapon
search the weapon and there u find
CODE
;Light infantry Rifle
[Minigun]
Damage=8<-- Damage Per Shot
ROF=21<-- Rate Of Fire
Range=4<-- Range
Projectile=Invisible <-- Projectile used as image
Speed=100<-- The Velocity (Tank Cannons have like 40 speed)
Warhead=SA<-- The Warhead, it say how many damage it make for every Type of armour
Report=INFGUN3,GOSTGUN1,SLVKGUN1 <--Sound Of Weapon


The Warhead
CODE
; general multiple small arms fire
[SA]
Spread=3
Verses=100%,60%,40%,25%,10%<-- This Says how many damage make per shot its none, wood (buildings), light armor, heavy armor, concrete
InfDeath=1<-- Type animation for infantry when die by this weapon (electrocution, caught by fire, etc)
AnimList=PIFFPIFF,PIFFPIFF<-- animation to ground
Bright=yes
ProneDamage=70%<-- Damage percent if prone


Armor, Cost, Etc:
CODE
; rifle soldier
[E1]<-- unit list name
Name=Light Infantry <-- isnt this obius?
Category=Soldier
Primary=Minigun <-- The Weapon
Prerequisite=BARRACKS <-- Building needed to can build this unit
CrushSound=SQUISH6 <-- sound when i is crushed
Strength=125 <-- HITPONTS!!!
Pip=green <-- color that u see of this unit when this unit is ina apc
Armor=none <-- Armor
TechLevel=1 <-- Tech Level Needed
Sight=5 <-- This 2 no need to explain
Speed=5<-- """""""
Owner=GDI,Nod <-- side
Cost=120 <-- unit cost
Points=5
VoiceSelect=15-I000,15-I004,15-I012,15-I048<-- Sound that u hear when u select this units
VoiceMove=15-I018,15-I024,15-I044<-- Sound if u order it to move
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <-- Sound if u order it to Atack
VoiceFeedback=15-I058,15-I064 <-- Sound When it is calling for help
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6<-- sound that you hear when this unit die
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <-- Movement Code
PhysicalSize=1
MovementZone=Infantry <-- Type of movement
ThreatPosed=10; This value MUST be 0 for all building addons
Elite=M1Carbine<-- Elite Weapon
EliteAbilities=SCATTER <-- Elite Ability
ImmuneToVeins=yes<-- Inmune to vehinhole Veins


So.. Light Infantry its

Damage Dealt: 8 <-- The Warhead Explains how many damage it make to other armors
Hitpoints:125
Cost:120
Rate of fire :21 <-- 15=1 second
Armour:None

If i am wrong SAY IT
Edit:Edited Just few words..

This post has been edited by raynor95: Apr 10 2007, 11:44 PM


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Bittah Commander
post Apr 10 2007, 11:47 PM
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Warheads do a different percentage of the total damage of a weapon to different armor types. Here are all the unit-, infantry-, weapon- and warhead statics (whenever I left anything away, it means that there's either none or only 1 of it):

***** ***** ***** UNITS ***** ***** *****

Hover MLRS
Weapon1: Hover Missile
Hitpoints: 230
Armor: wood

Mammoth tank
Weapon1: 120mmx
Weapon2: MammothTusk
Hitpoints: 600
Armor: heavy

Truck
Hitpoints: 200
Armor: light

Mobile Sensor Array
Hitpoints: 600
Armor: wood

ICBM launcher
Hitpoints: 500
Armor: light

Mobile Repair Vehicle
Weapon1: RepairBullet
Hitpoints: 200
Armor: light

Artillery
Weapon1: 155mm
Hitpoints: 300
Armor: light

Weed Eater
Hitpoints: 600
Armor: heavy

Harvester
Hitpoints: 1000
Armor: heavy

Mobile Construction Vehicle
Hitpoints: 1000
Armor: heavy

Amphibious APC
Hitpoints: 200
Armor: heavy

School Bus
Hitpoints: 100
Armor: light

Locomotive
Hitpoints: 100
Armor: light

Train Car
Hitpoints: 100
Armor: light

Cargo Car
Hitpoints: 100
Armor: light

Pickup Truck
Hitpoints: 100
Armor: light

Automobile
Hitpoints: 100
Armor: light

Baby Visceroid
Hitpoints: 200
Armor: light

Adult Visceroid
Hitpoints: 500
Armor: heavy
Weapon1: Slime Attack

Recreational Vehicle
Hitpoints: 200
Armor: light

Titan
Weapon1: 120mm
Hitpoints: 400
Armor: heavy

Mammoth Mk.II
Weapon1: MammothTusk
Weapon2: Mammoth Rail Gun
Hitpoints: 800
Armor: heavy

Wolverine
Weapon1: Assault Suit Cannon
Hitpoints: 175
Armor: light

Attack Cycle
Weapon1: Bike Missile
Hitpoints: 150
Armor: wood

Attack Buggy
Weapon1: Assault Buggy Cannon
Hitpoints: 220
Armor: light

Subterranean APC
Hitpoints: 175
Armor: heavy

Devil's Tongue
Weapon1: Fireball Launcher
Hitpoints: 300
Armor: light

Disruptor
Weapon1: SonicZap
Hitpoints: 500
Armor: heavy

Tick Tank
Weapon1: 90mm
Hitpoints: 350
Armor: light

Stealth Tank
Weapon1: Dragon
Hitpoints: 180
Armor: light

***** ***** ***** Infantry ***** ***** *****

Cyborg Commando

Weapon1: Cyborg Commando Plasma Cannon
Hitpoints: 500
Armor: heavy

Chameleon Spy
Hitpoints: 120
Armor: none

Light Infantry
Weapon1: Light infantry Rifle
Hitpoints: 125
Armor: none

Disc Thrower
Weapon1: Discus
Hitpoints: 150
Armor: none

Rocket Infantry
Weapon1: BAZOOKA
Hitpoints: 100
Armor: none

Medic
Weapon1: Heal
Hitpoints: 125
Armor: none

Umagon
Weapon1: Sniper rifle
Hitpoints: 150
Armor: light

Ghost Stalker
Weapon1: Ghost's Rail Gun
Hitpoints: 200
Armor: light

Cyborg
Weapon1: Cyborg's vulcan cannon
Hitpoints: 300
Armor: light

Mutant
Weapon1: Rapid fire machine gun
Hitpoints: 50
Armor: none

Mutant Soldier
Weapon1: Rapid fire machine gun
Hitpoints: 50
Armor: none

Mutant Sergeant
Weapon1: Rapid fire machine gun
Hitpoints: 50
Armor: none

Tratos
Weapon1: none
Hitpoints: 200
Armor: none

Oxanna
Weapon1: Rapid fire machine gun
Hitpoints: 50
Armor: none

Tiberian Fiend
Weapon1: FiendShard
Hitpoints: 250
Armor: light

Engineer
Hitpoints: 100
Armor: none

Jumpjet Infantry
Weapon1: Jump Jet Cannon
Hitpoints: 120
Armor: light

Mutant Hijacker
Hitpoints: 300
Armor: none

Slavick
Hitpoints: 300
Armor: none

Civilian
Hitpoints: 50
Armor: none

Technician
Hitpoints: 50
Weapon1: Pistol
Armor: none

*** *** *** Aircraft *** *** ***

ORCA Fighter
Weapon1: Hellfire
Hitpoints: 200
Armor: light

ORCA Bomber
Weapon1: Bomb
Hitpoints: 260
Armor: light

Carryall
Hitpoints: 175
Armor: light

Banshee
Weapon1: Proton
Hitpoints: 280
Armor: light

Harpy
Weapon1: Harpy Rapid fire machine gun Cannon
Hitpoints: 225
Armor: light

*** *** *** Weapons *** *** ***

;Light infantry Rifle
Damage per burst: 8
Rate of fire: 21
Warhead: Small arms

BAZOOKA
Damage per burst: 25
Rate of fire: 60
Warhead: Armor piercing

Jump Jet Cannon
Bursts: 2
Damage per burst: 15
Rate of fire: 40
Warhead: Small arms

Assault Suit Cannon
Damage per burst: 40
Rate of fire: 50
Warhead: Small arms

Cyborg Commando Plasma Cannon
Damage per burst: 120
Rate of fire: 50
Warhead: PlasmaWH

Harpy Rapid fire machine gun Cannon
Damage per burst: 60
Rate of fire: 36
Warhead: Small arms

Assault Buggy Cannon
Damage per burst: 40
Rate of fire: 55
Warhead: Small arms

Bike Missile
Damage per burst: 40
Rate of fire: 60
Warhead: Armor piercing

Hover Missile
Bursts: 2
Damage per burst: 30
Rate of fire: 68
Warhead: Armor piercing

Ghost's Rail Gun
Damage per burst: 150
Rate of fire: 60
Warhead: RailShot2

Mammoth Rail Gun
Damage per burst: 200
Rate of fire: 60
Warhead: RailShot

Rapid fire machine gun
Damage per burst: 20
Rate of fire: 60
Warhead: Small arms

Cyborg's Rapid fire machine gun cannon
Bursts: 3
Damage per burst: 10
Rate of fire: 30
Warhead: Small arms

Fireball Launcher
Bursts: 2
Damage per burst: 2
Rate of fire: 50
Warhead: Fire

Sniper rifle
Damage per burst: 150
Rate of fire: 60
Warhead: HollowPoint


M1Carbine
Damage per burst: 15
Rate of fire: 20
Warhead: Small arms

Dragon]
Bursts: 2
Damage per burst: 30
Rate of fire: 50
Warhead: Armor piercing

Hellfire
Bursts: 2
Damage per burst: 30
Rate of fire: 50
Warhead: ORCA armor piercing


Proton
Bursts: 3
Damage per burst: 20
Rate of fire: 3
Warhead: Armor piercing

Discus
Damage per burst: 40
Rate of fire: 60
Warhead: High explosive

75mm
Damage per burst: 35
Rate of fire: 40
Warhead: Armor piercing

90mm
Damage per burst: 36
Rate of fire: 50
Warhead: Armor piercing

120mmx
Bursts: 2
Damage per burst: 50
Rate of fire: 80
Warhead: Armor piercing

120mmxx
Bursts: 2
Damage per burst: 70
Rate of fire: 80
Warhead: Armor piercing


Bomb
Bursts: 5
Damage per burst: 160
Rate of fire: 10
Warhead: ORCA Bomber HE bomb

MammothTusk
Bursts: 2
Damage per burst: 40
Rate of fire: 80
Warhead: High explosive

155mm
Damage per burst: 150
Rate of fire: 110
Warhead: Artillery shell

SonicZap
Damage per burst: 3
Rate of fire: 120
Warhead: SonicWarhead

RepairBullet
Damage per burst: -50
Rate of fire: 80
Warhead: Mechanical

Heal
Damage per burst: -50
Rate of fire: 80
Warhead: Organic

Rapid fire machine gun2
Damage per burst: 50
Rate of fire: 50
Warhead: Small arms

Solid laser beam
Damage per burst: 250
Rate of fire: 120
Warhead: Super

Laser Turret Beam
Damage per burst: 30
Rate of fire: 40
Warhead: Super

Slime Attack
Damage per burst: 100
Rate of fire: 80
Warhead: Slimer

FiendShard
Bursts: 3
Damage per burst: 35
Rate of fire: 30
Warhead: Shard

Pistol
Damage per burst: 2
Rate of fire: 20
Warhead: Small arms

*** *** *** Warheads *** *** ***

SonicWarhead
Verses none armor: 100%
Verses wood armor: 100%
Verses light armor: 100%
Verses heavy armor: 80%
Verses concrete armor: 60%
Damage reduced % to when infantry prones:50%

TankOGas
Verses none armor: 90%
Verses wood armor: 100%
Verses light armor: 60%
Verses heavy armor: 25%
Verses concrete armor: 10%
Prone penalty: 50%

RailShot
Verses none armor: 200%
Verses wood armor: 175%
Verses light armor: 160%
Verses heavy armor: 100%
Verses concrete armor: 25%

RailShot2
Verses none armor: 100%
Verses wood armor: 130%
Verses light armor: 150%
Verses heavy armor: 110%
Verses concrete armor: 5%

Small arms
Verses none armor: 100%
Verses wood armor: 60%
Verses light armor: 40%
Verses heavy armor: 25%
Verses concrete armor: 10%
Prone penalty: 70%

High explosive
Verses none armor: 100%
Verses wood armor: 85%
Verses light armor: 70%
Verses heavy armor: 35%
Verses concrete armor: 25%
Prone penalty: 70%

Artillery shell
Verses none armor: 100%
Verses wood armor: 85%
Verses light armor: 68%
Verses heavy armor: 35%
Verses concrete armor: 35%
Prone penalty: 150%

Armor piercing
Verses none armor: 25%
Verses wood armor: 65%
Verses light armor: 75%
Verses heavy armor: 100%
Verses concrete armor: 60%
Prone penalty: 50%

[Fire
Verses none armor: 600%
Verses wood armor: 148%
Verses light armor: 59%
Verses heavy armor: 6%
Verses concrete armor: 2%
Prone penalty: 600%

HollowPoint
Verses none armor: 100%
Verses wood armor: 5%
Verses light armor: 5%
Verses heavy armor: 5%
Verses concrete armor: 5%
Prone penalty: 100%

Super
Verses none armor: 100%
Verses wood armor: 100%
Verses light armor: 100%
Verses heavy armor: 100%
Verses concrete armor: 100%
Prone penalty: 60%

Mechanical
Verses none armor: 0%
Verses wood armor: 100%
Verses light armor: 100%
Verses heavy armor: 100%
Verses concrete armor: 100%

Organic
Verses none armor: 100%
Verses wood armor: 0%
Verses light armor: 0%
Verses heavy armor: 0%
Verses concrete armor: 0%

Slimer
Verses none armor: 100%
Verses wood armor: 100%
Verses light armor: 60%
Verses heavy armor: 40%
Verses concrete armor: 20%

Shard
Verses none armor: 100%
Verses wood armor: 100%
Verses light armor: 60%
Verses heavy armor: 40%
Verses concrete armor: 20%

PlasmaWH
Verses none armor: 350%
Verses wood armor: 260%
Verses light armor: 205%
Verses heavy armor: 150%
Verses concrete armor: 80%
Prone penalty: 350%

ORCA armor piercing
Verses none armor: 30%
Verses wood armor: 65%
Verses light armor: 150%
Verses heavy armor: 100%
Verses concrete armor: 30%
Prone penalty: 50%

ORCA Bomber HE bomb
Verses none armor: 200%
Verses wood armor: 90%
Verses light armor: 75%
Verses heavy armor: 32%
Verses concrete armor: 100%
Prone penalty: 150%


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The Fish
post Apr 11 2007, 11:17 AM
Post #4


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Member No.: 900
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Favorite game: Tiberian Sun



Thanks, both of you. I'll use this information to make the program a lot more accurate. Have you tried using it?


--------------------
*deploys MCV near enemy base unnoticed*
*builds EMP*
That's a nice base you have there. Mind if I make a few adjustments?
*ion cannons Construction Yard*

You call yourself an experienced player? You should know that the ion cannon isn't strong enough to-
*calls in drop pods and finishes off Construction Yard*
What?! Uh oh.
*starts building MCV*
I see you have a load of Orca Bombers back there, but I don't know what the hell you're going to achieve with them. Look at how many SAMs I have!

*EMPs base*
*bombs War Factory*
Care to surrender?

*surrenders*
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Aro
post Apr 11 2007, 11:44 AM
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QUOTE
Have you tried using it?


Nope, but i may very well do...
Oh, and thanks for that list, Bittah, this may come in handy... wink.gif

This post has been edited by Aro: Apr 11 2007, 11:45 AM


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The Fish
post Apr 11 2007, 02:01 PM
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Sorry, quick question: can someone explain what the rate of fire number means?


Rate of fire :21 <-- 15=1 second



So that means one shot every 21 15ths of a second?

This post has been edited by The Fish: Apr 11 2007, 02:05 PM


--------------------
*deploys MCV near enemy base unnoticed*
*builds EMP*
That's a nice base you have there. Mind if I make a few adjustments?
*ion cannons Construction Yard*

You call yourself an experienced player? You should know that the ion cannon isn't strong enough to-
*calls in drop pods and finishes off Construction Yard*
What?! Uh oh.
*starts building MCV*
I see you have a load of Orca Bombers back there, but I don't know what the hell you're going to achieve with them. Look at how many SAMs I have!

*EMPs base*
*bombs War Factory*
Care to surrender?

*surrenders*
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tomb
post Apr 11 2007, 02:18 PM
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Member No.: 39
Alliance: GDI
Favorite game: Tiberian Sun



QUOTE (The Fish @ Apr 11 2007, 04:01 PM) *
Sorry, quick question: can someone explain what the rate of fire number means?
Rate of fire :21 <-- 15=1 second
So that means one shot every 21 15ths of a second?


Er... yes (if I understand you correctly).

15 points is 1 second (on normal speed)
so 21 points is..

*does some quick math*

0:00:01.40 (hrs:min:sec.100/sec)

1 point is 0.066666666666667 seconds (2/3rds of a 10th of a second)
5 points is 0.333333333333333 seconds (a third of a second)
10 points is 0.666666666666667 seconds(2/3rds of a second)

and-so-on-and-so-forth

Sorry, got carried away with the math.


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If you're woken by your alarm clock during a nightmare, should you be happy?
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ShDwBoRn
post Apr 11 2007, 02:23 PM
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Hey, this is pretty neat, i just tried it out, seems a bit glitchy, but it's pretty cool though. Good Job!


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The Fish
post Apr 11 2007, 03:44 PM
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Grenadier
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Ok thanks again everyone. Yeah it's very buggy and not that useful at the moment but I'm trying to make it more accurate and who knows, maybe I'll end up writing a new AI for Tiberian Sun... lol

Thanks again!

EDIT: Updated with all info from .ini files... here it is!

This post has been edited by The Fish: Apr 13 2007, 09:55 AM


--------------------
*deploys MCV near enemy base unnoticed*
*builds EMP*
That's a nice base you have there. Mind if I make a few adjustments?
*ion cannons Construction Yard*

You call yourself an experienced player? You should know that the ion cannon isn't strong enough to-
*calls in drop pods and finishes off Construction Yard*
What?! Uh oh.
*starts building MCV*
I see you have a load of Orca Bombers back there, but I don't know what the hell you're going to achieve with them. Look at how many SAMs I have!

*EMPs base*
*bombs War Factory*
Care to surrender?

*surrenders*
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The Fish
post Apr 13 2007, 09:56 AM
Post #10


Grenadier
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Group: Members
Posts: 24
Joined: 6-March 07
From: UK
Member No.: 900
Alliance: GDI
Favorite game: Tiberian Sun



I've updated it now!


--------------------
*deploys MCV near enemy base unnoticed*
*builds EMP*
That's a nice base you have there. Mind if I make a few adjustments?
*ion cannons Construction Yard*

You call yourself an experienced player? You should know that the ion cannon isn't strong enough to-
*calls in drop pods and finishes off Construction Yard*
What?! Uh oh.
*starts building MCV*
I see you have a load of Orca Bombers back there, but I don't know what the hell you're going to achieve with them. Look at how many SAMs I have!

*EMPs base*
*bombs War Factory*
Care to surrender?

*surrenders*
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raynor95
post Apr 13 2007, 09:38 PM
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From: chile X region
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Cool.. Just, how i use the the engagement advisor.. or it isnt complete? wallbash.gif


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Bittah Commander
post Apr 13 2007, 09:47 PM
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Looks like that last update broke the thing...


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The Fish
post Apr 15 2007, 10:12 AM
Post #13


Grenadier
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Member No.: 900
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Argh wtf you're right. I'm not sure what's wrong with it; I'll fix it.


--------------------
*deploys MCV near enemy base unnoticed*
*builds EMP*
That's a nice base you have there. Mind if I make a few adjustments?
*ion cannons Construction Yard*

You call yourself an experienced player? You should know that the ion cannon isn't strong enough to-
*calls in drop pods and finishes off Construction Yard*
What?! Uh oh.
*starts building MCV*
I see you have a load of Orca Bombers back there, but I don't know what the hell you're going to achieve with them. Look at how many SAMs I have!

*EMPs base*
*bombs War Factory*
Care to surrender?

*surrenders*
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