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totaly crazy
Poll runs till 11 Sep, 2051
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
3 9%  9%  [ 12 ]
Total votes : 140
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 PostPosted: 02 Mar, 2011 
 

Joined: 19 Jan, 2011
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This units is very cool!


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 PostPosted: 02 Mar, 2011 
 

Joined: 06 Jun, 2010
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ive noticed that your cybran experimental missle bot's indirect fire range overlays may be incorrect it seems to be firing its missles within its minimum range but not past that


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 PostPosted: 09 Mar, 2011 
 
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I fixed up many little bugs / forgotten things.

Now I'm done with that, I'll try and make ExpWars more compatible with other mods but the ones that alter some essential (for the mod) game files too deeply such as TVg, Black Ops, among others...

I can also start working on a new idéa of mine but I'm not sure that I could make it work properly. Time will tell...

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 PostPosted: 10 Mar, 2011 
 

Joined: 21 May, 2008
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Manimal wrote:
I can also start working on a new idéa of mine but I'm not sure that I could make it work properly. Time will tell...


Does that mean the release of next version will be postponed... indefinetly ?


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 PostPosted: 15 Mar, 2011 
 
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Couple quickies: is it compatible with sorian ai? does the ai build the new units? Thats pretty much all, just to know if ai works, thanks!

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 PostPosted: 18 Mar, 2011 
 
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Krapougnak wrote:
Does that mean the release of next version will be postponed... indefinetly ?

Postponed would mean that Asdrubael and I spoke of a release date, which we never did.

redmoth wrote:
Couple quickies: is it compatible with sorian ai?

It should be. I'll test our mod with this AI and even with duncane's one.

redmoth wrote:
ote="redmoth"]does the ai build the new units?

No, not yet.
My works on the AI are progressing very slowly, given the priority is bugfixes and longtime planned additions (last one) that make our mod unique.

For instance (spoiler): I recently made a unit that's "pumping" out the planes's fuel...

Asdrubael told me that we won't make more additions to the mod.
He does not wish to expand it.

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 PostPosted: 18 Mar, 2011 
 

Joined: 21 May, 2008
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[quote="ManimalAsdrubael told me that we won't make more additions to the mod.
He does not wish to expand it.[/quote]

Well that is a pity since you have a talent to create really astounding units models ! But I suppose every good thing has to come to an end eventually... .

I'm quite impatient nonetheless to lay my hands on some of the units you have showcasted lately, especially on the Cybran Megalarge Experimental... :twisted:


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 PostPosted: 21 Mar, 2011 
 

Joined: 28 Feb, 2011
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Hey there
i wanted to say that my buddys and me love that mod we nearly played it each day for the last months and hoped to see it grow more and more and we are eagerly waiting for a new version.

Now i have some Questions:

1. Is it a Bug or why isnt the cybran cruiser doing anything at all when i play on water maps

2. I really love those optic changing when units lvl up though it seems the t3 ships and units arent affected or do i NEED to lvl em by the lab instead of kills?

3. When u try to make it cooperate with other mods could u try and get that Blues navel unit mod into it as well? or at least the ships? the escorts are rly improving the water combat (tough i think this was black ops =) )

thx
Stobacore


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 PostPosted: 21 Mar, 2011 
 
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Stobacore wrote:
2. I really love those optic changing when units lvl up though it seems the t3 ships and units arent affected or do i NEED to lvl em by the lab instead of kills?


It's a bug as far as I know on the current version, it's fixed on the private build afaik. It'll be fixed on the later release :D

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 PostPosted: 24 Mar, 2011 
 

Joined: 21 May, 2008
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Long time no news, how are things comming along ? 8)


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 PostPosted: 25 Mar, 2011 
 
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Stobacore wrote:
1. Is it a Bug or why isnt the cybran cruiser doing anything at all when i play on water maps.

I can't reply right now because I did not make that one and I rarely play other factions than UEF.
I'll take a look at this unit anyway.

Stobacore wrote:
2. I really love those optic changing when units lvl up though it seems the t3 ships and units arent affected or do i NEED to lvl em by the lab instead of kills?

It's up to you to Vet' up units either through the concerned Lab or through number of killz performed by the units, or even through a mix of both of those ways.

Try and level up your T3 units as explained above, then see if they are affected. If not then please drop here your detailed report :
  • the LOG.txt obtained through the command line that should you like this :
    Code:
    "[HDD letter]:\Gas Powered Games\Supreme Commander - Forged Alliance\bin\ForgedAlliance.exe"  /PurgeCache /Log "%USERPROFILE%\Desktop\EW2FALog.txt"
  • screenshots etc )

Labs work fine in the (private) W i P version and they should be fine in the coming soon release version.
REMARK: ONLY SOME units can be upgraded through Veterancy.

Stobacore wrote:
3. When u try to make it cooperate with other mods could u try and get that Blues navel unit mod into it as well? or at least the ships? the escorts are rly improving the water combat (tough i think this was black ops =) )

Another one that does not read the very first post of the mod's dedicated topic ! (the present thread)
ExpWars is NOT compatible with BlackOps and many other mods. (set on EXCLUSIVE)
I won't explain over and over again why, so find the reason by yourself.

However EwpWars should be compatible with some unit packs.

Krapougnak wrote:
Long time no news, how are things comming along ? 8)


I'm busy at completing the very last modifications.
For instance, I'm polishing my new units and I'm cleaning up (remaking) some unit scripts made by Asdrubael.
Also, I'm working slowly on the AI.

Among other recent updates :
  • ExpWars is exclusive no more. So we won't bring our support to people who would try and play our Mod despite our specifications.
  • all regular victory conditions are back by keeping Asdrubael's assassination mode optional.
  • fixed up the Deployable Tank.

Greets

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 PostPosted: 26 Mar, 2011 
 

Joined: 21 May, 2008
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Cool these are great news, can't wait for the release. :)


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 PostPosted: 07 Apr, 2011 
 
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Joined: 16 Jan, 2010
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Is Exp wars still being worked on? O_o


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 PostPosted: 08 Apr, 2011 
 
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brandon007 wrote:
Is Exp wars still being worked on? O_o


Yest it is !... at least by my side, even though I didn't have news from Asdrubael...

I'm stuck on a tough math question (calculating a correct angle from coordinates, through arc cosinus, arc sinus and so on)

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 PostPosted: 10 Apr, 2011 
 

Joined: 14 Mar, 2011
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i found a bug
if the aeon arty frigate misses its target in the water (didn't test on land) the projectile will keep going in to the ground and make impact noises

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 PostPosted: 13 Apr, 2011 
 
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qqq122 wrote:
i found a bug
if the aeon arty frigate misses its target in the water (didn't test on land) the projectile will keep going in to the ground and make impact noises


If this is only a matter of noise then it's a very minor "bug"...
Did you ever see (heard) silent lost bullets when they are out of run and hitting ground ? (except for water)

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 PostPosted: 13 Apr, 2011 
 
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Usually repeating audio means that the projectile script crashed, though.


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 PostPosted: 13 Apr, 2011 
 
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Mithy wrote:
Usually repeating audio means that the projectile script crashed, though.

qqq122 did not spoke of repeating audio.

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 PostPosted: 14 Apr, 2011 
 
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No, sounded to me like he was talking about a projectile that would hit the waters surface, and rather than detonating, would continue to travel down till it hit ground, then would detonate/play sound.

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 PostPosted: 14 Apr, 2011 
 

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there was a repeating impact sound

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 PostPosted: 23 Apr, 2011 
 

Joined: 21 May, 2008
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Sooo any news ? I know the shinny weather in France doesn't help. :wink:


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 PostPosted: 23 Apr, 2011 
 

Joined: 22 Mar, 2010
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yes, i second that question!
Enjoying ex wars 2 greatly with friends on multiplayer. No other mod appeals to us as this one! please post any update on the progress!


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 PostPosted: 23 Apr, 2011 
 
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Hi here :)

Sorry for this long time with no news :) ( i have more work irl and ... as Krapounak said " the weather in France does not help " :D

I just reworking on the mod and i think it will can be ready realy " soon ":)

More news later.


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 PostPosted: 23 Apr, 2011 
 

Joined: 21 May, 2008
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great great news ! There is some units in your mod I definitely want to build ! Plus the weather is about to know a dramatical downturn in the next few days... :mrgreen:


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 PostPosted: 24 Apr, 2011 
 
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:D

But i repeat, if you want a good balance mod update please report all balance problem I can t see all units and i'm sure a lot of units need a balance update.

We are only two for work on the mod ( me and manimal ) and currently manimal has a lot of work with the luas and me a lot of work with the units.


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