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 PostPosted: 11 Jan, 2012 
 
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Lt_hawkeye wrote:
pretty neat, cept i can't help but think of the top cannon as some sort of massive AA cannon instead of an arty cannon.

It does sorta look like a Huge AA gun eh? Take that Czars and Soul Rippers =p

But ya, Its an Arty Cannon.


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 PostPosted: 11 Jan, 2012 
 

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For what I saw, sure that this Fat Boy 2 can't build any unit like his older brother, the Fat Boy.


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 PostPosted: 12 Jan, 2012 
 
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Good news people, V1 is up. there is the high possibility of some stuff not working, but if you see any, Feedback here is nice =p

Check the first post on Page 1 for the link.


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 PostPosted: 12 Jan, 2012 
 

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1st impressions imo you units are nice =) dispite the fact most are easily identifiable (supcom2, TA)
and those u got from burnie and desipte others being hacks i generaly think you have some good stuff here, hell even the burnie models u have changed them in ways and have made them your own which is cool too, so other than being burned to ground because of the ported units from supcom2 i'd say keep on trucking m8 everyone starts somewhere. 8) also your sera t2 tank does not seem to be here some factions seem to be missing the mass/energy building u have at t3 some of your t3 like the wrecker perform below par(maybe thats just me stick 4 up agasint 1 of burnie's bull mk2. your sera t2 bot does less than the t1 thaam tank:P i would suggest u remove the shielding from your cybran units as their ethos tends to be anti radar/anti visual confirmation tech(a sneaky sniper bot would be up their alley so to speak. ) this is just from a quick sandbox as i type this so...yea.

i'll test it out some more and try and lend a hand.

Best regards Kel.


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 PostPosted: 12 Jan, 2012 
 
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Try testing it out by themselves. I didnt balance my units to be effective, and up to par with other Mod units. Plus, The Sera T2 bot has multiple roles, It can attack aircraft as well.


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 PostPosted: 12 Jan, 2012 
 

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Be that as it may i find your mod to be quite a blast actually even if they dont stand up to other mods just means i have more fun. :twisted: since i find myself doing infinte resource games against sorians ai at various lvls and odds stacked against me i also try and not use experimentals to kill other experimentals either so from a personal stand point i love it. :mrgreen: to top it off it seems to play nice with the 12 or 13 other mods i run also sorians ai does seem to build your stuff to :P as for bug fixing and balencing i really have no clue so dunno how much help i could actually be. =/ but at the end of it i think you have the start of something good here brandon keep it up.
If i do find something that even i can notice then i'll let you know.

P.s LSD firing harbinger bot made me lol:P

Best regards Kel.


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 PostPosted: 22 Jan, 2012 
 
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No other feedback? :(


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 PostPosted: 23 Jan, 2012 
 
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Great news people! I sent Spaz a Bug Free version of the mod, and I asked him if it was good enough for a Spaztastic Movie. Wanna know what he said? (This all took place in PMs)

SPAZ31 wrote:
I'd say is up to par with BlackOps, so for sure!


Hear that Folks? Not only will there be a Spaz Movie with the Wyvern Battle Pack, But The mod is way up in the ranks with BlackOps!


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 PostPosted: 28 Jan, 2012 
 
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Good news people. Burnie and I are working on a New Cybran Land Experimental. I made up a quick draft render of what it would look like.

Turrets, and another part still need UWVing, but heres what the end product will be:
Image

What do ya'll think?

Weapons will Include: Proton Cannons, Stinger cannons, AA Cannons, Torpedoes, and a Tactical Missile Defense.


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 PostPosted: 29 Jan, 2012 
 

Joined: 21 May, 2008
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Is this a Fatboy but for Cybrans ?


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 PostPosted: 29 Jan, 2012 
 

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brandon007
Can, yet, Fatboy for Cybrans not so good idea and you will change the his plan that because to do same experimental not so originally?Then all fractions will be very similar against each other.Interest of this game just in that also is that there are 4 fractions and at them absolutely different set of forces.If you make an identical set of units which will differ only appearance one of bright sides of this game will be lost!
But, at the same time, I want to notice that your new Fatboy it has turned out very stylish and it is pure for Cybrans :) Well now you only needed to think up a stylish spider for UEF that there was a global equilibrium :D


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 PostPosted: 29 Jan, 2012 
 
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CHRONOS2160 wrote:
brandon007
Can, yet, Fatboy for Cybrans not so good idea and you will change the his plan that because to do same experimental not so originally?Then all fractions will be very similar against each other.Interest of this game just in that also is that there are 4 fractions and at them absolutely different set of forces.If you make an identical set of units which will differ only appearance one of bright sides of this game will be lost!
But, at the same time, I want to notice that your new Fatboy it has turned out very stylish and it is pure for Cybrans :) Well now you only needed to think up a stylish spider for UEF that there was a global equilibrium :D

I didnt understand half of that. But UEF Wont be getting no spiderbots =p Pain in the butt to animate XD

Plus, This unit does not have Factory Capabilities. Its just a Assault Vehicle. Its structure is like the fatboy, but it differs in a few ways. Its basically a Land-based Battleship.


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 PostPosted: 29 Jan, 2012 
 

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Forgive for my English, I used the program the translator :oops:


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 PostPosted: 29 Jan, 2012 
 
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Ah I see...

UPDATE:
Devastator ready to roll!

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 PostPosted: 05 Feb, 2012 
 
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Version 1.1 is up and Running!

Download it in the first post. Feedback is welcomed.


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 PostPosted: 06 Feb, 2012 
 

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GOOD, Thanks


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 PostPosted: 06 Feb, 2012 
 
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Just thinking here... Which upgrades should the Cybran ACU have?

Shield? Anti-Air? Regen Armour? EMP (For Weapons)?

Discuss.


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 PostPosted: 07 Feb, 2012 
 
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EMP and AA are tied for first, with Regen Armour at 2nd, and shield at third.

Im tempted to add in 2 more options.


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 PostPosted: 08 Feb, 2012 
 

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sorry, but I have to tell you this. Your mod is broken!

I put the new version of the mod with all the files in the places where put them, in sounds, and when I try to start the game (campaing or skirmish), in the exact moment that appear the map, only the map, the game crash, taking me out of the game itself, showing me later the window that ask me for send the report to the creators of the game. I taked out all the files of the new version and put the original ones, and the game work perfectly.


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 PostPosted: 08 Feb, 2012 
 
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d0m0a wrote:
sorry, but I have to tell you this. Your mod is broken!

I put the new version of the mod with all the files in the places where put them, in sounds, and when I try to start the game (campaing or skirmish), in the exact moment that appear the map, only the map, the game crash, taking me out of the game itself, showing me later the window that ask me for send the report to the creators of the game. I taked out all the files of the new version and put the original ones, and the game work perfectly.
What other mods are you using?

My version that I have works fine. Never had a crash before. Plus, My mod doesnt touch anything that would make it crash.


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 PostPosted: 08 Feb, 2012 
 

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If you ask by the mods, they are:

Cliff hanger
Advanced Command units (the most updated)
Community balance patch 3
Community bug fix patch 3
Quantum gates teleport
Recourse rich
Square shields walls
Supreme Commander music
Supreme shields
Global Icon support (This sure!)


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 PostPosted: 08 Feb, 2012 
 
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d0m0a wrote:
If you ask by the mods, they are:

Cliff hanger
Advanced Command units (the most updated)
Community balance patch 3
Community bug fix patch 3
Quantum gates teleport
Recourse rich
Square shields walls
Supreme Commander music
Supreme shields
Global Icon support (This sure!)

Try turning off some mods, and see if my mod is the culprit for sure. Try only having Icon Support, and Resource Rich. Never tried it with the Balance Patch, but I do use V4 of the CBFP.


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 PostPosted: 08 Feb, 2012 
 
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No, turn off all mods, test, turn on the Wyvern Battlepack, test then turn on one mod at a time then test repeat until out of mods or until the crash happens.

Mike

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 PostPosted: 08 Feb, 2012 
 
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OrangeKnight wrote:
No, turn off all mods, test, turn on the Wyvern Battlepack, test then turn on one mod at a time then test repeat until out of mods or until the crash happens.

Mike

I know Resource Rich and Icon Support work. The mod NEEDS Icon support to run. So its one of his other mods doing the crash.


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 PostPosted: 08 Feb, 2012 
 
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well either way the best way to test is to turn off all mods(except yours and icon support) then turn them on 1 by one

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