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 PostPosted: 25 Mar, 2012 
 
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brandon007 wrote:
OrangeKnight wrote:
brandon007 wrote:
Considering your using and old picture of that model doesnt mean anything. Theres been many alterations to that model since that picture.

So you've removed my Goliath parts then? I'll have to check when you release, until then.

Mike

There no Goliath parts on there what so ever. The Release version will use the Hand that the SC2 UEF ACU used. It was much better, and more detailed.

awesome you stopped stealing from us and are stealing from another game. Way to go, but enough of that conversation as it will get no where.

I'll take a look at the citadel. thanks for the feedback

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 PostPosted: 25 Mar, 2012 
 

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Yeah, I was talking about dealing with 1 sky fortress. Forgot that people can build more than one. Scary to think about taking on 5 of them at one time. I think I'd lose my base. LOL =S


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 PostPosted: 25 Mar, 2012 
 

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OrangeKnight wrote:
To be frank, I have a really hard time believing this, with 80 per citadel they should have been able to shoot them down really....and....

Its easy to test, just start a game, cheat and create 5 citadels and 400 fighters and get them to attack, its what i did b4 i posted :) because i wasnt sure how many it would take as it always looked like to be heaps in game, and it was, our players group them together and they murder just about anything, the donut is similar but since its so much slower and has half the hp and the killer (the ones that seem to do all the damage) guns are (i think) only on either side and seem to have a range of about 5-10 cm they aren't anywhere near as deadly. tech3 ground isnt very useful as they seem to have a range smaller then the guns on the citadel and the citadel moves faster then them anyway so it can keep out of range and killem.

We often have long games because we are similar in skill, but since this was "discovered" the uef have been winning constantly when they are used freely, and i myself will ring the outer edge of my base with them as they will stop commander bomber sniping dead in the water and generally make air attacks useless, and we have had to come to a gentlemans (4-6 sometimes very inebriated guys anyway) agreement to stop junk bombing to stop the rage quitting.

otherwise the mod is cool, and the hidden bits and pieces are great (like the tech 3 factory shield gen, i know we could probably read the release notes and find out about them but its so much more fun to "find" out about them, the night i found out about the uef commander tac missile was bloody funny, people kept on going whos got the nuke launcher and why arent our strategic missile defense stopping it lolololol)

cheers
Kiralon, canzman, rhistman, snooks, soondead, genoay, meatpuppet and charybdis

p.s any good replays of holding em back would be great, we willl watch em and learn.


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 PostPosted: 25 Mar, 2012 
 

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Lt_hawkeye wrote:
huh, not really sure why i added such a large min range to it, spose i could lower it down a bit if need be.

I never really considered that it might be used for some close range defense lol, considering the large AOE that it has it might turn out to be very good at defending bases from clumps of units(although with proper aiming you can decimate an army with it from far away so dunno)

let me know what people think about lowering the minimum range on the T3 Aeon TML


its probably the best weapon for shooting down citadels :), its probably too powerful on small maps but if you build your tml defence in lines leading into your base you will stop them, and it they are great for picking off small groups of experimentals coming at you and for stopping the suprise backstab attacks.


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 PostPosted: 26 Mar, 2012 
 

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Lt_hawkeye wrote:
huh, not really sure why i added such a large min range to it, spose i could lower it down a bit if need be.

I never really considered that it might be used for some close range defense lol, considering the large AOE that it has it might turn out to be very good at defending bases from clumps of units(although with proper aiming you can decimate an army with it from far away so dunno)

let me know what people think about lowering the minimum range on the T3 Aeon TML


We play with a mod that removes that unit from the game, so feel free :D


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 PostPosted: 26 Mar, 2012 
 

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I don't mind the long minimum range at all. It's effective as it is.

Stuart


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 PostPosted: 26 Mar, 2012 
 
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Hey, can you guys re-host the zip version of this mod? I install all my mods using the zip files that I don't install using the vault, and since the vault went down, I don't have an easy way to install this mod anymore. Me and my friends love playing this mod, and I need the zip version to put it back on my comp. Can you guys please re-host it? Or, if you already have, can you fix your front page and add the link? Any help would be much appreciated. Thank you very much.
Edit: Thanks, not sure if I just missed it the first time or if someone added it :)


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 PostPosted: 26 Mar, 2012 
 

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SCD Version is a zip archive.


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 PostPosted: 31 Mar, 2012 
 

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I dunno, maybe the Aeon T3 TML is too effective. IMO, I think the missiles need a much longer build time. Shouldn't be able to spam it. Force plp to build multiple launchers to make its power more effective, considering the launchers are relatively expensive, but seemingly in the right spot, comparing it to regular TML, the Billy (UEF ACU tac nuke upgrade), regular nukes, and even missile ships.

Seems too cost effective to just have 4-5 spam firing at a spot to break shields and hit what's underneath. Should force someone to build twice as many to force their way through defense. Maybe increase the reload or both reload and missile build time, to force plp to need to invest heavily to make that strat effective.

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 PostPosted: 31 Mar, 2012 
 
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you're already investing a lot into the missiles, their cost is just under a nuke and can be stopped by something far far cheaper. if anything, i can reduce the silo size from 8 to 4, allowing people to only fire 1 salvo instead of 2.

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 PostPosted: 02 Apr, 2012 
 

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I wanna play the new version. ;o;
Can't wait to play the new and improved content. :D


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 PostPosted: 02 Apr, 2012 
 
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until i can get my classes back on schedule all mod work is officially on hold. don't ask me when i'll get back to work on it and don't ask me for any releases and whatnot. i'll get back to it once i get my life in order again.

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 PostPosted: 02 Apr, 2012 
 
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lol Life is overrated :lol:


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 PostPosted: 02 Apr, 2012 
 
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Psh, who has time for a Life... too busy playing supcom.

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what a load of tosh! :)

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 PostPosted: 11 Apr, 2012 
 

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Greetings,

is here any solution to restrict some of new units added by this mod? I can only restrict T4 but for example mass fabricators or T3 non-mobile arty I don't.

or

is here any easy way to deactivate curent units from mod? I and my friend playing SumCom don't like new T4 units.


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 PostPosted: 11 Apr, 2012 
 
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Disable Game Enders and Mass Fabrication in the unit restrictions list.
Be warned game enders includes some experimentals, such as scathis, paragon etc.

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what a load of tosh! :)

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 PostPosted: 11 Apr, 2012 
 

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For sure? I tried this but the facricators nd T3 nonmob arty still can by be built. So I'll try it again


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 PostPosted: 11 Apr, 2012 
 
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I'm confused, are you trying to disable Stock units, or Mod units?

Make a VERY DETAILED list of the units you're talking about.

Mike

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 PostPosted: 11 Apr, 2012 
 

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I'm trying to restrict some of mod and stock units. Currently:
All mass fabricators
BlackOps Unleashed T4

Strategic missiles
T3 non mobile arty

But reds still can be build even they're restricted in unit restriction manager.

Sorry for my weaker english


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 PostPosted: 11 Apr, 2012 
 
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There is no way to restrict modded units within a filter set. You cannot disable Blackops Experimentals without also disabling the default ones. The only way to do that would be to break the mod down in smaller pieces or rewite the lobby's filtering controls.... neither of which we will do.

As for the others... There is a mod that adds additional filters (one of them is T3 static arty) but without it the T3 static arty can't be disabled by themselves. I thought they where keyed to the "Game Enders" filter but you'd have to test it... Unfortunatly I don't remember the filter mods name but its probobly in the Released Mods sticky.


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 PostPosted: 11 Apr, 2012 
 
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The 'No Game Enders' and 'No Mass Fabrication' options in the Unit Manager should remove everything but the BO Experimentals, those will be a bit tougher...

Mike

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 PostPosted: 11 Apr, 2012 
 

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I have this"more unit restriction mod"too, but isn't effective too. It seems this restriction filters don't know blackops T3 nonmob arty and fabricators.
BTW when I check"No experimentals"all T4 can't be build, so this works properly too.

And which tutorial can be usefull for me in this case? I can break this mod for some smaller to cut of some of unwanted units.


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 PostPosted: 11 Apr, 2012 
 
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For the first one thats sorta out of our control unfortunatly. Nothing we can (or will) do about it.

As for the tutorial. We frown on people disecting our work. I don't mind answering generic questions but i am not going to provide instructions for going through our code. Especially since its about a 300mb mod unpacked & most of the files are interconnected. Your more likely to break more than you change if your not sure of what your doing.

I did write a generic modding tutorial which is avalible on the Mod Dev Support forum but thats got just the basics. At this point there are very few "basic" units in our mod due to us trying to be creative (in some cases more creative than the game engine can handle lol)


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 PostPosted: 11 Apr, 2012 
 
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Tichondrius wrote:
blackops T3 nonmob arty and fabricators.

BlackOps doesn't add those units......The Stock Unit restrictions 'No Game Enders' and 'No Mass Fabrication' should disable everything but the BlackOps T4s. This is without the "more unit restriction mod".

Mike

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 PostPosted: 11 Apr, 2012 
 

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Xavier - I understand
OrangeKnight - But not for me. If I activate Unleashed mod I can't restrict T3 nonmobile arty and mass facricators by any way. I've checked 'No game enders" and "No Mass Fabrication" but it has effect only on strategic missile silo. If I deactivate mod all works fine.


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