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FA2 0.98a releases with tunnel support
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Apr 20, 2016 11:35 am    Post subject:  FA2 0.98a releases with tunnel support Reply with quote  Mark this post and the followings unread

I figure some of you might find these archaic codebases useful or at least interesting.

I also have a version of .97 installed, but I didn't find the installer, I believe the main difference was lack of autolat, so every cell is a perfect square. If someone needs it I can zip it up...



finalalert098a2.zip
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finalalert098a3.zip
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finalalert098a4.zip
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Apr 20, 2016 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just curious, is anyone here good enough to hack and splice the tunnel code into the last FA2 1.02 ? That might be of value to some people...

_________________
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Apr 21, 2016 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

There is no need to hack latest FA2 as the tunnel code is already there, it is only disabled. It can be
enabled like Terrain Expansion does - http://tx.strategy-x.com/

Even if tunnel feature is disabled in FA2, it doesn't remove the [Tubes] entries from a map when editing.
So if you have tunnels enabled in your mod, you can still use non-tunnel enabled FA2. It shows the tunnel
lines for tube entries if present in the map.

I would rather use Q45's tunnel drawer tool for that - http://www.ppmforums.com/viewtopic.php?t=37881

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