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Tiberian Odyssey - Your Input.
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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun Feb 03, 2008 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, a tiberium obstacle course for certain missions...or maps.

also isn't it possible to spawn gas clouds in certain areas? maybe some sort of fog or rain?...of course this may cause alot of lag?

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sun Feb 03, 2008 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I hope you don't make the mistake of putting non-tiberium looking creatures into the mod. A good example of such are EA's Scrin.

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Feb 03, 2008 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

EA's scrin looks fine. You can't knock the tripod design at any rate.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Mon Feb 04, 2008 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

We dont pretend to look like XY - we pretend to have our creatures look like wed like them to look. Stylish, dangerous and tiberiuminfested. Well - but were still quite a bit away from making first steps with fauna-modelling.

Spawning Tiberiumclouds shouldnt be a problem: Just use a transparent building placeable everywhere but only by Mapeditor. Just like the invisible Lightposts.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon Feb 04, 2008 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ickus suggested a sandworm type of creature, and that would be really cool. It needs a purpose of spreading tiberium in a new evolutionary means, and the creature can use the subterranean locomotor.

It should be large enough to devour a tank, and the design must feel right for a tiberium creature.
I am sceptical to introduce flying beasts as it could end up cheesy.

Edit: I screwed up putting words in someones mouth, sorry.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon Feb 04, 2008 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, the thing is how do you design something that doesn't exist, the thing is too look at things that do and make something unique out of these qualities.

I do remember that, it was more of an allusion to the Dune/Tremors series. but I am not sure it will be feasible..maybe can have only the head portion stick out and restrict its movement to..sand tiles if possible..then maybe deploy. Maybe work as an aquatic creature...definately something to harass those Hover MRLS.

LKO one of our resident .SHP artists did create a flying creature. check that out...

Cheesy is not a problem of the concept, it is how it is executed it.

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jerry32j
Cyborg Engineer


Joined: 13 Jan 2008
Location: I am GDI! I am multiple people!

PostPosted: Tue Feb 05, 2008 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

"EA's scrin looks fine. You can't knock the tripod design at any rate." - Paranoia

I personally agree with paranoia. You can't knock the scrin in C&C3. I mean, seriously. They were BORN in the tiberian planet! They have had centuries to adapt!

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Feb 05, 2008 1:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:

I do remember that, it was more of an allusion to the Dune/Tremors series.

Ginat underground worms plz?

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Tue Feb 05, 2008 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Getting Minotaurs and Sonic Tanks eaten by a sandworm isn't very fun, gufu #Tongue

Perhaps improving the Ion Cannon so it doesn't shoot a single tiny beam or something?

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Tue Feb 05, 2008 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Destiny wrote:
Getting Minotaurs and Sonic Tanks eaten by a sandworm isn't very fun, gufu #Tongue


Well I think that losing an expensive unit due to a "random" event is fun.

I have to say, being a Dune fan, I've been playing with the idea of a sandworm like tiberium creature from long ago. Though I haven't coded it, I think the best method to have it done would be to use an invisible invincible building. The building's weapon, would make a report sound (made by a soldier, saying worm sign). The projectile would be slow and invisible; and the explosion itself would be the creature (emerging from the terrain) accompanied by a proper sound for the creature #Tongue

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Feb 06, 2008 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm thats a very interesting way of doing that method, if the timing can be done correctly I think it would look very good.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Feb 06, 2008 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

well it might depend on the terrain and the size of the worm.. if the target in question is standing on a cliff, or by water, or something, it'll take away from the effect..

But on a relatively flat desert map, it would be nice

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed Feb 06, 2008 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

But I notice the Sandworm coming directly UNDER the ground and swallows your Harkonnen Missile Tanks and Devastators somehow traps them in the wormsign, preventing them from escaping...it's not possible to create that effect, no?

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Wed Feb 06, 2008 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

iunno. maybe with emp pulse animation that damages your units. kinda like the squid logic..only..not so much. =/

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DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Thu Feb 14, 2008 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Glad to see TO firing up again...i thought you guys were doing some behind the scenes work to launch a huge massive surprise for us! Would be awesome if you could release all the unused voxels and SHP's...or more Wink. Some buildings would truly be useful. Also i second the ion cannon idea...make more than 1 beam...i used it, fires one beam and 4 others appear at same time around it...does a good deal of damage =]. I would show you...if i had my TS+FS still....

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Mar 08, 2008 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Say, fellas... are you going to add cutscenes if you will have a campaign? I have suggestion... it might seem stupid - but if properly done, it might even work! Er... Basicly instead of making cutscenes... draw them! Basicly draw what is going on the battlefield. This means you will only need sounds, and the rest is for the best guy with pencil.

Not really informative explanation, but you should understand me.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sat Mar 08, 2008 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
Say, fellas... are you going to add cutscenes if you will have a campaign? I have suggestion... it might seem stupid - but if properly done, it might even work! Er... Basicly instead of making cutscenes... draw them! Basicly draw what is going on the battlefield. This means you will only need sounds, and the rest is for the best guy with pencil.

Not really informative explanation, but you should understand me.


I actually suggested something like that before, animating cutscenes for the mod. But if it was done it should be made properly with no stickfigures =P

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Mar 08, 2008 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pepzi wrote:
gufu wrote:
Say, fellas... are you going to add cutscenes if you will have a campaign? I have suggestion... it might seem stupid - but if properly done, it might even work! Er... Basicly instead of making cutscenes... draw them! Basicly draw what is going on the battlefield. This means you will only need sounds, and the rest is for the best guy with pencil.

Not really informative explanation, but you should understand me.


I actually suggested something like that before, animating cutscenes for the mod. But if it was done it should be made properly with no stickfigures =P

Well, not animated - as ine alike sketches... minimum animation. Heh, sadly that only works well with naratives. Sad

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sat Mar 08, 2008 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps someone who's actually into being a computer animator would help out with the cutscenes, but it'd take a long time to do a bunch, make backgrounds, etc.

Oh and if you guys are gonna do the sand worm thing, I can send you all the slides/animation for the D2K sand worm, I might have the sounds hiding somewhere too. And yes for those who're gonna wonder how I got the graphics, there is a russian program for extracting/replacing D2K's graphics.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Sun Mar 09, 2008 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I think I know what youre thinking of, Gufu. Something like the Homeworld2-cutscenes, right?

They are quite impressive: Minimum of Animation and more like static pictures, but always with some moving details and flashing flash-lights or similar things, making them feeling calm, quite but yet lively.

Though I got to say theres only a small chance that TO will really bring up such things, since wed prefer to put that effort into the game itself. Besides - it would be quite a pain to find the guys to work that out...

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Mar 09, 2008 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Audiopulse wrote:
Well, I think I know what youre thinking of, Gufu. Something like the Homeworld2-cutscenes, right?

They are quite impressive: Minimum of Animation and more like static pictures, but always with some moving details and flashing flash-lights or similar things, making them feeling calm, quite but yet lively.

Though I got to say theres only a small chance that TO will really bring up such things, since wed prefer to put that effort into the game itself. Besides - it would be quite a pain to find the guys to work that out...

So we'll just try to make complete 3D or something? Oh well - your choice.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Sun Mar 09, 2008 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

how about letting it be completely? Id really love to see Cutscenes like this one:
http://de.youtube.com/watch?v=Esz_-z5V6qc&feature=related
Plus that theyd be quite possible with one or two skilled modelers and someone who could handle Flash perfectly - but we neither have anyone who could handle flash at all nor the time and energy to pull that up from the very ground.

Itll be much more sensefull to direct our resources to the game itself than into around 15 minutes of nice cutscenes...

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Mon Mar 10, 2008 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

About the sandworm, I feel a straight copy of the concept and look would be a bad idea. Well, that was after I skimmed through the TS:Rising forums to see what they had planned regarding Tiberium life forms.

So, it feels to me a bit odd to have the sandworm from dune in the game, atleast in the way of looks, but we could perhaps borrow some ideas from TS:Rising. How about some big sluggish tiberium land worm with tentacles, it could be a mobile variant of the Vein hole monster. But of course, this is only my opinion and we should discuss it.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Mar 10, 2008 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dunno, I wasn't bena ctually thinking of it being in such great detail - something like from the game Gromada (old, russian game). It was basicly like concept art which told the story. #Tongue

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Tue Mar 11, 2008 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm gonna make artwork for this project, but I simply can't do it now, because I'm not feeling well at all.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Tue Mar 11, 2008 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Helping Hands are always welcome. If youdnt mind - show us some work of you and tell us exactly what youd like to do for us at the "Staff needed"-topic.
Teamblack will answer you soon then Wink

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23-down
Vehicle Driver


Joined: 24 Dec 2006

PostPosted: Mon Mar 24, 2008 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi!

Here are my questions if still allowed. I didn't read most of the stuff here. Because most of it seemed to be offtopic.

my qeustions:

1. You said you will have a campaign for both sides. Are there any plans how many missions yet for each side. Or how many missions are completed so far?

2. Naval units in c&c tiberium sun? Arcording to your website yes. How so i thought it's coding like impossible. What else did you changed on the original code then? Any examples?

3. I know modders hate this question. How far in % are you in completion of the mod. Any possible release dates yet. Maybe in 6 months, maybe in 1 year?

I would it like to see if you people make more public relations on your forums here.

That means concepts (old & new concepts) , ingame shots like you released some allready (but more) & more unit pictures and descriptions.
I'm not sure but your website could need an update regarding all those things i believe.

All in one: You're doing a great job, and keep trying. From all mods on this website here i believe your mod will become the best mod if released someday.

sorry bad for my bad english...

greetings 23-down

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Mar 24, 2008 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Yes, there are a long list of works in progress, however, it looks like, as it will play out, we will have approximately 11 missions for GDI and 9 for Nod. This could change.

2. If you dig around, you'll find that Morpher came up with a brilliant way around this logic. Look for it in the tutorials section of PPM.

3. Of course, the generic answer is "It's done when it's done", however, by my (personal) estimates, at the rate we're going, we should have it done sometime late 08 or early 09. Workloads have increased, but so has output.


As for the website, It's actually gone through several stages, and we're working on updating it. Only time will tell.

Thanks for your support, and by the way, your english is actually pretty good. Better than most native speakers. Rolling Eyes *glares at gufu*

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Mar 24, 2008 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

The phrase "It's done when it's done" is, universal, no? #Tongue Ah, and yes, any rough estimates on the mod's filesize?

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Mar 24, 2008 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right now we're lookin around 30 MB, but we're likely to add more music, which will add some weight.

Thanks for the post Mr.23, you can be sure we'll post progress as it comes Smile

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Mar 24, 2008 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Thanks for your support, and by the way, your english is actually pretty good. Better than most native speakers. *glares at gufu*


Gufu is Russian you know.

And 30 MB isn't tah much. But I suggest keeping the music a seperate download.

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23-down
Vehicle Driver


Joined: 24 Dec 2006

PostPosted: Mon Mar 24, 2008 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for answering the questions, and so fast. Smile

I checked the tutorial section out. It's true morpher did there a really nice job. I can't wait much longer to play with naval units in tiberium sun.

And also thank you for lying and saying my english would be ok. Very Happy
It's funny you know others called me 'Yoda'.. Razz

I'm looking forward for your next update regarding the progress etc.

I recomment to put the music in the initial game release. 30 maybe 50mb aren't the world.

I try to come up with more questions in the following time.

greetings 23-down

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Mon Mar 24, 2008 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Please tell me you have made gameplay improvements since 3.7 TB.

23-Down wrote:
I checked the tutorial section out. It's true morpher did there a really nice job. I can't wait much longer to play with naval units in tiberium sun.


Naval units are cool in TS. However they are buggy, and the AI can't build any boats at all.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Mar 24, 2008 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
Right now we're lookin around 30 MB, but we're likely to add more music, which will add some weight.


Thank god I was able to put the cup down, before I read that.
30MB! That better come as a stand-alone! Laughing

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Mar 24, 2008 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberian Odyssey will be much bigger than the internal versions, because it will be stand alone.

Plus, it will be WELL protected, no XCC'ing for you guys #Tongue

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Mon Mar 24, 2008 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, Gufu's english has seen a lot of improvement lately. Surprised

Quote:
1. You said you will have a campaign for both sides. Are there any plans how many missions yet for each side. Or how many missions are completed so far?

Quote:
1. Yes, there are a long list of works in progress, however, it looks like, as it will play out, we will have approximately 11 missions for GDI and 9 for Nod. This could change.


We're actually aiming for almost 20 per side. Wink

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Mar 24, 2008 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I was looking on Muldrake's "Mission layout" lists.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Mar 24, 2008 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper wrote:
Tiberian Odyssey will be much bigger than the internal versions, because it will be stand alone.

Plus, it will be WELL protected, no XCC'ing for you guys #Tongue


Ah, the stand alones... what isn't those days? APB, Rebarn, Tactics,...

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Team Black
Defense Minister


Joined: 25 Sep 2006
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PostPosted: Mon Mar 24, 2008 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

20 per side?? Surprised


that would be great, but, honestly I doubt we'll get that far. We'll try 10 per side and see how we feel after that Wink

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Mar 24, 2008 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
20 per side?? Surprised


that would be great, but, honestly I doubt we'll get that far. We'll try 10 per side and see how we feel after that Wink


Expansion pack? Rolling Eyes

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Mar 24, 2008 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like I said, 9 and 11 is what's laid out by Muldrake, and personally, they're brilliant missions.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Mon Mar 24, 2008 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
Team Black wrote:
20 per side?? Surprised


that would be great, but, honestly I doubt we'll get that far. We'll try 10 per side and see how we feel after that Wink


Expansion pack? Rolling Eyes



thats what I said Wink

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Tue Mar 25, 2008 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
20 per side??


that would be great, but, honestly I doubt we'll get that far. We'll try 10 per side and see how we feel after that

Well, you said you wanted 20 *rolls eyes*

But let's say 10++ then. Smile

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DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Thu Mar 27, 2008 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper wrote:
Plus, it will be WELL protected, no XCC'ing for you guys #Tongue


Aghhh...damn Razz . Why not just forget that idea Wink ...and let us play about... Very Happy

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Fri Mar 28, 2008 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

About the XCC'ing, why would it need to be protected? If anyone stole something,
they would just be bashed by everyone else for stealing.

And sometimes, if there's a bug and we have to fix it,
we can't until a new version is released.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Mar 28, 2008 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Even better question, why bother? There isn't a big TS modding community, and we all know this.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Mar 28, 2008 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

SMT wrote:
About the XCC'ing, why would it need to be protected? If anyone stole something,
they would just be bashed by everyone else for stealing.

And sometimes, if there's a bug and we have to fix it,
we can't until a new version is released.



That's why Beta Testers are around. They test it for bugs, then we'll have a bug-reporting thread, so we can stay on top of it.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Mar 28, 2008 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

TO shouldnt be protected.. I d like to see my work to be opened for public research (and riping).

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Mar 28, 2008 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster is kidding. #Tongue

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Mar 28, 2008 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

No. I am communist Very Happy

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