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Nod Guardians of the Crystal
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Jul 19, 2011 9:18 pm    Post subject:  Nod Guardians of the Crystal
Subject description: sequel of the Red Zone Campaign (the previous one)
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Edit (Aro): Attached the download to this post.

Hi guys i present to you anther little campaign.
After the Red Zone Campaign, GDI have lost a lot of men, fighting the Tiberium Lifeform. Nod plan was a success because they wanted this, GDI lost a lot of bases,units... even nod lost something (see last GDI Mission in previous campaign), but there was one remaining Missile silo, loaded with Liquid Tiberium Missiles ( see last Nod mission in previous campaign).

Now: Nod have attacked all GDI Borders nad they use those missiles against them.

GDI Jobs is to protect those Borders, Cities, Bases... To protect and serve!
Nod Jobs is to expand the Tiberium all over Europe and destroy the GDI/Globotech Units and Bases, Have Fun with the Brotherhood Arsenal

GDI 01: He is in my scope.
While GDI Troops attack the Base near an important tunnel, where Nod Reinforcement arrive, you have to assassinate the Nod Commander in an undercover operation, using only a sniper.

but you will have backup, like this

I'll release This mission as a Demo (no .ini files, so no text/briefing) but when everything is done I'll release all files Wink
i hope to make more detailed maps Smile



Nod Guardians of the Crystal.rar
 Description:

Download
 Filename:  Nod Guardians of the Crystal.rar
 Filesize:  595.98 KB
 Downloaded:  291 Time(s)


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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Tue Jul 19, 2011 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice!!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 20, 2011 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Nod 01: Shadow






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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Wed Jul 20, 2011 4:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Either "scout must be kept alive" or "scout must stay alive"

Looks nice Smile

If I may request...or suggest....you should recreate the Nod mission (i believe the 2nd) where you mus "Capture the TV station to the east."

Always loved that one!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 20, 2011 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

as you request bro Wink I'm on it

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Jul 20, 2011 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the idea where the sniper must request an EMP to get past cyborgs.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 20, 2011 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks bro Smile

The only thing is that you have to wait the charge before shot (The trigger "one-shot super weapon with the EMP" doesn't work)

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 20, 2011 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

i need help about a trigger, in the mission i have to capture the globotech radar array, conditions are: if the radar is destroyed mission failed - if radar captured objective 1 complete. but the game bug i try to add these conditions or when i capture it the mission is failed

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jul 20, 2011 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 20, 2011 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

i've tried at the beginning with something like that (entered by... attached building,) but i have to set looser trigger if the attached building as been destroyed (if i comand to destroy it for example).
When i capture it Mission failed and when i attach triggers each other, the game crash so maybe i made some mistakes when attaching triggers?

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Thu Jul 21, 2011 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I could make it so that if it gets destroyed, you lose, or if you capture it, the objective gets done, but I couldn't make the lose condition work after it is captured Confused ...

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jul 21, 2011 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

that's great don't worry Wink

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Fri Jul 22, 2011 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

GDI Mission 2 Resistance


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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Fri Jul 22, 2011 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

GDI 03: Exodus






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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Sun Jul 24, 2011 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

GDI 04: Acta Non Verba


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 24, 2011 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

omg, you use my enhanced talkbubble system. Surprised Thank you. Very Happy
It would be great to see them much more used.

btw, the talkbubble time in TI is set to 1000 which is very long. This was done on purpose as you can use TalkBubble 1 to clear an already visible TalkBubble via a trigger and this way define exactly how long each bubble should show.

e.g. a Dropship arrives and unloads troops.
1. let it show talkbubble index 4 (green arrow with "move to" symbol)
2. short before it lands/reaches the dropzone, show the deploy bubble (the one in your pic)
3. use same bubble as in step 1 when the dropship moves away again

On the Orca you could use bubble 6 which shows a red arrow with an attack symbol when flies a scripted attack.

You can also use Talkbubble 2 to mark several units. e.g. when you show a text "this is your attack force" and then highlight these units with the bubble.

Btw, the even numbers 2,4,6,8 etc are for vehicles and uneven 3,5,7,9 etc for infantry (1 is special case to remove a shown bubble) with 2 and 3 belonging together, 4 and 5 etc.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Sun Jul 24, 2011 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the idea of your talk bubble system a lot Smile , in this case, the orca is on recon, he doesn’t have a script to attack he's only scripted to move, so i should use the N° 5 right?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 24, 2011 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, it's Nr 4.
XCC Mixer is counting from 0 but the game starts at 1.
1: no bubble (to clear a previous bubble)
2: vehicle selection box (to mark/highlight an unselected unit)
3: infantry selection box (to mark/highlight an unselected unit)
4: vehicle "move to"
5: infantry "move to"
6: vehicle "attack"
7: infantry "attack"
8: vehicle "deploy"
9: infantry "deploy"
10: vehicle "repair"
11: infantry "repair"
12: vehicle "heal"
13: infantry "heal"
14: vehicle "work" (showing a shovel; e.g. for units like a bulldozer who should deform ground)
15: infantry "work"
16: vehicle "enter"
17: infantry "enter" (for capturing; e.g. engineers on their way to a bridgehut)
18: vehicle "protect"
19: infantry "protect"
20: vehicle "sell"/"money" (a unit that is supposed to be sold, or e.g. a full harvester that should be brought to a refinery)
21: infantry "sell"/"money"
22: vehicle "C4"
23: infantry "C4"
24: vehicle "stop"
25: infantry "stop"
higher numbers aren't finish yet and only used for testing purposes.

btw, i'd love to see more screenshots with the bubblesystem in action. Very Happy

Oh and if you have ideas wishes for additional bubbles let me know. I'll then include them in the next public release.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Sun Jul 24, 2011 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the list bro !! I'll save it in a file, it is really useful! i'll use them more often now, if i have an idea for future talkbubble i'll tell you Wink

can you do a selection box for buildings? (to mark/highlight an unselected Building) or writing on it "Objective" or "Target"?
can you do the same thing on unit/infantry ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 24, 2011 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know if a selection box works on buildings. You have to test this yourself, as i'm currently busy with the new Nod buildings.

To create a bubble that has only the text "objective" or "target" displayed is no problem and i had some small texts already planned.
Like
"Yes, Sir"
"Watch it"
"Over there"
"Vehicle inspection"
etc
So you can actually see 2 soldiers talking to each other or see a small text message concerning the orders of a unit.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Sun Jul 24, 2011 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool and keep up the great work with nod buildings and talk bubbles bro! i'm waiting the new release so i can remake my campaigns with those new unit/buildings Wink

can i set the talk bubble permanently?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 25, 2011 7:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Afaik no, but you can add the TalkBubbleTime key to your map and raise its value
e.g. add to the map
Code:
[General]
TalkBubbleTime=999999
However i'm not sure which value range this key has. It might be only unsigned shortint with max 65535.
You could also test -1 as this is for several keys the infinite expression.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Mon Jul 25, 2011 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

can i add the talk bubble to all units in the team? can i add it on an existing unit already in the map?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 25, 2011 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not that familiar with mapping, but afaik is the talkbubble automatically applied to all units in the team, which follow the script with the talkbubble.

Yes, you can add it to an existing unit. My testmap has this too, but i've let it done by one of our staff mappers, so this should again answer one of our experienced mappers. IIRC the team has to have the already placed unit, the group of the unit should match the team and then the trigger should catch the unit and use the script on it. (It's similar to the moving train trigger, as the train needs to be placed on the map too).

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Mon Jul 25, 2011 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

GDI 05 final: No Pain, No Gain





as you can see only 1 unit for team have the talk bubble (script not trigger)

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Mon Jul 25, 2011 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

From my experience, applying talk bubble to a team consisting of more than one unit still only shows the bubble for one unit of the team. Idk the
logic of how the game chooses which unit shows the bubble.

In general the talk bubble system is really cool, but it's very painful to properly implement it script-wise.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Jul 26, 2011 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

oh.... there is a way to apply to all the units the talkbubble?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 26, 2011 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Now that i read TiberianFutures post, i remember that there is really only one unit getting the bubble. So i fear you have to put each unit in a separate team and give it a short talkbubble script.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Jul 27, 2011 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

i saw the update so i'll wait it for release the campaign

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Sun Jul 31, 2011 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Nod 04: No more shooting








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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Sun Jul 31, 2011 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks great Wink

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Mon Aug 01, 2011 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nod 05: Tiberian Sun





Ob 1: Protect the Toxin Truck (durign the whole mission)

Ob 2: Destroy GDI Base

2nd campaign completed now waiting for the new TI Release and i'll modify them and i'll release this campaign
a 3rd campaign will come Wink of course it will be the sequel

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Last edited by LordCesare on Mon Aug 01, 2011 4:18 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Aug 01, 2011 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Thing on ground?! Blasphemy! He cannot possibly live underground!

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Mon Aug 01, 2011 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

ops how should it work? this is the first time i use it Sad

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Aug 01, 2011 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Thing is supposed to be water-bound only.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Mon Aug 01, 2011 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh i'm really stupid =_=" i'll change it right now!

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Mon Aug 01, 2011 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those missions are looking very cool. The maps are looking a lot more detailed, they look good.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Mon Aug 01, 2011 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks I have already another campaign in mind but i'm waiting the new mod release i hope sooooooonnn

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Wed Aug 03, 2011 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey why don't add some kind of tiberium LAT (not the Crystal LAT) i mean some kind of tiberium terrai LAT like the one in C&C3 TW

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Aug 04, 2011 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh Goodie Neat Missions. Nice work and good luck with future maps Smile
For the GDI Defence missoin Map Why don't you consider putting
the Mammoth MK2 As Last of wave Reinforcment's for GDI
and disable it form the build menu And let it come Elite With Elite
Smaller Unit's Golaith's may be. these will come when nod OverRun most
of GDI postions.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Sat Aug 06, 2011 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

ahahah what the... buumm! the thing make is appereance even in the next campaign

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Aug 06, 2011 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Surprised Surprised Surprised

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Aug 09, 2011 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

how can i delete the "old" word of the tiberian dawn structures? the Rules.ini doesn't change them....

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Tue Aug 09, 2011 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's controlled by the 'Name=' tag, just edit those.

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Tue Aug 09, 2011 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

i've changed that code but nothing but if i change the name of a unit ( like the TD ones) its ok O.o" strange

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Fri Aug 12, 2011 7:09 am    Post subject: Reply with quote  Mark this post and the followings unread

RELEASE report anything and comment Wink



Nod Guardians of the Crystal.rar
 Description:
fixed nod mission 5

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 Filename:  Nod Guardians of the Crystal.rar
 Filesize:  595.98 KB
 Downloaded:  268 Time(s)


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Team : Mentalmeister | Mapper for Mental Omega 3.0

Team : TO Project | Mapper for Tiberian Odyssey

Last edited by LordCesare on Sun Aug 14, 2011 4:43 pm; edited 1 time in total

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Brotherhood of GOD
Cyborg Engineer


Joined: 12 Jan 2010
Location: Worldwide

PostPosted: Fri Aug 12, 2011 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Second GDI mission looks like broken.It's uncompleteable for me.Nothing happens when I destroy Nod forces. Sad

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Brotherhood of GOD
Cyborg Engineer


Joined: 12 Jan 2010
Location: Worldwide

PostPosted: Fri Aug 12, 2011 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

First Nod mission is fully shrouded and it's hard to find a scout.
Also,in first GDI mission EMP cannon charges too slow and cyborgs can easily kill your sniper.
But anyway I like your campaigns,nice job. Smile

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Fri Aug 12, 2011 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

the second GDI its ok you have to search Nod troops around the area if the mission isn't complete, about the 1 nod mission i'll put a waypoint for reveal shroud.... do you finished the campaign?

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Brotherhood of GOD
Cyborg Engineer


Joined: 12 Jan 2010
Location: Worldwide

PostPosted: Fri Aug 12, 2011 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've searched everywhere but haven't found any enemies.
No,I haven't finished the campaign yet.

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