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July 9th, 2008, 04:20 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New mod commands
Some of those mod commands will be seriously useful.
I'm curious about what #dt_raise is though. The only thing I can think of is that it replicates the soulless creating ability of the twin spear.
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July 9th, 2008, 06:16 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: New mod commands
That's exactly what it does.
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July 9th, 2008, 06:34 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
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Re: New mod commands
I would like to see some more map commands.
Basically a command to position a sqad/commander on the battlefield and another one to give up to 5 special and 1 general order.
With this you can set up fine SP scenarios without any other AI involved beside the battle AI.
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July 9th, 2008, 06:53 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: New mod commands
Oooh! Yummy! I'll be able to do the trampler mod the way I wanted to!
Is there something in the game that currently does construct-only damage? (I know there are ones which do multiplied damage on constructs.)
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July 9th, 2008, 07:16 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: New mod commands
There is probably some mechanic that does that, so it just got activated for weapon modding. I didn't just pull it out of my arse, if that's what you're thinking. I'm thinking crusherknack is probably that weapon, it's a secondary effect of the Smasher.
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July 9th, 2008, 08:50 PM
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BANNED USER
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Join Date: Feb 2007
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Re: New mod commands
Ah if only we could get the ability to add recruitable troops and commander to non starting sites too. That would be the icing on the delicious patchcake.
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July 9th, 2008, 11:46 PM
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General
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Join Date: Jun 2003
Location: az
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Re: New mod commands
Quote:
calmon said:
I would like to see some more map commands.
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Yes more map commands would generate interest in gamers creating unique maps. Map edit commands could use some love.
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