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Do all the parachute parameters that are used in the Red Alert rules.ini work in the TD version of your mod?
(So that I only have to add them to my .ini file)
I have a lot of ideas about things that could be parachuted.
As I said nuke had wrong scaling in v40 (fixed in v41) maybe your pc couldn't handle that, idk I don't have crashes when I fire the nuke.
The problem with the turrets should be fixed with v41, which was reported/discussed in said bug report thread.
Also from what I found during getting my platinum:
- Sometimes Helicopters with Veterancy level hover above landing zone and freeze there.
- Sometimes while building turrets there is just a gray placeholder which doesn't react in any way. Got it while building Turret / Obelisk in Covert OPS. You can't sell it but you can fix / attack it as it has HP bar.
Thanks for the reply i tried to download the os big editor from the website it doesnt seen to be downloading. I will try again later.
Can someone point me to a rule I can change?
Maybe i missed.
As such, anyone trying to do that final dino mission should turn this mod temporarily off so that the mission doesn't become impossible to beat.
Could you please tell me how to change the tib growth rate then? I'd greatly appreciate it.
Also, how do you activate the "bounty system"? I would really like to use it after all.
This mod has a highly customizable tib growth algorithm since Version 36.
@Rookie (ZOE) This mod works in both game modes.
Not sure why I have to write this so often, the mod tells you when the required mod is missing and it also tells you that you have to restart when after it integrates the new graphics into the games config files.
[General]
TechUpgrades=no
NewUnitsEnabled=no
I'm almost done with the next update in which I changed GuardRange, it then will only apply to human controlled objects in normal guard when it is shorter than weapon range. GuardRange for area guard ('G' hotkey) has not changed.
There is a feature request thread so you can post your ideas their if you want something added to the mod.
what is the highest safest guardrange I can put?