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Old December 16th, 2008   #11
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Default Re: Absolute Corruption Mod 1.0 released

I was just telling you to adjust the Galaxy Map Radar, and the planet icons on the radar so they all fit.
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Old December 16th, 2008   #12
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Default Re: Absolute Corruption Mod 1.0 released



The mod is down for a reason, to quote the EaW's Site Admin.

Quote:
There has been discovery of ripped models/skinzs
THREAD HAS BEEN REOPENED, ISSUES HAVE BEEN RESOLVED.


Last edited by Admiral Antilles; December 17th, 2008 at 02:08 PM.
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Old December 17th, 2008   #13
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Default Re: Absolute Corruption Mod 1.0 released

Yep, we is good again!

Download download download!!


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Old December 17th, 2008   #14
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Default Re: Absolute Corruption Mod 1.0 released

yeah... i cant make any mines either... and one of the GC maps, the new one with all 3 sides and all the planets activated has a slight problem. the Empire starts with only Coruscant... and all the nearby planets already have full space stations and ground forces... and you start with too many vessels, so your population is too high to do anything... WTF?

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Weep ye all with me."
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Old December 17th, 2008   #15
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Default Re: Absolute Corruption Mod 1.0 released

its meant to be that way but I can add mines in the next version if you guys like, I'll give them a flat rate bonus of 100 credits, the financial center is supposed to mimic trading of all raw materials not just one, thought it would be more interesting.

as far as difficulty goes, if you build space stations youll have enough population but the intent was that you get out and start conquering systems... since i predicted that people would say hey, I'd like a higher limit, and if you recon the planet with a stealth unit youll see there is one planet with only a level 2 space station, and a token ground force, this is a thinking mans mod, if you come face to face with a hostile feet it is even terms, but if you set up to hit their flanks as they advance they will get off less firepower due to fireing angles.

I appreciate the input and even though I personally like a very difficult game I will make 2 or 3 nearby planets with level 2 space stations when you start and bring back one mineing facility which you will be able to build and then the financial center will be the upgrade to the mining station... youll notice you have a space platform that gives you a monetary bonus also though, so you got two financial structures for one but I understand if you guys like them so consider them back for version 1.1.

please report any bugs you find so I can fix them too asap, thanks again,

mobbmann
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Old December 17th, 2008   #16
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Default Re: Absolute Corruption Mod 1.0 released

TY Mobbmann.

Also, as I mentioned, it seems I'm unable to raid with more than like 1 unit. I tried taking 2 heros and an artillery, but don't get option to raid. I think in your vanilla EAW mod, I was able to raid with like 2 heros, T-3b tanks and artillery (was like 4-5 units), but for ACM, it seems I can't raid with 2 units..... I didn't really mess with it much and just got home from work, so I'll have to go check game to be more sure.
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Old December 19th, 2008   #17
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Default Re: Absolute Corruption Mod 1.0 released

wizdum70,
You can raid actually with 2 units, and stealth units dont count towards that number. just checked it to be certain
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Old December 19th, 2008   #18
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Default Re: Absolute Corruption Mod 1.0 released

I just uploaded version 1.1 with the following fixes/changes:

* Version 1.1 Bug fixes/changes:


- Viscount, Titan and at-pt hardpoint bug fixed. (USMCSHARP)

- Assault Frigate MKI Death animation fades away now

- building bug on bothawui fixed (cap Keyes)

- Silri and night sisters upgraded and improved with force abilities

- Sundered heart now only uses 1 population point.

- Mines added as tier one financial upgrades, tier two is the financial center

- added walking sounds/foot prints to at-pt and at-rt.

- Obiwan now has commander bonus and specforce company.

- miscelaneous typos fixed.


and some added thanks in the thanks section to major a payne and people who found bugs in version 1.0. Once again I appologize for the bugs but then again, it was version 1.0 and any first release has some issues, thanks for being patient once again.

Mobbmann
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Old December 23rd, 2008   #19
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Default Re: Absolute Corruption Mod 1.0 released

Hello Mobbmann, I'd like to congradulate you on a project well done. (and I look forward to future versions.)

I'm finding it a lot of fun. I'm currently playing the GC map as the Imperials, and I have a couple of questions,

1 On which planets can the Empire build SSDs? (i'm at tech level 5) You didn't provide a tech tree in the readme. The reason is, the Rebels already attacked me at Kuat with a Dreadnaught (the really big one :P), and next time, i might not have a Hypervelocity Gun on the planet's surface to hand. :P)

Also, i noticed that Vader no longer has the Executor....damn.....the Executor's a nice ship. :P

Also, when you listed the new units in the readme, you didn't mention which faction gets what, i know some are obvious (Jedi and Sith), but the Trade Fed units (stap and Driod fighters/control ship) not so much. :P

some clarification would help clear my confusion.

Thanks.

"Initiate primary objective: Destroy the Federation fleet. Assimilate Earth"
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Old December 30th, 2008   #20
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Default Re: Absolute Corruption Mod 1.0 released

I've got something about the Canderous tank: it doesn't target all units with its lure ability. Also in the codes, only the original units and turrets to be targeted are there. Just something for a next version to be fixed/done.

Oh, btw: Awesome work again!



(oh, forgot. 400 posts )



Last edited by V.; December 30th, 2008 at 05:44 AM. Reason: the 400-post thing
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