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Showing most liked content on 02/25/2021 in all areas

  1. 5 likes
  2. Right, I forgot how bringing up numbers of any kind in these games will win you a one-way ticket to the Shade Shack™.
    4 likes
  3. No, I'm making a meta joke on his games. Especially his Dead Space ones.
    3 likes
  4. 3 likes
  5. That is correct. We didn't have time to port the Service Depot from 2.0, and we do not even have refill pads yet. 1.6 is supposed to be a better release than 1.5. And with all the fixes that went into it in limited time, I have to say that it's much better than legacy 1.5.
    3 likes
  6. Outing that you were alignment changed is generally considered "game throwing". However, most people get so mad at having their alignment changed most places that play mafia forbid games from having alignment changing roles to prevent anyone from throwing a fit and ruining a game by game throwing, just to avoid the issue entirely. On those sites, if a game includes a cult or alignment change, it's generally an open secret. However, we're one of the few places that doesn't really care, so the mechanic can come up by surprise, though in general if you're converted to a cult and at day start yell I'M A CULTIST NOW that would be seriously frowned upon.
    2 likes
  7. I had considered it. Not knowing that you're not supposed to give away that you're turned would explain why nobody else has come forward (among a few other possibilities). Also possible is that it's true it didn't work on him, but it did work on someone else, hence why they haven't spoken up. I'm not sure how much stock I'd put in a cult this game though. Also I'm going to have to start quoting Hubert when arguing with Shade.
    2 likes
  8. Umagon is great, as is Toxin Soldier. The Cyborg Cannon may be a bit too powerful for structures and vehicles. WhereIsMyMedal and I, were able to wreck havoc inside of GDI's base. Once Moonsense, MPRA2, WhereIsMyMedal, and I all grouped up and pushed with Cyborgs, we were able to destroy the majority of GDI's base. The Cannon has an added benefit of being able to one shot kill most infantry.
    2 likes
  9. We really did try everything that was possible on this scripts version. Nothing worked, and it was decided to cut it for now and make it better in 2.0.
    2 likes
  10. 2 likes
  11. Hello everyone! We’re happy to announce that we’re pushing out patch 1.6 today. We’re sorry for the late notice, but this should hopefully make the event a little better compared to what’s currently in 1.5. Below you’ll find the changes that we’ve made, and should be available on the launcher soon! GENERAL -TSR 2.0 Menu and Intro Movie backported from 2.0 -Rocket warhead effectiveness VS flying vehicles increased to 1 (was 0.8) -"Unit Ready" announcement no longer plays twice Infantry -Veterancy purged from all infantry units, effectively removing it from the game -Third person camera adjusted to be smoother -Minor lighting adjustments -Cyborgs and Enforcers can now drive vehicles -Umagon anti-vehicle C4 and Toxin Trooper Toxin Grenades removed -Umagon and Toxin Trooper projectile gravity increased to 0.5 (from 0) GDI -Disc Thrower secondary fire removed -Disc Thrower Gravity changed to 0.5 (from 2.250) -Disc Thrower Projectile velocity increased to 60 (was 40) -Disc Thrower range reduced to 100 (was 180) -Riot Trooper moved up on the purchase list -Riot Trooper Price reduced to 400 (from 700) -Shotgun Slug ammo cost reduced to 1 (from 2) -EMP mines removed from Riot Trooper -Umagon rifle is no longer burst fire -Umagon damage up to 33 (from 11) -Umagon magazine size set to 8 (from 18) -JumpJet armor reduced to 0 (from 40) NOD -Elite Cadre Grenade Launcher now has unlimited ammo -Cyborgs now have their arm cannon by default -Toxin Trooper damage up to 30 (from 10) -Toxin Soldier magazine size set to 10 (from 30) -Confessor Rifle damage boosted to 18 (from 14) -Cyborg Commando speed increased to 6 (from 5.5) -Cyborg Commando now has a flamethrower secondary fire Vehicles GDI -Wolverine Targeting Range increased to 85 (was 75) -Wolverine MaxEngineTorque increased to 5000 (was 4750) -Hover MRLS secondary fire removed -Disruptor Health/Armor increased to 500/500 (was 450/450) -Disruptor now uses Heavy armor (was Medium) -Juggernaut Splash Radius increased to 15 (was 12.5) -ORCA Fighter range increased to 120 (was 90) -ORCA Bomber Splash Radius increased to 30 (was 15) -ORCA Bomber Splash Damage increased to 130 (was 120) -Carryall texture updated NOD -Attack Cycle model & physics updated to handle far better, making for a smoother experience -Tick Tank now uses the same emitter when deployed and undeployed -MRV now has a repair beam -MRV range increased to 12 (was 6) -Cyborg Reaper damage increased to 40 (was 35) -Cyborg Reaper web removed -Harpy damage down to 6 (was 8 ) Buildings -Vulcan Cannon damage reduced to 6 (from 8 ) -RPG Turret damage reduced to 70 (from 80) -RPG Turret now uses Rocket warhead, making it more effective against vehicles, but less effective against infantry Levels General Ion Storms have been removed from most levels. TS_Crossroads - Finally added the missing Gas Station and Local Store to the middle - New Outposts have been added near each Faction's base in the middle - Civilian buildings have been added near the GDI base - The crashed Banshee has been moved closer to the shore and a small car park is now in it's place - Some texture updates - Fixed an area where you could go out of bounds - GDI Base defenses no longer float TS_Drought - Added a Civilian living area to the GDI side - Added a small industrial area to the Nod side - Various objects have been placed over the map for better infantry combat cover - Other small changes and additions TS_GrandCanyon - The Tiberium Sludge is no longer broken TS_Isles - New back amphibious routes to the Nod base TS_Shallows - GDI base defenses no longer float TS_Snow - New vehicles have been added leading into the side of each base - New vehicle routes have been added along with tunnels leading into each base - Some missing objects have been re-added - Mutants and the Mammoth Tank have been removed from the middle area - Crates will no longer float
    1 like
  12. By the way, I moved my vote to you because you didn’t vote for ChopBam on his birthday. That’s kinda sus.
    1 like
  13. Technically it's not against the rules. What's against the rules is "losing on purpose". Hell, I've seen people announce at the start of the game they were scum, RP it, and win, and that's generally considered epic lols. I told FRAYDO about somebody doing that on MU awhile back which is why he almost attempted it last game.
    1 like
  14. 1 like
  15. IE if you're converted you're supposed to play along, but a lot of people in the wider mafia world (not here) have trouble with that so many sites avoid it entirely.
    1 like
  16. He's specifically referring to you being mind controlled into serving the TP, so your victory condition would switch over to the TP victory condition also and you wouldn't want to reveal you're also a TP now.
    1 like
  17. Ah, yes. Unlynchable scum that could NK was the best game mechanic ever.
    1 like
  18. Oh yeah, VERTi60's Mafia Games. I loved that movie.
    1 like
  19. I’m curious about what you don’t like? At least explain what you dislike about the update so we have a chance to explain the reason for the change. This comment is as vague as the comment you left in the APB changelog (which also didn’t name what changes you didn’t like).
    1 like
  20. 1,574 downloads

    Ever wondered where RA:APB started? Well, you can see for yourself! Back in 2002, two gents known as Agent Gibson and 13f7h4nd3d (Lefthanded) hatched an idea to build a Red Alert 1 themed mod for Renegade. This was a bold idea, as Renegade had only released earlier that same year. But they got to work, and Renegade Alert was born. Unlike all later versions which are "total conversions" aka standalone games, this initial release is a "pkg mod", or single-file self-contained mod, which was common in those days. It makes use of Westwood's built-in mod-loader, which works by using Renegade as a foundation, pulling what it needs from the base game, and loading new (modified) content on top of it to produce the intended experience. To play: (Renegade is required, version does not matter) Extract the .pkg file from the .7z file in the download. Paste it into your Renegade/data folder, and then run the game. Host a multiplayer game, and on the "map cycle" selection screen, choose "RedAlertMod" from the oft-ignored dropdown menu at the top labeled "Mod package". A single map will then appear in the list - ra_keep_off_the_grass - which you will want to double click to move into the rotation list. Click "start game" and travel in time all the way back to the dawn of Renegade modding! Enjoy!
    1 like
  21. Forg, who actually wanted to donate $50 but accidentally pressed the 0 key twice J/K - Very nice and generous man!
    1 like
  22. LMFAO Nu Pogodi Renegade-da Cheeki Breeki Cyka Blyat *I Need Repairs* *I Need Repairs* *I Need Repairs* *Negative*
    1 like
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