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Raptor29aa

Testers
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Everything posted by Raptor29aa

  1. Seems to be coming along nicely, one question though... I see a refinery , but don't see a wf so what would happen if the harvester died? (Or will there be one?)
  2. I like this map, although I feel it needs more Tiberium.
  3. Sweet the robot tank! The fast expendable scout as I recall (also great for diversions). I do wonder if the battle fortress has gotten the infantry carrying and shooting capability. Great job on the air force HQ, I've always enjoyed the attention to detail. I wonder which building interiors are left to finish?
  4. Remember a long time ago a site called oxystats. It kept statistics on everyone who played on the server. It also had awards/levels for those who used different units (for example I was a bronze level sniper and gold level tank commander). I knew people that where on just for the sake of leveling up. Maybe Reborn could develop a similar program for servers?
  5. If you swap bases, GDI would be attackable from underground, bridge 1&2, and land; Nod would be attackable from land, the dam, and the water. Thus swapping is out of the Question I don't think this Maoist a total GDI win. Unless the water is open to mrls, then the dam would not be a viable coke point for nod to artillery + tick tank. (Scenario) GDI defend bridge by water Nod is forced across land bridge. (Scenario) GDI use mammoth And Titans to stonewall land bridge. Nod's response is artillery + tick tank or underground ambush with CC. (Or if both land bridges are vehicle accessible then a flanking maneuver would work as a defensive strategy)
  6. I sensing dog verses cats or bears verses dogs. (Add rockets and you're in business). Or a new unit that can summon ai dogs or bears (like a bear gun). (That would make a new meaning to the right to bear arms)
  7. Here are the screen shots Front Back Side Under Here are two different .max files of just the suit (just the model) Number 1 (model with bones) Number 2
  8. Ok here you go a few pictures of the human models. Use whatever you like and alter it however you see fit. Note:The powersuit armor is not part of the human model,unlike the last two screenshots (those two would be the models underneath the armor)
  9. I remember the star wars mod http://www.moddb.com/mods/a-new-hope LoL got to love the VOLT tie fighters.
  10. I could post photos but it would only be texted and boned models. I never got on to buildings or LE work.
  11. I agree being able to walk a Titan or a juggernaut through a city or fly between buildings would revive the nostalgia in any TS player making them drool in a wonderland of memory and fantasy.
  12. I figured this would be the place to share some moddels. Brief history Around December 2010, I started a project to make an Xcom Ufo Defense mod for renegade. I made a lot of models but after a while I lost interest. So here I am four years later cleaning out hard drive space and I came across my old forgotten project. Instead of deleting it, I figured I should upload and release the raw material in-case someone wanted to pick up where I left off. The file The file is 100MB download 226MB once unzipped some of the models are more finished than others. Weapons were not finished at all Details -Aliens cyberdisc, reaper, sectopod, silacoid, celatid, chryssalid, Ethereal, Floater, Muton, Sectoid, and Snakeman -Humans Four human models each in different armors (regular green, alien alloy, and power suit), also cannon, missile, plasma tanks. - Buildings only Conscept art -Sounds All xcom sounds
  13. The reaper shouldn't have limited ammo because nod has no service depot to restore the ammo (unlike GDI). So a longer cooldown would make more sense. Ghostalker would be a good counter, or an anti-tank unit, or a wolverine (which I am looking forward to piloting). Lastly cyborg repears are similar to wolverines in my opinion, both are anti-infantry. Just one uses a net while the other uses twin machine guns.
  14. Ok I do apologize, but what I am trying to say is that The reborn teams at work. I hope I don't get canned from the testing team for this info but... Since late January a new scripts build, for a tweak or a fix or a new change in code, have been posted every 4-6 days. I won't reveal contents of them, but it shows how close and how hats the team is working. I am looking forward to not either during blue helling or lagging up when deploying or deploying in a cloaking field. I am looking forward to a jump jet actually flying not walking. I am looking forward to a burrow system that does just send you down to another plain/terrain. I look forward to actually being able to use a cyborg repeaper without during or glitching through the terrain. Same goes for the hunter seeker unmanned system. Or the APC being able smoothly transition from water to land. I was part of the reborn testing team two years ago. And I hope the new team has the Nod attack cycle fixed. The thief system fixed and the Ai for the mammoth mkII fixed (one stolen it still gunned down your team mates, I was like holy crap its killing my team in my base and then my base buildings.) And lastly I think the majority of the mentioned above are either fixed or are 90 percent there.
  15. I think Wallywood and his team can break this slowness curse, just as quickly as four ten-year-olds drinking energy drinks can beat Halo 4 in one night and brag about it.
  16. Cooking...eh? I tested the last version with the previous team a year ago and it was ok (Air combat was horribly imbalanced). I hope this new version has a little more charm (and better wolverine combat). :sg:
  17. I know that, I was just asking about it's aiming mechanism. (basically it sounds like the Ion Cannon will operate like a cannon)
  18. Will these structures be map dependent? Will the Ion cannon require a flare/beacon? Did the Service Depot from blog 5 get textured?
  19. Does this include current testers as well? (Just wondering since I am one and haven't had access to any testing stuff yet)
  20. @ ryknow but paradroping + C4 used to be my strategy for killing the MKII @ wallywood As far as leg ramming is concerned it works best with the ore truck on uneven hills/terrain (catching it on threes legs helps immobilize it). @ verti60 The last RC I tested the AI sams on it were beasts not to be ignored.
  21. I just thought of this... Will the SG turn off is the Nod Power Plant is destroyed? Or will it have it's own power source?
  22. LIke all of this. My feelings on the Steath Gen. or SG is that cloaking buildings (which has too many complications anyways) shouldn't be done. <- this is a controversial statement... sorry. My point: the buildings aren't going anywhere, but it's good that the defending infantry, tanks, and laser turrets (if set to vehicle) will be cloaked. Plus this'll make my jorb easier, which was hiding cloaked MSGs in the nod base to achieve the same effect. (The cloaking effect does turn the tides of base defense).
  23. Sweet another unit with the ability to burn stuff!!! :emot-dance: (It's an alternative to cyborg commando flame thrower!) Anyways I agree also Enduar's idea of orca bomber with naplam sounds cool as well... :emot-madmax:
  24. A worldbox is not the targeting box. It's an invisible box that characters and vehicles use in the game to calculate collisions. I'm not sure if this box is used to calculate the target box but without worldboxes, everything would fall through the floor. I was the one that mentioned the phrase "world box" in error and It got used, sorry. But yea in RC 1 the MSG worked fine without issue0, but in RC 2 this problem reappeared. As stated above DarkAngel knows something about resolving this issue.
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