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hey thanks for the info, could be right about that i didnt really pay attention to which directory the installer was installing to, but the whole point of an installer is to well do it for you automatically, anyways its not a prob i'll try that way.
I am still wondering if the Mod is available in a file format rather than packed into an installer, or maybe there is a way i can extract the files from the installer? cos doing via an installer i will have to remove the contra folders and set back the zero hour folders.
Contra works fine btw with manual install, hope changing the directory to right folder works, i'm looking forward to playing this mod ^^
Hi guys, I'm having problems installing this mod, the installer...well installs the mod but when you get the splash screen where you can start the game up clicking any button with various options for no units and quick start and so on and there is no response, the splash screen will just sit there as if nothing happened the only button that does work is the exit button.
My generals zero hour is from a copy of the first decade, which is already patched to 1.04, and the copy of TFD is legit.
I also had problems installing the contra mod also, the launcher is just terrible but as the files wasnt compiled into a installer package i was able to manually install the files into ZH's directory (backing up the whole original folder to begin with incase i wanna change back to normal ZH)
So my question is can i get the folders from THIS mod outside an instaler so i can do a manual install myself? this is also a great way to have more than one mod ready to go, just swapping out folders, its really easy that way, hope you guys can help me out i really wanna try this mod.
dude you should look and read everything before you ask n00b questions like that, its gonna take a while, good mods dont happen over night, if you read they said they will maybe release the mod in parts, 2 factions at a time, be patient.
lol this is a weird mod
lol this is awesome, the music is so different lol i like it, confederates would have a hard time against sov and empire armoured units, hmmz, guess they are more guerilla tactic type units, if they are cheaper to build with than other factions then the weaker units in larger numbers balances it right? IDK im no modder, wish i could do this stuff, where can i learn? lol
lol when i play a skirmish with this mod in no time my computer (which is generally high spec) will lag as it allows AI players to spam hundreds of tanks and infantry, still fun though and pretty difficult.
the game must have lagged like hell regardless of computer spec, there is no defence for that even if you take away all the other units leaving only the giga fortresses they are overwhelming enough, if you had 2 opponents remainng with SW's ready then they could reduce a lot of it if they have the right protocols and SW combinations but really there is no stopping it.
mirage tank right?
always love it when base defences get promoted
oops my bad i confused this with the psychic tower, so my previous comment applies to the psychic tower, sorries ^^ lol
will the gattling tech have that gradual spin up, that was awesome is it possible to achieve that effect?
secondary abilities? maybe something like boomer barrage (an idea of mine) where you choose a radius and the sub launches a big payload of boomer missiles that rain death on the area selected, downside temporarily cannot function its weapons after.
maybe its just for looks, if it functions then yes it is not fair lol
thats well designed, you guys got an unpacked view for us? or you still working on that?
i agree the model isnt yuri enough so a new design wont hurt, as for this your suggestion to make it as a new allied protocol an upgraded surgical strike is quite genius i think, but may i suggest not to make it stronger but to give it a wide area of affect, lets just say 4 times the radius of the original surgical strike, or make it a carpet bomber style, like with the centuary bomber but drops 4 times the payload in a widespread area. but if you make a new protocol for the allies the others need 1 too.
lol secondary ability..hmmz mutate slaves into brutes lmao..not a bad idea
lol give it an ability to pick up enemy vehicles............and like drop them in the ocean...good def against an apocalypse tank attack lol but seriosly it needs to be same firepower as the twinblade or let it carry 2 vehicles lol
if this just affects all tanks within a radius then a few of these could wipe out entire batallions of tanks, or is it a targetted ability? like affecting 3 or 4 units at a time and does it have a secondary ability? maybe giving it mastermind ability instead controlling the units it affects instead of destroying them with...chaos waves? :S
quite cool, how many units will it control, ive forgotten how many the original did i think it was 3, if your planning on having yuri clones units added (im still looking through this so i dont know all your plans yet) but you could have a yuri clone garrison it and upgrade its range and perhaps add an extra slot for controlling one additional unit or something...just idea's lol
lol weird that its surface mode is faster than its airbourne mode, especially when the concept presented is something that looks fast.
love the idea though.
similar to the RA2 one...probably better lol, I'm liking it very much, but didnt the mirage inherit the prism technology, do you plan on axeing/editing the mirage tank? i do feel that the cannon the original mirage tank used was very cool so if it could be edited back to the way it was then that would be awesome
hmm since its soviet I guess the use of soviet technology would suit best as a secondary ability maybe generating a temporary iron curtain over itself to escape, or to have a EMP blast to disable and escape from tank attacks, personally i think temporary iron curtain is best, but a very brief time for the effect as it would be unfair compared to the other gatherers abilities just long enough for it to initiate an escape move.