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Hmm, that's very odd. I could probably track down the problem looking at the code, but that's something I obviously don't have access to. Looking through other campaign mission there are some other... issues. Like the Pentagon being destroyed in the first few seconds of the mission to defend it because rockets do ludicrous amounts of damage to low tier buildings. Or in the mission to retake Langley AFB, the Firehawk bombing run power doesn't show up rendering the mission impossible to complete. Since campaign compatibility is not one of your goals the problems are understandable, but are still annoying.
Would you be willing to release the source code for you Xenoforce Original 3 mod? I do like your mod, but there are some things I would like to be able to change for my own personal preference.
Could you perhaps fix the first GDI campaign mission when used with Xenoforce Original 3 v2.1? In the first GDI mission the game will not recognize the fact you have built 3 rifleman squads, probably cause the rifleman squad tag differs from the vanilla rifleman squad. A similar issue arises in the tutorial mission, the game refuses to recognize when you've built a power plant. Other than these bugs the campaign seems to function fine.
This pleases me greatly.
Is this mod still in development, or is it (unfortunately) dead?
Emotions by Suncraft.
So, is this getting a release soon?
Amazing work. Can't wait to see the finished product.
Do you still have the source code for your ultraMammoth mod? If you do would you mind releasing it? There are a bunch of personal tweaks and minor bugfixing I would like to do with your mod, if you don't mind of course.
Do you still have the source code for this mod? If you do would you mind releasing it? There are a bunch of tweaks I would like to do with this mod.
Can the new aircraft carrier move and launch jets, unlike the stock Zero Hour aircraft carrier?
I would also suggest checking the code for the Zone Raiders, as I bet they are affected by this bug as well.
Zone Troopers do not regenerate health when idle even with the Scanner Pack + Auto Injector combined upgrade in Release 4.
This mod looks like some high quality stuff. I like it. I'm going to be looking forward to that demo release mentioned with great interest.
Such a shame that quality work like this will never be released. I hate it when good mods die.
Wow, an undead mod. I never expected this to resurrect. Anyway, I hope it gets released. Good luck.
Somebody call the mod ambulance! This mod is dead!
This mod better not die.
Only 30% more to go... Man, this wait is killing me.
So what's the progress on v1.8? What percent would you guess v1.8 is completed?
I really hope this is released soon.
I can't wait for this!
Is this mod still kicking?
Is this mod dead? I really hope it isn't. No update in 22 months.
Is there a date for a final release? I'm just curious if there is a set date for the mod to be touched up and the final version finished and made available to the community.
This mod would be awesome if it was ever completed fully. I hope you finish the mod and have fun making it.