That eagle looks mildly familiar :P
That eagle looks mildly familiar :P
Tracking. Looking very nice indeed, I like ths style. Good luck!
Sad news, but real life always trumps mods (well, nearly always).
I am very glad to have played a small part on DoV's developmnent on the wiki and website, and the hilarity that was the mod forum. I wish all you guys the very best.
Well, nearly all of you. Perhaps... maybe... :P
If I have some cash to spare, then yes. This mod has exactly the kind of vibe I want from a alternate Cold War setting, your work is very very impressive.
Good luck!
This mod is at the top of my want list, good work all round!
OUR CABAL EMERGES
OUR CABAL EMERGES
OUR CABAL.... SHUT UP! :P
Nice unit, well done!
I just ran the game as administrator, and its working fine now! Sorry, my bad :(
-- Log file for all error messages related to the Scar --
Starting SCAR...
4924
*FATAL SCAR ERROR: [string "MODERNCOMBAT\DATA\Scar\launcher.scar"]:38: ModernCombat\gameinfo.res: Permission denied
FATAL Scar Error! - Execution has been paused. Error calling init function MC_Init.
*FATAL SCAR ERROR: FATAL Scar Error! - Execution has been paused. Error calling init function MC_Init.
WC_OnPlayerKilled
Shutting Down SCAR...
Thats the latest one
I have the same thing. Any help?
Personally I quite like the current set of "new looks", they are similar (but then the original ACUs were also similar) but also have enough variation to represent the three human factions too.
Top left or bottom right for me :)
Yet more good work, well done!
Personally I liked the sideguns myself, the silhouette becomes far more menacing, as it should be!
Well, you can't expect him to repress it for that long now can you?
You know, I thought the same thing :P
Good AAR though!
Thanks again for your help asdrubaelvect29 and hunter-seeker!
Thanks for your help hunter-seeker! Sorry if I was being a bit dim :P
Your English is very good, no need to apologise!
And now all of a sudden, its not working for tech 2 units either, they've stopped being the upgraded versions!?
I could send you the replay perhaps?
I haven't built one yet! :P It just disappears.
In the game I'm currently playing as the UEF I have bought all the land upgrades. They are correctly applied to Tech 2 units, but not at all to the tech 1 or tech 3 units. Is it because I have lots of the tech 1 units built already? In that case, why does it not seem to affect Tech 3 units which I haven't built yet?
It's a great mod btw.... I'm just confused that it doesn't seem to be working properly for me!
And another thing, the "Heroes' Quantum Gate" disappears from the Commander's build queue... I don't know how or why. I'm still experiencing the same problem as listed above too.
Sorry to keep posting problems!
It seems to happen at random moments. I was playing a sandbox UEF game in order to see all the nice new units and test out the experimentals. I recruited one of each tech 1 unit, then researched up to level 5, then built one of each again and it worked fine.
When I upgraded to tech level 2 however, none of them worked at all. When I played another sandbox with the Cybrans, it worked fine until tech level 3. Am I pressing something or otherwise stopping it work?
Also, just like hunter-seeker, I can't find the UEF experimental bot. I'll have another look!
Hi there,
I've been having some good fun with this mod, however I've noticed that on occasion upgrades purchased at the research centres don't affect the appearance of units recruited from the factories. The upgrade itself is applied (so UEF tech 1 tanks start firing three shells instead of one, but their appearance doesn't change to reflect their new level.)
I don't know whether this is an already reported bug or not. Just to let you know!
How's this progressing?
The work you've got here looks fantastic!
It would be nice to have it bigger, although the scale in Red Alert games has never been brilliant!
Otherwise good job!
This looks simply amazing. Good work!
"Comrades, I present the new display software that will allow the Red Space Forces to quickly view and understand the tactical and strategic situation of all the Planets of the Glorious Workers and Peoples Union. Once more Socialist science is at its best!"
Another great display guys :P
Sure, I didn't man they were stealthed because of high tec equipment, but the stealthing was representing their civilian-ness in game (they look just like anyone else does, until the blow up the Titan :P).
Just for balance's sake, and to make them more than just a basic anti-tank unit like Nod's rocket teams. It also fits Nod's guerilla thing it has going on I suppose. Twas just an idea anyway :P
You could replace fanatics with a similar unit, and get rid of the suicide element. I think the whole point of the fanatics on the part of EA was to get across the idea of ordinary redzoners signing up with Nod and being ready to do anything against GDI.
So how about making the fanatics squad as a stealthed C4 using unit. They can sneak up behind enemy tanks or into an enemy base to cause havoc. Since they're still civilians though, they would be very easy to take out if spotted. And they wouldn't have any other anti-personnel weapons, so would be useless in a firefight anyway.
What do people think?
Looking forward to this mod, especially the All Seeing Army, keep up the good work!
Personally I really like it!
MythicKhan
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