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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-27-2004, 04:06 AM   #11 (permalink)
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These models look really good, all of the tanks look very realistic, keep up the good work TGW
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Old 05-27-2004, 04:09 AM   #12 (permalink)
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BTW compared to a.n. other WW1 mod that i will not name :-)

This mod really leaves the competition standing. It shouldn't be too hard to figure out what mod i'm on about seing as there is only 1 other WW1 mod

Keep up the good Work TGW
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Old 05-27-2004, 08:02 AM   #13 (permalink)
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Just wondering... how do those turrets go about firing?

do they just fire straight ahead?

and does the a7v fire from all angles?
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Old 05-27-2004, 08:41 AM   #14 (permalink)
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A7Vs main gun fires straight ahead (had very little movement anyways) and the MGs will fire from the correct place. Hopefully the A7yV will be able to fire on 4 targets independantly. The St.Chamond works in the same way. The Mk Vs and Mk V** 6 pounders are locked forwards (again little traverse anyways) with the nose MG and other MGs all firing at different targets (potentially) . Also unlike the overlord, if there are two targets in front of the Mk V then the Port Gun can fire at one target while the Starboard fires at the other.

Squire James
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Old 05-27-2004, 09:32 AM   #15 (permalink)
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Quote:
Originally Posted by Straxovich
btw how do i get that "smurfbizkit wrote:" line?
[*quote="Smurfbizkit"][/quote]

Without the *, but it was necessary to not get it to work
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Old 05-27-2004, 10:12 AM   #16 (permalink)
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nice skins squire, keep up the good work

BTW Snikebite
The mods are perfectly attatched to eachother cause where our mod ends your's begins.... squire and i can talk just endless about this.
There will bea real difference in gameplay cause you just see the change from cavalery to tanks.
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