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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 03-06-2003, 05:22 PM   #11 (permalink)
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me agree too
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Old 03-07-2003, 10:47 AM   #12 (permalink)
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probabbly cos they're slackers i got the patches for when my game arrives ( i do that sometimes i get the patches so i can patch it as soon as it arrives and play) but patch added 4 days after release then one the nest day then another 5 days later, they've done that wiht MOHAA as well a 50 meg patch on the day of release
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Old 03-07-2003, 06:49 PM   #13 (permalink)
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But y did they remove the Hovering Crusader??? Either keep it as a new unit, and NE Crusader becomes Leopard, or make the NEW Crusader turn hover after ADVANCEDTRAINING.

I hope they include it in the Generals Expansion pack.
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Old 03-07-2003, 08:26 PM   #14 (permalink)
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EAP too stupid - cannot balance
EA too money hungry - no time to balance
 
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Old 03-08-2003, 06:09 AM   #15 (permalink)
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I've been looking throuh commandset.ini and I've found that the number of slots on the generals menu is hardcoded to 3, 12 and 1. This means you would have to select your general at 1 star and you could put associated techs under the generals in 3 star but you could only have 1 5 star tech.
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Old 03-08-2003, 06:22 AM   #16 (permalink)
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You only need three Sciences, one for each General
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Old 03-08-2003, 04:07 PM   #17 (permalink)
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Actually, you can manipulate the order to suit your needs by altering the GeneralsExpPoints.wnd file.
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