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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 03-15-2005, 03:31 AM   #11 (permalink)
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I mean to debug but not balance in this thread. btw, will 2% make much difference than 1% in game-playing?
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Old 03-15-2005, 11:27 AM   #12 (permalink)
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It's not the 2% that is the problem, It's the reduction of the reload time.
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Old 03-15-2005, 11:38 AM   #13 (permalink)
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Quote:
Originally Posted by DeeZire";p=&quot View Post
^ more to the point, why didnt they listen to a more adept group of modders who fixed everything properly between them, instead of another group who rushed their 'fixes' out the door?
damn right....
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Old 03-15-2005, 11:59 AM   #14 (permalink)
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Maybe they liked those modders more because they didn't rebuild all of generals to make it work. EA = lazy arses.
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Old 03-15-2005, 04:05 PM   #15 (permalink)
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Hey, I hate to interrupt with a pesky request (especially my first post), but while we're on the subject of bugs in the game, can anyone tell me how I could get a copy of Project 0300 Hours, seeing as FleetCommand's site is inaccessible?
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Old 03-15-2005, 08:18 PM   #16 (permalink)
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here you are. http://project0300.game-mod.net/Project0300.rar
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Old 03-16-2005, 10:13 PM   #17 (permalink)
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The thing with the pilot was not forgotten, it's the fact that when they are ejected from the vehicle after the upgrade has been granted it gives you an error. The upgrade has been granted already and since it creates a new pilot from no where, it causes a confliction because it can't create the upgrade again, and if you let each pilot grant the upgrade when he's created, then you would get the upgrade possibly before you even have a strategy center.
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Old 03-17-2005, 03:34 PM   #18 (permalink)
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coolfile: Thanks, but that link does not seem to work. All I get is a 404.
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Old 03-17-2005, 04:43 PM   #19 (permalink)
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http://project0400.game-mod.net/Project0300.rar
The URL changed when they renamed the project.
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Old 03-17-2005, 05:21 PM   #20 (permalink)
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Thanks a bunch.
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