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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 10-20-2005, 04:09 AM   #21 (permalink)
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Yay Me!!!

Quote:
Originally Posted by ChrisBlitz";p=&quot View Post
*slowly returns back to Blitz*

PD, if you intend to add new sides 1 at a time, you won't publish RTB before 2010.
once he's got 4th side working, it will be easier to add more. i think he said that after he got 4th side working, he's going to expand it for 5th-8th, 9th or 10th. so instead of max 99, he's only going to have max 8-10.

currently, theres no point in having more than even 5 sides because you can only have 100 buildable units.
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Old 10-20-2005, 07:13 AM   #22 (permalink)
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if you release this. Is that will be the final version?
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Old 10-20-2005, 08:04 AM   #23 (permalink)
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what? AG:RH? i don't know, but i think it probably would.
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Old 10-20-2005, 08:10 AM   #24 (permalink)
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yes, the topic says it.

*heh he see the sig out here*
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Old 10-20-2005, 08:34 AM   #25 (permalink)
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I don't think so

Just to challenge you AG. You can always make a mod better, even if you've spent years on it. It's a never-ending cycle of death for the poor modder
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Old 10-20-2005, 03:32 PM   #26 (permalink)
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lol it can never be finished
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Old 10-21-2005, 07:09 AM   #27 (permalink)
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Tell me about it
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Old 10-21-2005, 07:48 AM   #28 (permalink)
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we've not even got version half yet.
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Old 10-21-2005, 05:32 PM   #29 (permalink)
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Rock patch 1.07 was recently released so

[imgl:2cffbba5c4]http://i4.photobucket.com/albums/y101/alliedg/tankdrop.png[/imgl:2cffbba5c4]

General Apollo (Tanks)

Tank Drop
Prerequisite: Radar Tower
Recharge Time: 5 minutes 30 seconds


Deployed from the Radar Tower, Tank Drop delivers four veteran lion tanks to any accessible location on the map.

[imgl:2cffbba5c4]http://i4.photobucket.com/albums/y101/alliedg/navalmine.png[/imgl:2cffbba5c4]

General Andre27 (Navy)

Naval Mine
Prerequisite: Allied Naval Yard + Airforce Command Centre
Weapon: High Explosive Charge
Cost: $700


An highly advanced, mobile mine which skims underneath the surface before exploding and causing tremendous damage to any unfortunate target.

The Naval Mine cannot detect cloaked threats but its high speed, immunity to being destroyed by friendly naval mine explosions and moderate resistance to damage coupled with low cost makes it a effective weapon for controlling naval channels.

However to achieve this accuracy and agility, the Naval Mine is remoted controlled by the Airforce Command Centre. If the centre no longer exists or low power occurs then all active mines will cease to operate until the airforce is functional again.
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Old 10-24-2005, 12:28 AM   #30 (permalink)
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Lookin' good

Tell me AG, have you had any problems with the latest RP yet? Apparently it has many random IEs...
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