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 Post subject: Crap Wars
PostPosted: Sun Jan 04, 2009 10:23 am 
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08.01.09: 6ish MB, sorry, trying to figure out what stuff can go without breaking the thing
http://customwars.googlecode.com/files/ ... .01.10.zip
jar, resources, and source
CHANGEs

05.12.09: it's been a while
http://customwars.googlecode.com/files/ ... .12.09.zip
jar and source
lots of CHANGE

29.06.09: maybe last update for a while
http://rapidshare.com/files/250113258/CW_29.06.zip.html
wasn't meant to be a full release but whatever
CHANGEs

12.06.09: computer has been rebellious as of late
so I'm updating anyway just to spite my computer
though it's just a little update
http://rapidshare.com/files/243912922/CW_12.06.zip.html
CHANGEs

02.06.09: http://rapidshare.com/files/240128356/CW_02.06.zip.html
full release + source
now if you excuse me I am going to go be sick somewhere
BLAH

15.05.09: http://rapidshare.com/files/233449731/CW_15.05.zip.html
ok so I fixed that Eagle bug and in revising Edge's atk I came across another bug
AAAAAAAAAAAAAAAAAAA
remembered to include source this time
CHANGEs

11.05.09: http://rapidshare.com/files/231951939/C ... 5.zip.html
I dub this update THE GREAT NERFING
even though there's some other stuff in it
CHANGEs

2.5: http://customwars.googlecode.com/files/CW_27_mod.zip
sup now you can just play it right after extraction
bad new is there's a lot of stuff so it'll take longer to download
I'm thinking only big updates like this will be like this
adjustments will just be the jar file
CW 27 included for comparison
CHANGEs

2.4: http://rapidshare.com/files/211680263/cwtest_2.zip.html
I found the compression option so it should be faster to download
also included some maps that suit Crap Wars's level of crap
do yourself a favor and put the whole folder in the maps folder
don't slog through that mess of a VS list
CHANGEs

2.2:
I just realized that
for some reason this is linked in the distribution topic
so here's a less wtf version I guess:
http://rapidshare.com/files/209684918/c ... 2.zip.html
CHANGEs

old:
crappy cco tournament which was never done because I am lazy


Last edited by kiwi on Sat Jan 09, 2010 1:57 pm, edited 16 times in total.

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 Post subject: Re: Crap Wars
PostPosted: Sun Jan 04, 2009 6:55 pm 
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I thought DoR pretty much proved there's nothing extreme about 5 movement infantry, it just makes things faster paced and more fun.

Anyway won't comment on the CO creation system since it's pretty much impossible to evaluate without testing, but the other changes look like they could work as a base for a very interesting CW2 plugin. (talking about the unit costs in "EH" and cities acting as bases in "BE") I suggest you keep working on this.


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 Post subject: Re: Crap Wars
PostPosted: Mon Jan 05, 2009 6:09 am 
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alright Narts but if this turns out to be a bad idea it's all my fault.

the main thing is the ranks system. In the points system, only the point allotment restricted how you could stack your abilities which ended with 80% cost 150 atk tanks or 120 def Sami. with ranks you'd have to have a weakness for a good strength or a huge weakness for more good strengths


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 Post subject: Re: Crap Wars
PostPosted: Mon Mar 16, 2009 8:59 am 
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I just realized that
for some reason this is linked in the distribution topic
so here's a less wtf version I guess:
http://rapidshare.com/files/209684918/c ... 2.zip.html

CHANGEs
infantry cost 1500 move 4
mechs cost 3000 move 3 inf
recons 3000

tanks 6000
md tanks 12000
neotanks 15000
megatanks 18000

anti-airs 6000 range 1-2
abcs 3000
artillery 6500
rockets 12000
missiles 11000

landers 5000
cruisers 11000
subs 12000
destroyers 11000
bships 16000 range 3-6
carriers 14000 range 2-6

fighters 10000
bombers 14000 range 1-2
bcoppers 7000
tcoppers 5000 carry ground units

I was gonna make carriers 1-6 so they sucked a little less but I hit 2 instead of 1 and compiled everything by the time I realized it.

Still a work in progress but then if it was ever "done" there wouldn't be room for CHANGE.


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 Post subject: Re: Crap Wars
PostPosted: Wed Mar 18, 2009 9:09 am 
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so I wouldn't be doing this if there wasn't someone bugging me about it

DP and I have been testing this thing and more CHANGE is already needed
AAs are kickass
1-X range counts as direct
should axe COs since CO off options don't work but can't be arsed to do so
have set up some tests but who cares right, so we're just moving ahead because ideally DP won't stick around too long

ON THE NEXT EPISODE
md tanks 10000
neotanks 13000
megatanks 16000 range 1-2

artillery 6000
missiles 9000 range 2-5
lander -def vs. ground
cruisers/subs/destroyers range 1-2 maybe

spyplane 5000 move 6, vision 3, recon/duster atk, -def, carry 1 inf
spyplanes have piercing vision for some reason
hovers carry 1 ground unit
yeah

Rest assured, whatever happens, it's gonna be crap.

two words: MEGATANK AIRDROP


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 Post subject: Re: Crap Wars
PostPosted: Thu Mar 19, 2009 4:46 am 
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Right, so we're not sure yet if COs will be similar, same, nerfed (1 power, minimal skills, both), or whatever Days of Ruin did. I should probably get around to playing that.

As can be imagined, the changes here reward aggressive strategies more than turtling or spam of any one type. It's harder to spam things when everything doesn't cost so much anymore, mostly that artillery cost the same as tanks and anti-air. We didn't use artillery at all when they cost more, except to attack the heavier tanks cost-effectively. The changes are supposed to make most units usable, and therefore most COs usable, with respect to the map, but the heavier tanks still tend to play base defense except on high income maps.

Speaking of, none of the maps we're using are really designed under these settings. I don't think moving the properties further apart helps much. I'm thinking 9 to 12 properties and 2 bases per side is enough, so if you lose 1 or 2 you can possibly get back but any more and you've lost, but if the map is larger with more production facilities and/or you want megatank airdrops, be my guest. FTA and counters don't seem to factor in any more than they used to although it'll look like it since apparent advantage changes sides a lot faster. Things will tend to go back and forth until powers come in, and direct firepower and mass damage help the most.

And here's a pic of... megatank... airdrop
Image
Also, who greenlit 5 star 2 mass damage?

Of course, we're not the best players so... we're not sure. Well, kiwi's sure, but that's kiwi.

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 Post subject: Re: Crap Wars
PostPosted: Thu Mar 19, 2009 7:30 am 
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maggots have piqued my interest

point me to a link


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 Post subject: Re: Crap Wars
PostPosted: Thu Mar 19, 2009 9:02 am 
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top post, boss, most recent always up front
and try not to destroy your sensibilities

MEANWHILE we have hit a snag in the next update

I wanna give megatanks mech movement, DP doesn't
megatanks on a mountain = too awesome?

I have also managed to bestow awesome air recon power to the lame spyplane, making it less lame.
We also need to pack some maps that are oriented to Crap Wars's crapiness.

and other thing: I was pretty much gonna get rid of the existing COs whenever I stop being lazy
for sure though, we need Blandy McBlanderson, I vote Jake for the role


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 Post subject: Re: Crap Wars
PostPosted: Thu Mar 19, 2009 10:21 am 
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Eh, I prefer Andy as a Blanderson because healing is always megafun and Jake's some kind of weirdarse Lash/Grit/Jess Hybrid.

Unless of course you're just referring to a placeholder sprite with no abilities.

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 Post subject: Re: Crap Wars
PostPosted: Thu Mar 19, 2009 12:37 pm 
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OKAY READY TO BATTLE


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 Post subject: Re: Crap Wars
PostPosted: Thu Mar 19, 2009 3:04 pm 
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Yes a placeholder is what I mean, just in case

SVEN
you may be ready to battle
BUT
are you ready for CHANGE?

games:
question
answer

I picked maps that should be over quicklike
as a reminder the maps we have are pretty crappy
if you have any map requests, pic them and DP will be happy to copy them

also I picked up LittleBigPlanet so the next update may be delayed more
seriously there's like 4 things you can do in this game:
1. run
2. jump
3. grab
4. five across the face
and it's FUN somehow
although I guess it'd be boring if you had no one to slap around

Sven is supposed to kick my ass and possibly gift us with his judgment so a delay is needed anyway


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 Post subject: Re: Crap Wars
PostPosted: Thu Mar 19, 2009 3:41 pm 
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hey can you post the order of the join messages, on a mac now and i can't exactly see the text


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 Post subject: Re: Crap Wars
PostPosted: Thu Mar 19, 2009 4:00 pm 
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uhhh hmm
make sure you can run beta 27 first too

1. game name
2. game pass
3. username
4. your pass
5. army number


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 Post subject: Re: Crap Wars
PostPosted: Fri Mar 20, 2009 12:06 am 
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GENTLEMEN
BEHOLD
for I have created a monster
Image
now they just need power slide and tribal flames


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 Post subject: Re: Crap Wars
PostPosted: Fri Mar 20, 2009 2:50 am 
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They cost you both of those games. Literally. Eventually.

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 Post subject: Re: Crap Wars
PostPosted: Fri Mar 20, 2009 10:36 am 
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it crashes too much :/


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 Post subject: Re: Crap Wars
PostPosted: Fri Mar 20, 2009 2:44 pm 
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that can't be good, are you still on a mac? What happens when it crashes, the game just quits?
I'm getting lag and the game closed on end turn once so maybe something's up with the server?

of course the lag is nothing like awbw, and local activity runs fine on our crappy pc


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 Post subject: Re: Crap Wars
PostPosted: Fri Mar 20, 2009 8:44 pm 
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pretty sure it's a mac thing

as long as i pump my turns out in under 30 seconds it seems to be okay


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 Post subject: Re: Crap Wars
PostPosted: Fri Mar 20, 2009 8:47 pm 
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also yeah sorry but there will probably be a lot of reloads

rest assured i'm not trying to cheat you, just finish ASAP


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 Post subject: Re: Crap Wars
PostPosted: Sat Mar 21, 2009 2:29 pm 
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sorry we couldn't get more out of that, but we're moving ahead
On the plus side I found the compression option so it should be faster to download:
http://rapidshare.com/files/211680263/cwtest_2.zip.html
included some maps that suit Crap Wars's level of crap
do yourself a favor and put the whole folder in the maps folder, so they're easier to access

we're thinking 2.4 is a real "complete" update so we're taking a break here
skipped 2.3 for no reason

CHANGEs that made it into this update

APCs 2500
md tanks 10000 OHKO infs
neotanks 13000 OHKO infs
megatanks 16000 mech move, OHKO stuff at 6000 and under,
around or above md damage otherwise, range 1-2

artillery 6000 OHKO infs
missiles 8000 range 2-5
cruisers/subs/destroyers range 1-2
carriers range 2-5, 20% damage vs. other ships, OHKO anything that flies
battleships range 3-7 OHKO infs
landers -def vs. ground

spyplane 5000 move 6, vision 3, recon/duster atk, -def, carry 1 inf
spyplanes have piercing vision for some reason
hovers carry 1 ground unit

SOPHIE 4 TOP TIER aka CO CHANGEs

wait now I remember
we skipped 2.3 because we decided to experiment COs instead of nuking them

Jake: 100/100, 130/110 COP, 160/110 SCOP
Max: AWDS COPs (160 and 190 atk), 80 atk +1 min range instead of -1 max
Sophie: 150 def on first strike instead of 120
Grit: +1 min/max range, 115 atk indirect, no +range but 175 indirect atk SCOP
Sasha*: buffed Market Crash don't know how much, 60% refund damage on SCOP
Javier: 115 indirect def, 130 and 160 atk COPs, 135 and 155 indirect def COPs
Kindle: 125/150/170 atk on urban
Koal**: 115 atk roads, 140 def roads on 6 star SCOP

*Sasha's SCOP is broken, it's probably been broken, I don't know how to fix it
the function that covers it disregards the new unit prices
and it grants you a load of cash if you so much as sneeze
so I CHANGEd it to the refund function which seems to work okay
also if you were unawares Sasha has a 107.5% income mod instead of 110%

**the defense boost was already like this, believe it or not
he still sucks though, as DP can attest
Image
Yes I am aware I may have won by not wasting money on megatanks.


Last edited by kiwi on Sat Mar 21, 2009 2:55 pm, edited 1 time in total.

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 Post subject: Re: Crap Wars
PostPosted: Sat Mar 21, 2009 2:54 pm 
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just a heads up:
caught some pretty big bugs that slipped by somehow
Grit's new range was buggy
Sasha's SCOP wouldn't turn off

links updated, toss the old one if you got it before this post


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 Post subject: Re: Crap Wars
PostPosted: Sun Apr 05, 2009 9:37 am 
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CHANGE
http://rapidshare.com/files/217527680/C ... d.zip.html
sup now you can just play it right after extraction
bad new is there's a lot of stuff so it'll take longer to download
I'm thinking only big updates like this will be like this
adjustments will just be the jar file
CW 27 included for comparison

DP included a revamped operation manual for no real reason
added more maps for posterity, don't bother with the old folder if you kept it cause this one has them

units and terrain

missiles, carriers, piperunners, balloons, spyplanes can hit hidden stealths
pipestation no longer create units, have 10 capture points, repair and allow movement all units
cities now allow pipe movement

COs

Sami: 120 atk inf, 160 atk inf both COPs, +1move COP, x2captures SCOP 6 stars
Grit: 120/130/190 indirect atk, +1range only on COP
Sasha: 25% refunds 5 star SCOP
Eagle: +1 move air and all units under 7000 COP, 70/70 air 50/70 7 star Lightning Strike
DoR COs added
Guest starring
Jeanne: 2/6 bar, 120 atk vs no-counters, COP deploy bcopter, SCOP MEGATANK ORBITAL DROP

obligatory pic
Image

TO DO DOOT DOOT:
test this stuff
ask Narts about getting landers the touch
ask CoconutTank how I get code
kick DP for being emo
pick up rabbit food


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 Post subject: Re: Crap Wars
PostPosted: Sun Apr 05, 2009 1:51 pm 
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I'm not being emo; you're being obnoxious.

You also forgot to edit Colin.
Maybe skip out on including the normal release next time. It's the largest thing in there and including it is redundant.

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 Post subject: Re: Crap Wars
PostPosted: Fri May 01, 2009 6:50 pm 
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AAAAAAAAAAAA

so I implemented all the CHANGE we talked about and brought back THE UNTOUCHABLEs, but it seems they don't want to come back

something in COList is messed up, Nana appears fine, in fact they all appear but starting a game will eliminate them, like Aira and Edge convert into duplicate Tasha and Gage and a duplicate Forsythe shows up too

I tampered with it for a while but now I'm lazy, so check it out here:
http://rapidshare.com/files/227829395/c ... p.zip.html
included two versions of COList, Zandra works with 1 and Mina is fine on 2 although Caulder gets duplicated
haven't checked other stuff so other things might be broken
it's gotta be COList or something because giving them new ids doesn't affect it

and other thing: Robo-Andy's sprite sheet isn't being read
we already have robo and DoR sheets, what decides whether they get read or not?


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 Post subject: Re: Crap Wars
PostPosted: Fri May 01, 2009 7:11 pm 
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Seems like you only included the .class files in your source folder, not the .java files. Class files are useless to me, but give me the .java files and I'll use my Christmas magic to fix everything for you.

Edit: LOL @ 97 COs. Crap Wars is... AWESOME.

Edit2: I don't see anything wrong with COList (either of them), but it's possible the huge amount of CO's breaks a limit somewhere else in the code. But I can't really check if I don't have access to the full source.


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 Post subject: Re: Crap Wars
PostPosted: Sat May 02, 2009 12:55 am 
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kiwi wrote:
and other thing: Robo-Andy's sprite sheet isn't being read
we already have robo and DoR sheets, what decides whether they get read or not?

roboandy.gif and robo-andy.gif

The DOR COs were 256+ colors, so we decided with CW:BD that we'd make their spritesheets .PNG format to get around this.
Regular CW is built to read .GIF spritesheets.

Hey don't worry I'm looking into all this Mr. Kiwi apparently all the spritesheets need some work, too lol because I could SWEAR I fixed up Conrad to look more like an official character but his fixes have seem to disappeared off the planet


edit: found my conrad ^_____^


tsuruya used to like to replace my sheets with shitty-looking ones for no reason.

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 Post subject: Re: Crap Wars
PostPosted: Sat May 02, 2009 2:48 am 
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There are two huge gaps in the COList file for some reason, so there are really "only" about 75 COs.

COs are basically permutations of the same core stats, so we could go into the thousands given all of the combinations, but we won't because there's an unspoken precedence for: 1) COs that already exist in the official games, 2) COs that are probably useful, and due to our limited knowhow 3) COs that are feasible to implement, having their code done for us is the big one.

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 Post subject: Re: Crap Wars
PostPosted: Sat May 02, 2009 2:55 am 
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Wait you're right... there is indeed a gap right before the new CO's added by you. That's a possible cause of the problem.


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 Post subject: Re: Crap Wars
PostPosted: Sat May 02, 2009 8:40 am 
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not my fault, this time
the gap starts with Jared, I tried adding the crap wars stuff in the gap but it didn't work when I checked, so I had to add them to the end

how do I get them as java files? the class files are all I found in the source folder


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 Post subject: Re: Crap Wars
PostPosted: Sat May 02, 2009 8:56 am 
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Whoa whoa, I thought you guys were just editing what already existed, not destroying everything and replacing it with weird ideas. :/

EDIT: Just looked at all the balance topic posts and hearing about all the juicy match details gives me even more incentive to play. Is there some sort of reliable list or topic that tracks all of the COs as Crap Wars would have them?

I have more questions, but steady as she goes, I suppose.

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 Post subject: Re: Crap Wars
PostPosted: Sat May 02, 2009 1:41 pm 
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lol yes, crap happens when you don't have a bureaucracy and hoops to jump through
we're really just changing numbers though, nothing new like CO zones
OR ARE WE?

the normal CW is still around if you don't want to get CHANGE all over you

Ad Hoc Commander is also closer to old settings but with ninja special ops units
oh yeah but its COs will be like DoR, but instead of powers they get special units
like a walking battleship

there's also a really early build of CW2 in the programmer's pit
like sup we're totally doing this here's proof kind of early build


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 Post subject: Re: Crap Wars
PostPosted: Sat May 02, 2009 3:13 pm 
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There is a text file that comes with the Crap Wars distribution which (supposedly) holds up-to-date information on everything in that version of CW.


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 Post subject: Re: Crap Wars
PostPosted: Sat May 02, 2009 5:59 pm 
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kiwi wrote:
not my fault, this timehow do I get them as java files? the class files are all I found in the source folder

If you're using Eclipse it should show the location of the file when you hover the cursor over the file name at the top of the code tab. I don't remember much about Netbeans but it should have some obvious way of finding out the source files' location as well.

But you could, you know, just dump the entire CW tree into a zip file and throw it at me, I can sort everything out.


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 Post subject: Re: Crap Wars
PostPosted: Sun May 03, 2009 4:34 pm 
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Ah, dude, the 10-download limit was reached for 2.5. Reupload?

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 Post subject: Re: Crap Wars
PostPosted: Sun May 03, 2009 5:07 pm 
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I've uploaded it to the Google repository: http://customwars.googlecode.com/files/CW_27_mod.zip

No download limits there.


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 Post subject: Re: Crap Wars
PostPosted: Mon May 04, 2009 12:01 pm 
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so i made a hottie frankenstein for jeanne


custom wars is now mostly complete

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 Post subject: Re: Crap Wars
PostPosted: Mon May 04, 2009 4:25 pm 
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amazon viking that rides into battle on giant airdropped tanks

yes

http://rapidshare.com/files/228951460/c ... p.zip.html
finally found it, long boring story of how

I made other CHANGEs like the version ID, lander captures, etc.
so I guess the rest of you guys can check it out if you want but this isn't a full release
NARTS let us know what the deal is with these zombie COs, if you can


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 Post subject: Re: Crap Wars
PostPosted: Tue May 05, 2009 1:51 am 
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What is that... THING


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 Post subject: Re: Crap Wars
PostPosted: Tue May 05, 2009 8:38 pm 
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Kosheh wrote:
so i made a hottie frankenstein for jeanne


custom wars is now mostly complete


I um. what.

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 Post subject: Re: Crap Wars
PostPosted: Sat May 09, 2009 9:51 pm 
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This is so silly that it's crossed the line into awesome.

*thumbs up*

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