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 Post subject: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Wed Nov 04, 2009 6:45 am 
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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Wed Nov 04, 2009 2:59 pm 
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yeah that sounds about right


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Thu Nov 05, 2009 3:44 pm 
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awesome. That about sums it up. 8)


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Fri Nov 06, 2009 11:27 am 
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Hmmmmmmmm
~not how i remember uru-san but that pretty much sums it up <3
~ty for sharing narts-su


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Fri Nov 06, 2009 12:27 pm 
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who cares, he stopped a missile with his hands
but enough moping over the past

ART FARTS, dev squad, Narts, what is up
I hope life hasn't got you down


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Sat Nov 07, 2009 1:07 am 
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I've managed to nail down the code that calculates the coverage of a zone based on properties emitting diamond shaped areas and displays it visually (will look much like vision in fog. Should work fine since this game has no fog). I've still got some work to do before the zone system is functional but at least I've proven to myself it can be done. You may expect a release soon-ish, next week if not this weekend.


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Mon Nov 16, 2009 12:34 am 
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Damn.

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A little of this and that, and some traveling. It took a while but I get what you were saying.


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Wed Nov 18, 2009 11:24 am 
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Location: Montreal, Quebec, Canada
^
one word post is uselss.








Here is a crazy question for you narts, I got hit in the head yesterday and was lieing down trying to stay awake (when you have multiple concussions they make sure you aren't dieing) and was dicking around on my computer and found customwars. You managed to make a zone appear around a unit, like a co zone, and my idea is crazy but here goes. You have a giant factory/tank/robot-death/thingy, on the field that walks around and can fight. It emits a co zone where you can requisition troops to fight, cities would still repair and give funds and to make sure that you could build stuff the robot would give funds ^^. It would be ridicolous to say the least. So what do you think?


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Thu Nov 19, 2009 1:31 am 
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Isn't that the battlestation or whatever they called it in Battalion? That flash game?

I dunno, it's an interesting idea but I won't put it in my game. Well not the robot factory thing anyway, the idea of allowing deployment anywhere inside zone is kinda intriguing though. hmm.


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Thu Nov 19, 2009 11:55 am 
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The spawning of units inside the zone is what i wanted to do to incorporate a paratrooper co into aw:dor but everyone said over powerd lrn2play XD


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Fri Nov 20, 2009 1:48 am 
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It probably would be if it's just one CO who does that.


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Fri Nov 20, 2009 6:03 am 
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Especially if the ability was used in a dickish way like i would use it ^^. Drop infantry on the final assualt on the enemy bases and hq so they can't build units and I can start capping away ^^.


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 Post subject: Re: Custom Wars the Comic - The Story of What REALLY Happened
PostPosted: Fri Nov 20, 2009 1:17 pm 
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That could probably be ok if the initial zone range was 0.

Probably be stupid broken the moment a CO Power as used though!


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