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UEF's Fat Boy Experimental Visual Glitch
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    Send a message to DeadCellMember
    ELITE
    DeadCellMember posted on Feb 09, 2008 11:58:43 PM - Report post
     
    Yeah, that surely fix the problem but also arise another one, big: It's so uncomfortable. Just image that every time you want to build a Fatboy or Atlantis (I'm sure that someone has forgotten this little buddy) you have to deactivate the option and turn it on again. And needless to say that every one that want to use a trainer also wanna swam the enemy with the best unit of every side. So, if you wanna build up an entire army of Fatboys, how many time will you have to turn the instant build option on and off. That the reason why I want someone tell me how to deal with this problem from the root, not with some extremely uncomfortable manner.
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    stiralex posted on Feb 14, 2008 3:33:58 AM - Report post
     
    ya hae the same problems with the traine and if y actavet mass trops otions the game slows down
  • Send a message to TCstrickland
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    TCstrickland posted on Jul 06, 2008 5:45:50 AM - Report post
     
    i have no problem with the AI getting the stuff because i never use allies.. leaves more room for uber pwnage

    i hate the visual bugs tho
     
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    Raker posted on Sep 03, 2009 9:59:11 PM - Report post
     
    theres a couple solutions...
    just edit the dam file, that holds the Fatboy, change the build time to 1 second..etc.
    i did..still has the problem, then i noticed, the offsets and the way its placed IN the blueprint file, its all F** up. you just have to manually change the values, it seems like the measurements to see it are off,lol-

    you could really screw with someone, and make it appear OUTside of the shield, so its fixed, but theres a BIG shield following it, and the other guy is going..."W..T..F?!" and aims for the shield,haha-thinking that "glitch" is still active.
    if you create a Master Mod file, there are some other RTS games where you can do this, and that no matter what MOD the host has, yours is the Master one. Better than a trainer.

    *update* values were right, seems my mouse went weird, and deleted one value. the turn off trainer then back on works, but better off with the MasterMOD file, editing the build info.

    name/number: UEL0401_Experimental Mobile Factory
    you can make them roll on water instead under it, just change buildlayer}
    Seabed=True...something like that, change it to false.
    this speeds them up, unless you edit that as well,mines set to 200, lol-speedracer!

    [Edited by Raker, 9/4/2009 6:14:48 PM]
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    Dobber99 posted on Oct 03, 2009 1:13:02 PM - Report post
     
    this glicht also happend to the UEF atlantis and to the Aeon Illuminat Tempest

  • Send a message to pjlambo
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    pjlambo posted on Jan 09, 2010 11:14:50 PM - Report post
     
    quote:
    originally posted by Dobber99

    this glicht also happend to the UEF atlantis and to the Aeon Illuminat Tempest

    I know this game isn't up there anymore in terms of popularity but how hard would it be for the trainer creaters to tweak this trainer so that the shielded experimental units are fixed, no longer invisible beneath the shield?

     
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    lucebuce posted on Jan 31, 2010 3:45:10 AM - Report post
     
    quote:
    originally posted by pjlambo

    quote:
    originally posted by Dobber99

    this glicht also happend to the UEF atlantis and to the Aeon Illuminat Tempest

    I know this game isn't up there anymore in terms of popularity but how hard would it be for the trainer creaters to tweak this trainer so that the shielded experimental units are fixed, no longer invisible beneath the shield?

    I second what pjlambo said

    Sigs are for losers. Irony is for Winners.
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    GetTwisted posted on Aug 31, 2010 3:02:12 PM - Report post
     
    That's true what everyone has said. I only play this game from time to time, as I've got the original, forged and SC2. Well I only play this game to test out my computers. To really see if it can really handle it.
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