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August 20th, 2006, 10:19 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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v1.6b try #2
v1.6b attached.
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August 20th, 2006, 11:26 PM
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Second Lieutenant
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Location: Seattle, WA
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Re: v1.6b try #2
That fixed it.
Wow that was fast!
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August 23rd, 2006, 07:16 PM
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Second Lieutenant
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Re: v1.6b try #2
Ground Combat: Liking it a lot!
Not sure if this is possible, but:
I made some 800 attack artillery units, but they have range-1, so...they have to be on the front row to fight? Putting that fella up against the Phong 101st rabble legion, I'de rather have some armored infantry on the front row.
Is the range band thingy just an illusion in SEIV ground combat, or can troops with range-2 fire from behind the front line?
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August 23rd, 2006, 07:19 PM
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National Security Advisor
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Re: v1.6b try #2
Range doesn't do anything in SEIV ground combat.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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August 23rd, 2006, 07:26 PM
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Second Lieutenant
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Re: v1.6b try #2
ok, it looks like the first square is the one that takes all the damage.
Do all the squares get to fire, or is it just the first squares duking it out?
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August 23rd, 2006, 10:23 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: v1.6b try #2
Only the range-1 damage matters.
Stuff such as reload rate and range are ignored.
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August 24th, 2006, 11:33 AM
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Sergeant
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Join Date: Jun 2005
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Re: v1.6b try #2
Downloaded 1.6b v2... missiles are faster!!!  Darnit! Missiles are still not fast enough!  Late game fighters and escorts can still outrun the missiles they are firing or being targetted by! See previous post please.
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