The tournament Mod

Talk about your new mod or map here

Moderators: bert_the_turtle, jelco

Tortanick
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Postby Tortanick » Mon Nov 07, 2005 8:27 pm

If you do that then eventually one army will hit the roof and the other will catchup
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Bitter Sticks
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Postby Bitter Sticks » Sun Dec 18, 2005 10:08 am

Keep it the way it is, no pop lock. No pop lock gives the thought of, "Think, but think fast, for they produce." Also i recommend a level with a couple of armours for both sides, red side having more of course but we get ONE squad member. Used to airstrike the enemy armour. Could be a nice concept.
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lol.
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martin
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Postby martin » Sun Dec 18, 2005 12:30 pm

Yeah, I planned to put in some squad comabt at some point. However it may be some time before I make the next levels for the tournament mod because I have THE BIG MOD to do.

Civil War will be releasd soonish by the way. I'm guessing later this week. I just have to make an outro as a teaser for the VERY changed deserts mod.
Lupin III
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Postby Lupin III » Fri Mar 03, 2006 4:16 am

I played the first few levels of this mod, and DG combat gets REALLY old, REALLY fast. Just one armour would make a gigantic difference, because it is so difficult to produce enough DGs to attack and hold a point. The first map was near impossible for me, I spent 20 minutes attacking the first spawn point over and over again....
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martin
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Postby martin » Fri Mar 03, 2006 6:49 pm

yeah, but this is for the people who really love DG combat. And all the levels are possible for me so don't go complaining about difficulty!
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Lupin III
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Postby Lupin III » Fri Mar 03, 2006 10:56 pm

got any tips then? :|
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martin
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Postby martin » Sat Mar 04, 2006 9:31 pm

don't use the follow command. :P

You need to get all of your DGs feeding to one location, then point them to a spawner. However I always use really inefficient routes that fold back on themselves - so if I start losing a battle I make the route more efficient, bring a little burst of extra darwinians to turn the tide!
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Lupin III
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Postby Lupin III » Sun Mar 05, 2006 3:12 am

martin wrote:don't use the follow command. :P


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Lord_Doskias
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Postby Lord_Doskias » Sun Mar 05, 2006 3:18 am

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Lupin III
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Postby Lupin III » Sun Mar 05, 2006 4:35 am

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Lord_Doskias
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Postby Lord_Doskias » Sun Mar 05, 2006 4:51 am

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Lupin III
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Postby Lupin III » Sun Mar 05, 2006 6:13 am

I can beat the level after the castle gates but i cant beat the castle gates but not castle gates...the red spawns are too close together to mount an effective attack
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Lord_Doskias
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Postby Lord_Doskias » Sun Mar 05, 2006 6:19 am

get an officer to absorb dg souls, then get a group of dgs to go with him and rush into the fray
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martin
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Postby martin » Sun Mar 05, 2006 5:05 pm

yeah, that - take several officers after being absorbed along with a load of DGs to take one spawner. then direct all you DGs at that one spawner. On castle gates it is vital that you capture a load of spawners ASAP and set up a perimeter really quickly. Luckily this is easy with the small red starting size and the narrowness of the level.
GENERATION 22:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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Postby Lupin III » Mon Mar 06, 2006 6:29 am

what does absorb do anyway? I never figured it out

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