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 Tiberium Mod Extended 
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Joined: Sun May 02, 2010 3:39 pm
Posts: 354
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Post Re: Tiberium Mod Extended
I will try this out, but what's the point of not removing the sparks?


Wed Jan 26, 2011 10:03 pm
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Tiberium Mod Extended
The sparks were removed to reduce lag.


Last edited by 411570N3 on Tue Feb 01, 2011 12:00 am, edited 1 time in total.



Wed Jan 26, 2011 10:08 pm
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Joined: Sat Jan 22, 2011 3:42 pm
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Location: A War-zone in Earth
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Post Re: Tiberium Mod Extended
The Tiberium story is really interesting, interesting enough for me to download the mod


Wed Jan 26, 2011 10:10 pm
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Joined: Sun May 02, 2010 3:39 pm
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Post Re: Tiberium Mod Extended
411570N3 wrote:
THe sparks were removed to reduce lag.


he said they're just invisible.


Wed Jan 26, 2011 10:30 pm
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Location: That quaint little British colony down south
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Post Re: Tiberium Mod Extended
He then subsequently said it was removed.


Wed Jan 26, 2011 11:04 pm
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Post Re: Tiberium Mod Extended
411570N3 wrote:
He then subsequently said it was removed.


"File comment: V.36
Still has invisible sparks but with new brain and bunker buster."

He says that on the front page, newest version E5.


Wed Jan 26, 2011 11:11 pm
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Location: That quaint little British colony down south
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Post Re: Tiberium Mod Extended
I see. Then he put them back in to retain functionality but give the same appearance as the eventual product.


Wed Jan 26, 2011 11:13 pm
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Post Re: Tiberium Mod Extended
No replies in 2 days... Hmm...

This doesn't really help anything. If you want to ask how progress is going, do so, don't just make some silly observation to the world. -Duh


Sat Jan 29, 2011 3:36 pm
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Location: 2 Miles underground on some planet in a vault.
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Post Re: Tiberium Mod Extended
sam123486 wrote:
No replies in 2 days... Hmm...


I'm hard at work. :canadian: Just having small problems. :P


Sat Jan 29, 2011 11:01 pm
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Joined: Fri Jan 28, 2011 3:32 am
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Post Re: Tiberium Mod Extended
how do i get tiberium do i wait for it to come down in a meteor or what


Mon Jan 31, 2011 6:55 am
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Post Re: Tiberium Mod Extended
its great i like the way it eat the ground :grin:


Mon Jan 31, 2011 2:17 pm
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Post Re: Tiberium Mod Extended
yoyoman wrote:
its great i like the way it eat the ground :grin:

ya that is so kick ass I wish you could mine it though :/


Mon Jan 31, 2011 8:06 pm
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Post Re: Tiberium Mod Extended
gtaiiilc wrote:
yoyoman wrote:
its great i like the way it eat the ground :grin:

ya that is so kick ass I wish you could mine it though :/


Ive been thinking about that. Here's some options.

Abduction
(ups)
No tools needed
(downs)
not at all Tiberium mining more like collecting

Gold gibs
(ups)
easy to make
(downs)
gold spam -the Tiberium expands by gibing into smaller bits of itself which grow-


Tue Feb 01, 2011 12:29 am
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Joined: Mon Apr 13, 2009 12:27 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Tiberium Mod Extended
What if we use some fancy .lua to detect if a special digger hits tiberium, then deleting that tib and adding some funds?
Someone with good lua-fu, please script it!


Tue Feb 01, 2011 5:39 am
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Post Re: Tiberium Mod Extended
it's so awesome when your guys are in a cave, then suddenly tiberium crashes in to the cave and then your guys panic :wink:


Tue Feb 01, 2011 1:58 pm
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