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 The Wehrmacht - an Axis mod - WWII 
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Joined: Thu Jul 15, 2010 1:52 pm
Posts: 165
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update...*
The new update just was awesome.

l4d fanatic wrote:
Gaaaah I got it and when I tried to extract it. It is unable to. Help please I really want this.

Ohhh I had 32Bit on a 64Bit maybe that's why. I'm gonna change it and see if it works
Okay it worked no errors. But I didn't try it yet so i'm going to re-message to tell you if it works
[Some time Later]
It works I like it the U-Boat eh and the gold nuggets add money I guess when you take it. it gets rid of it? I dunno i'm gonna look for more mods thanks for your help. thanks for making the mod.


Here guys a english version.

If I made any spelling errors. Screw me I am tired and it's 7:54 am.


Mon Nov 15, 2010 4:42 pm
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Joined: Sun Oct 03, 2010 6:08 pm
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Location: Russia
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update...*
super even though I do not Teuton , I'm Russian :)


Mon Nov 15, 2010 4:53 pm
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Joined: Mon Oct 25, 2010 5:51 am
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Location: Sydney
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update...*
PvtVain wrote:
The new update just was awesome.
Here guys a english version.
If I made any spelling errors. Screw me I am tired and it's 7:54 am.

Thanks, that was needed alot. Thing that sucks about uploading a new version is the DL counter. Not Downloaded Yet... twenty minutes later: 1 Downloads... etc.
:-?


Mon Nov 15, 2010 11:14 pm
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Data Realms Elite
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15/10*
I'll tell you what would be great, if that Hitler span around. Then I would speed it up like he was in a washing machine. Also the update is pretty good.

P.S. 100th reply.


Tue Nov 16, 2010 12:05 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15/10*
Roast Veg wrote:
P.S. 100th reply.

Zomg! 100 posts, wow! Cool. etc.
My little idea for the brain tank:
Kettenkrad's Mind wrote:
For the brain tank, when it gets destroyed, a German voice says something like "Commandant, the experiment is ready" and then Hitler falls to the ground with the gibs, and mutates into a giant pus squirting zombie thing that has guns for hands (http://www.ifelix.net/gamingblog/wp-con ... g_2067.jpg) and its all like omnomnom and stuff. And then you can only control him (.Lua) and fight with him until you inevitably fail the skirmish. That would make a great campaign!


Tue Nov 16, 2010 2:21 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15/10*
Kettenkrad's Mind wrote:
For the brain tank, when it gets destroyed, a German voice says something like "Commandant, the experiment is ready" and then Hitler falls to the ground with the gibs, and mutates into a giant pus squirting zombie thing that has guns for hands (http://www.ifelix.net/gamingblog/wp-con ... g_2067.jpg) and its all like omnomnom and stuff. And then you can only control him (.Lua) and fight with him until you inevitably fail the skirmish. That would make a great campaign!
[/quote]

That would be awesome.


Tue Nov 16, 2010 6:25 am
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Data Realms Elite
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15/10*
That would make a great campaign level, but have it so that you have to get Hitler mutant out before the enemies kill you. Also, instead of a Hitler gib, just put it on a timer.


Tue Nov 16, 2010 5:22 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
V-2 - Overpowered? I was playing this afternoon and accidently delivered my guy in a V-2 rather than a saucer. Everything died. It doesn't really fit well with the rest of the mod, (and i hate it's sprite), should I comment it out?


Thu Nov 18, 2010 11:45 am
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Joined: Sun Jun 13, 2010 5:40 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
yeah, it tends to be a little.... well, destructive and lag inducing to say the least :P


Thu Nov 18, 2010 11:59 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
I don't want to start something in mod making, but I wanted to ask something; If a brain unit is killed (say - the player's only brain) and gibs into another brain, would the game continue, the player lose, or the game crash?


Thu Dec 02, 2010 9:26 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
It crashes, or just does something bad.
What you want to do is have a temp brain somewhere that detects the death of the old brain, creates a new one, and the temp is destroyed on the next frame.


Thu Dec 02, 2010 10:02 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
Good idea, thanks.


Thu Dec 02, 2010 11:45 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
This mod can be described in one word: Amazing.
I'm actually loving it so much, fantastic job.
An Allies modification would also do this justice, US vs. Germany.

This also goes hand in hand with the premade bunker addon :D


Sat Dec 04, 2010 5:35 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
Uhh, yeah snip.


Sat Dec 04, 2010 6:44 am
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
PhantomHunta wrote:
This mod can be described in one word: Amazing.
I'm actually loving it so much, fantastic job.
An Allies modification would also do this justice, US vs. Germany.

This also goes hand in hand with the premade bunker addon :D

Thankyou very much indeed! :)
I thought the mod had kinda died... I am thinking of a making USA / USSR mod later, as I'm currently working on a Japanese one. It doesn't have much content yet so I may merge it in with this one.


Sat Dec 04, 2010 9:31 am
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