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 Mission: Tartarus 
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
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Post Re: Mission: Tartarus
Oh man that's got to be one of the most epic things CC has ever done, and all without a hint of lag. I take it you're no longer unhappy about the lack of friendly fire :P (or was that just Gotcha!?)


Mon Jun 04, 2012 12:06 am
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Joined: Thu Jun 11, 2009 2:34 pm
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Location: Moscow, Russia
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Post Re: Mission: Tartarus
Just now I think noFF is the best thing that could happen to CC. Troops movements are way more predictable, if you see a bunch dudes, they'll probably reach their destination in one piece.


Mon Jun 04, 2012 8:38 am
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Joined: Tue Jul 27, 2004 8:02 pm
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Location: AZ
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Post Re: Mission: Tartarus
These are totally rad! Major kudos to the mod makers, and in particular to Abdul/Stefan who made this amazing AI implementation!

For future video, please capture in 720p so you can make the most out of youtube's HD support (avoid the black bars on each side of the video)

- D


Mon Jun 04, 2012 10:14 am
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Joined: Thu Jun 11, 2009 2:34 pm
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Post Re: Mission: Tartarus
Oh, sometimes youtube does nasty thigs when it compresses video. I tried 640x480 to perfectly fit 480p and avoid frame drop when recording, but it looked so ugly in youtube for some reason. But I'll try it, thanks :)


Mon Jun 04, 2012 11:19 am
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Joined: Fri Jul 03, 2009 11:05 am
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Post Re: Mission: Tartarus
Weegee, may I suggest implementing a mechanism that would stop your own troops from entering the final chamber until all the generators are destroyed?
It just makes the mission nigh-impossible to complete when they waltz right in with generators still active.


Mon Jun 04, 2012 8:55 pm
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Joined: Thu Jun 11, 2009 2:34 pm
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Post Re: Mission: Tartarus
Natti, that would spoil all the fun of AI fights. You can just set them to Sentry mode to stop. They're rushing like mad because they're in brainhunt mode.


Wed Jun 06, 2012 2:11 pm
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Post Re: Mission: Tartarus
Oh, I hadn't thought of that. Thanks!


Wed Jun 06, 2012 2:39 pm
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Joined: Thu Jun 21, 2012 7:06 am
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Post Re: Mission: Tartarus
Hey there, I was just wondering why this is appearing. I'm reasonably new to this game and completely new to the forums so I haven't had much experience with game crashes or anything like that yet. Anyway, I downloaded the singleplace mod package from mediafire (the Tartarus.7z file) and dragged and dropped the .rte files into my cortex command folder.

The game loads for a little but is then appearing with this error message

---------------------------------------------------------
Abortion in .\System\ContenFile.cpp, line 472 because:

Failed to load datafile object with following path and name:

Coalition.rte/devices/weapons/SMGFire.wav
---------------------------------------------------------

So, I was just wondering what this mean't, how I could fix this, and where I went wrong

Thanks
Wolfie


Thu Jun 21, 2012 7:15 am
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Post Re: Mission: Tartarus
That mod package is very obsolete, you should download mods you want to play with directly from forums and preferably with "B27 compatible" icon.


Fri Jun 22, 2012 6:06 am
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Joined: Tue Jun 05, 2012 11:46 am
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Post Re: Mission: Tartarus
Wolfie,

From what I gather, there are older mods mixed in here looking for sounds in old folder formats.

I tried to copy the sound files to were the .ini files wanted them to be. No luck.
I tried to manually edit all the .ini files with an updated sound path.. took me ages still no luck.
-Shrug- I have had negative luck with CC mods and scenes.

Is there a way to get it worked? If not, someone edit the post and strike though the file location saying it's obsolete.


Fri Jul 20, 2012 4:14 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: Mission: Tartarus
Just started playing this again and I noticed that the Wehrmacht cheat.
As soon as I start the mission when versing the Wehrmacht, they just drop between one and five heavily armed soldiers on my brain.
Is this on purpose? It's kinda impossible to win when versing them.


Tue Sep 18, 2012 3:27 am
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Post Re: Mission: Tartarus
Major, I can't figure how you got this. Tested with the latest Wehrmach and everything works fine.


Wed Sep 19, 2012 10:38 pm
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Post Re: Mission: Tartarus
Now supports V1.0 RC1.


Fri Sep 28, 2012 10:32 pm
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Joined: Mon Oct 08, 2012 8:55 pm
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Post Re: Mission: Tartarus
Okay im having a problem With adding the crobotech faction i need help thanks oh and the mod is :shock:


Mon Oct 08, 2012 9:11 pm
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Joined: Mon Oct 04, 2010 6:42 pm
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Location: Dubai,UAE
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Post Re: Mission: Tartarus
Hey guys.
I made a Free Trade faction file,with zombies,Blue Bombs and blunderbusses(blunderbussi?) aplenty.
Be forewarned that,before you so much as come within sight of the objective,you will have a mountain range of corpses rivalling the Himalayas.
(Free trade refers to the non-faction-owned stuff at the top of the buy menu,like the Blunderbuss and the culled clones,the stuff in Base.rte)
Here it is.
(Edit:Updated,added the old laser rifle to heavy weapons,the idiot zombies never seem to hit anything with them though :V)


Attachments:
File comment: Free Trade faction file v2,added laser rifle to heavy weapons)
freetrade.lua [841 Bytes]
Downloaded 821 times
Fri Nov 09, 2012 2:33 pm
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