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 Post subject: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 22 2011 
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Sergeant

Joined: Sep 18 2011
Posts: 18
1--Ruges Pls Add the normal build times and buildings version

i love your mod so much but didn't want to play because of this (i have less free time)

2--and edit to start date to 2010 because its in game starting max tech lvl

3--optional remove the future military designs of underdeveloped regions

example turkey's tech lvl is 90 but they have leclerc tlfc design from the start. Let this choice to us maybe i want to buy leopard a5 design. not a french one or maybe i can build my own old tech designs


HEY community support me (sign) ...
maybe we can change the Ruges mind to make light version of his mod


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 22 2011 
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General
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Joined: Aug 22 2008
Posts: 3183
Location: Nearby, really I'll see you tonight when your sleeping
You get enough support and I will release both versions.

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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 22 2011 
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Sergeant

Joined: Sep 18 2011
Posts: 18
Woooow :-) Thx Master You are fast as you genius

1--Normal build times and buildings version
2--start date 2011 because its in game starting max tech lvl
3--Removeing the future military designs of underdeveloped regions
no longer leclerc tlfc for turkey

That would be awesome ....

Thx again Ruges


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 22 2011 
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Corporal

Joined: Aug 11 2011
Posts: 6
i just want normal buildtimes .. 2020 is slow as hell i have a quadcore cpu here at home and rounds take forever .. putting max engineers on every squares isnt fun

vote for normal buildtimes


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 22 2011 
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Sergeant

Joined: Aug 09 2010
Posts: 20
im for the normal build times but not any of the other suggestions

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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 22 2011 
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Lieutenant

Joined: Aug 17 2008
Posts: 93
I vote for Normal building times :D


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 23 2011 
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Warrant Officer

Joined: Oct 27 2009
Posts: 37
I think the building time of your last version was fine mate. I don't know if that were normal building times or not...


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 24 2011 
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Corporal

Joined: Aug 11 2011
Posts: 6
luraz wrote:
I think the building time of your last version was fine mate. I don't know if that were normal building times or not...


we dont want to change the mod .. we just want a second version of the mod with the same build times as 2020 without mods


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Sep 25 2011 
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Corporal

Joined: May 07 2011
Posts: 9
I support this, minor nations deserve to not be limited if the chance can be given to them to survive.


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Dec 13 2011 
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Colonel

Joined: Jul 21 2011
Posts: 456
Location: X:1827 Y:613
RPHKUSA wrote:
I support this, minor nations deserve to not be limited if the chance can be given to them to survive.


Amen!

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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Dec 19 2011 
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Private

Joined: May 23 2010
Posts: 1
+ original missile production rate...after one ingame year, there are no fighting units becouse of missile overkill


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Feb 07 2012 
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Corporal

Joined: Feb 11 2009
Posts: 4
Normal Build times Please!!!!!

I actually edited your Ruges Unit file 3 times to place the normal build times but for some strange reason after rebuolding the cache it didn't work (other changes did)?

Cheers and love the mod. (Currently trying just lost just about the entire Royal Navy and my Marine assault group in a Kola Peninsula raid after being missile swarm attacked by the Russians!)

Edit:
Just realized that my 1.09v of the Unit browser/editor is not working all that great as it creates duplicate lines, hence the reason that I cant edit the Ruges Unit file well. Oh well off to notepad++ then...


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Mar 14 2012 
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Sergeant

Joined: Mar 14 2012
Posts: 14
I vote for original build times as well. I am playing GC with very high volatility and Ruges AIparams until it is changed. The game is long enough as it is. Vbombv: If you get it edited will you host it for the rest of us?

Or maybe Ruges can give some countries more engineers to level the playing field? There are several countries that don't have a land fabrication and are at a severe disadvantage. How about giving them 3-4 engineers at the start of the game?


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Mar 16 2012 
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Corporal

Joined: Mar 16 2012
Posts: 2
I support this too, I think the increased building time ruined the entire mod and all those other ridiculous add-ins. Once you release the extra version, I will make sure to download- but for now, no.


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 Post subject: Re: Ruges MOD (normal build times and buildings version)
PostPosted: Mar 17 2012 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16497
Location: BattleGoat Studios
Nekkewgazt wrote:
I support this too, I think the increased building time ruined the entire mod and all those other ridiculous add-ins. Once you release the extra version, I will make sure to download- but for now, no.


You're not making a good first impression to call someone else's donated work "ridiculous" as your first post on the forum. The rule on this forum is to be polite and Ruges' contributions deserve recognition even if you disagree with his design. This isn't intended as a reprimand but to call out very bad form. Tsk tsk.

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