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 MESSAGE BOARDS >> TITLE SPECIFIC BOARDS > SUPREME COMMANDER: FORGED ALLIANCE
 UEF's Fat Boy Experimental Visual Glitch  
 
 
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Posted: Feb 09, 2008 11:58:43 PM - Report post  (0)  (0)       Post Reply  post reply  

Yeah, that surely fix the problem but also arise another one, big: It's so uncomfortable. Just image that every time you want to build a Fatboy or Atlantis (I'm sure that someone has forgotten this little buddy) you have to deactivate the option and turn it on again. And needless to say that every one that want to use a trainer also wanna swam the enemy with the best unit of every side. So, if you wanna build up an entire army of Fatboys, how many time will you have to turn the instant build option on and off. That the reason why I want someone tell me how to deal with this problem from the root, not with some extremely uncomfortable manner.
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Posted: Feb 14, 2008 3:33:58 AM - Report post  (0)  (0)       Post Reply  post reply  

ya hae the same problems with the traine and if y actavet mass trops otions the game slows down


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Posted: Jul 06, 2008 5:45:50 AM - Report post  (0)  (0)       Post Reply  post reply  

i have no problem with the AI getting the stuff because i never use allies.. leaves more room for uber pwnage

i hate the visual bugs tho

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Posted: Sep 03, 2009 9:59:11 PM - Report post  (0)  (0)       Post Reply  post reply  

theres a couple solutions...
just edit the dam file, that holds the Fatboy, change the build time to 1 second..etc.
i did..still has the problem, then i noticed, the offsets and the way its placed IN the blueprint file, its all F** up. you just have to manually change the values, it seems like the measurements to see it are off,lol-

you could really screw with someone, and make it appear OUTside of the shield, so its fixed, but theres a BIG shield following it, and the other guy is going..."W..T..F?!" and aims for the shield,haha-thinking that "glitch" is still active.
if you create a Master Mod file, there are some other RTS games where you can do this, and that no matter what MOD the host has, yours is the Master one. Better than a trainer.

*update* values were right, seems my mouse went weird, and deleted one value. the turn off trainer then back on works, but better off with the MasterMOD file, editing the build info.

name/number: UEL0401_Experimental Mobile Factory
you can make them roll on water instead under it, just change buildlayer}
Seabed=True...something like that, change it to false.
this speeds them up, unless you edit that as well,mines set to 200, lol-speedracer!

[Edited by Raker, 9/4/2009 6:14:48 PM]

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Posted: Oct 03, 2009 1:13:02 PM - Report post  (0)  (0)       Post Reply  post reply  

this glicht also happend to the UEF atlantis and to the Aeon Illuminat Tempest
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Posted: Jan 09, 2010 11:14:50 PM - Report post  (0)  (0)       Post Reply  post reply  

 quote:
 originally posted by Dobber99:

this glicht also happend to the UEF atlantis and to the Aeon Illuminat Tempest

I know this game isn't up there anymore in terms of popularity but how hard would it be for the trainer creaters to tweak this trainer so that the shielded experimental units are fixed, no longer invisible beneath the shield?

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Posted: Jan 31, 2010 3:45:10 AM - Report post  (0)  (0)       Post Reply  post reply  

 quote:
 originally posted by pjlambo:

 quote:
 originally posted by Dobber99:

this glicht also happend to the UEF atlantis and to the Aeon Illuminat Tempest

I know this game isn't up there anymore in terms of popularity but how hard would it be for the trainer creaters to tweak this trainer so that the shielded experimental units are fixed, no longer invisible beneath the shield?

I second what pjlambo said

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Posted: Aug 31, 2010 3:02:12 PM - Report post  (0)  (0)       Post Reply  post reply  

That's true what everyone has said. I only play this game from time to time, as I've got the original, forged and SC2. Well I only play this game to test out my computers. To really see if it can really handle it.
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