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Experiment632

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  1. Experiment632

    Internal errors

    Ahh, those errors are quite annoying. And what is more annoying that saving as you go doesn't usually help either since you encounter another unknown internal error. I learned a possible way around the problem. Don't have two buildings with SpySat capabilities. You are only asking for UIE and any saved game made after you build to such structures will also be corrupted.
  2. Well it can be implied that when Einstein killed Hitler, he may have left a little package in his younger self's office which resulted in technology being decades ahead of its time. But that as of yet is an unproven theory, but its the only one I can think of.
  3. Experiment632

    Aftermath Units in Regular Missions!

    Actually I beat the game many times on hard mode without any cheating whatsoever or use of Aftermath/Counterstrike Units. In my book, beat the game in hard mode a couple of times, you earn the right to cheat a bit, though I switch everything to normal so I don't get too rusty. By the way I discovered that Phase Transports and Missile Subs for the Russians is excellent for Gap Generator busting missions. Of coarse I am sure a human opponent could establish an effective blockade of riflemen and base defenses that reveal the PTs if they come too close. Sometimes I even add cheats to my disadvantage such as my enemy getting even more paratroops in each drop and more often... 5 used to be annoying enough. I even gave the enemy nuclear parabombs which I don't even know why they call nuclear because if that was the case, they'd take out half the map and kill anything that entered afterwards. Oh well.
  4. By downloading TibEd, after I edited the Red Alert rulesINI, I noticed a question asking about setting an override file for Aftermath? When I went to my RA directory, I saw the file for Aftermath. After editing the Aftermath units in the file manuelly I learned that I could have all the Aftermath units on regular missions, including the Phase Transport from the Soviet mission. Just edit the Phase Transport from 1 passenger to 5, and you got yourself a stealth APC. That solved the problem with the annoying guard dogs that kept me from getting my spy in as well as made moving him over great distances at better speeds. The missile subs for the Soviets is another unit that is very handy. Cheaper and better then the cruiser. If the subs weapons warhead is switched to nuke, it would be excellent for assuring your opponents destruction even if your base and land units are completely obliterated. Just don't set off too many nukes in close timing or you can get thrown off. As for the Chronotank, those things aren't very useful since they get destroyed so easily unless I can find a way to make it's death explosion be nuclear. Also the mechanics can change the rules of base defense since a group can repair a tank faster then you can fix a gun turret... just be wary cause the AI on the mission tends to make them primary targets.
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