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 Mission: [Coalition] Dummy Twins 
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Mission: Dummy Twins
Huge Pack Of Mods is unbalanced.
On those lines, a viral bomb does an excellent job of wiping everything out.
That, and tamed cyborg zombies.


Mon Jul 06, 2009 10:06 pm
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Joined: Sun Jul 27, 2008 4:33 pm
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Location: behind you
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Post Re: Mission: Dummy Twins
LowestFormOfWit wrote:
Cool. Glad I got it to work for you.
But this is the Stratosphere thread, not the Dummy Twins one! :-o


woops i was going away for 6 days :-P and i was in a rush


Wed Jul 08, 2009 4:04 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Mission: Dummy Twins
I just fired the zero division cannon at this.
My kill count skyrocketed a couple moments later.
But then I realized I was screwed, since I just erased the shelter and had no protection from the bombardment. :lol:


Wed Jul 08, 2009 6:45 pm
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Location: That quaint little British colony down south
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Post Re: Mission: Dummy Twins
You could fathomably use the shielder and fire to make a triangle between the ground and the two shields. And then hope you have good enough timing and luck for the shields to work properly.


Thu Jul 09, 2009 2:20 am
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Post Re: Mission: Dummy Twins
nice mission hade lots of fun going in there stealthy.


Sat Jul 11, 2009 4:23 pm
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Post Re: Mission: [Coalition] Dummy Twins
Hot damn that was fun. Got to use it as a testing grounds for some cool weapons and practice my abduction strategy!

On a side note, those massive concrete blocks between the starting point and the base? They also serve as effective shelters if you tunnel under them.

Final kill count: 14 dead on my team, 265 on the dummy side.

Hoo-rah.


Sun Jan 24, 2010 3:25 am
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Post Re: Mission: [Coalition] Dummy Twins
man that was very nice exapt for the part where i got over run
final score 20 on my team 197 theirs :grin:


Tue Apr 06, 2010 1:52 pm
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Post Re: Mission: Dummy Twins
weegee wrote:
The Decaying Soldat wrote:
I still haven't won this mission despite trying 6 times. I'll still try to beat it because it's very challenging.


I was not even able to beat Maginot without tweaking initial funds :) And even with loads of gold it is more than challenging. Sweep phase tend to end quickly because dummies stop spawning while killing each other with the same joy. If you see Shelter signs, drop everything and get armored brain's fat ass to the building over the air. Not a single chance to reach it in one piece on foot.

Cortex command is hard. I could make some difficulty settings changing funds and timings to make it playable by all kinds of players, but the game's UI does not seem to allow difficulty selection for missions.


just fly up into the hangar at the top of the base with a few guys if you using vanilla heavy sniper and the cannon work really well


Fri Dec 10, 2010 2:45 am
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Post Re: Mission: [Coalition] Dummy Twins
Don't use the ZD-Cannon, otherwise your shelter is paper-thin.

Recommended Weapon: Homing Digger Launcher
Not only does it autonomously head for targets, it also keeps the dummy dropships at bay. Really handy.


Sun Dec 12, 2010 3:02 am
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Post Re: Mission: [Coalition] Dummy Twins
I tried to play this in B24, but I couldn't get the scenario to start. The team selection menu pops up, but only the first slot is available. Therefore, I can only place myself or the computer in that one spot. In either case, the game won't start since you need to place two teams to start a game. The error seems to be that the computer is not automatically placing itself into the second slot.

Has anyone else had this problem and found a way around it?


Mon Dec 27, 2010 9:21 pm
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Data Realms Elite
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Post Re: Mission: [Coalition] Dummy Twins
This mod is not B24 compatible yet.

Actually, considering the number of wegee's missions, it might be sensible to use a new thread for them.


Mon Dec 27, 2010 11:38 pm
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Post Re: Mission: [Coalition] Dummy Twins
Done. I didn't add in difficulty coding, and surprisingly enough all of weegee's missions have built in MP support(besides unmapped lands).
The only thing different is a CPUTeam = 1 line in the mission activities, and maybe something else I forgot.


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Tue Dec 28, 2010 12:33 am
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DRL Developer
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Post Re: Mission: [Coalition] Dummy Twins
mail2345 wrote:
Done. I didn't add in difficulty coding, and surprisingly enough all of weegee's missions have built in MP support(besides unmapped lands).
The only thing different is a CPUTeam = 1 line in the mission activities, and maybe something else I forgot.


Updated the OP, thanks man :)

UPD:

I've tried to make all my missions multiplayer aware, but I've never tested anything in multiplayer mode.

UPD:

B27 compatibility.


Tue Dec 28, 2010 3:32 pm
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