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 Tiberium Mod Extended 
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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: Tiberium Mod Extended
Visceroids were, but they were taken out.


Fri Apr 29, 2011 10:57 am
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Joined: Sun Oct 11, 2009 7:47 pm
Posts: 131
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Post Re: Tiberium Mod Extended
I've been testing a method to limit tiberium density in a given area, but I haven't tweaked it yet. The trick is simply to look at nearby particles, see if they're tiberium, then settle nearby crystals.


Sun May 01, 2011 12:43 am
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Joined: Mon Dec 26, 2011 8:39 pm
Posts: 30
Location: Here There Everywhere.....EVERYWHERE!!!
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Post Re: Tiberium Mod Extended
So there hasn't been an update in a while, but the mod runs with B26. Glad it does. Have u been able to make any progress? :0


Sun Mar 04, 2012 9:44 pm
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Joined: Sat Oct 15, 2011 4:19 pm
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Post Re: Tiberium Mod Extended
Zeroxys wrote:
So there hasn't been an update in a while, but the mod runs with B26. Glad it does. Have u been able to make any progress? :0

nice bump....if its beyond the 4th page, dont do that and assume there is no development.


Mon Mar 05, 2012 4:39 am
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Joined: Sun Sep 11, 2011 11:48 pm
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Post Re: Tiberium Mod Extended
i am :???: i still dont understand what this mod is all about....


Sat Mar 10, 2012 10:40 pm
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Joined: Sat Oct 15, 2011 4:19 pm
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Post Re: Tiberium Mod Extended
TheStragedyGuy wrote:
i am :???: i still dont understand what this mod is all about....

http://cnc.wikia.com/wiki/EVA_Database


Sun Mar 11, 2012 6:25 pm
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Joined: Tue Apr 10, 2012 2:44 am
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Post Re: Tiberium Mod Extended
Perhaps the immune faction could be the scrin from command and conquer 3?


Wed Jun 20, 2012 4:02 pm
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Joined: Sun May 08, 2011 2:20 pm
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Post Re: Tiberium Mod Extended
Sorry for the bump but I was wondering if this still works for B27?
I wonder if anyone would continue on this, I would but I'm no good at modding.


Wed Jun 20, 2012 6:25 pm
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Joined: Wed Jul 20, 2011 10:45 pm
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Post Re: Tiberium Mod Extended
URLEFT4DEAD wrote:
Sorry for the bump but I was wondering if this still works for B27?
I wonder if anyone would continue on this, I would but I'm no good at modding.


Test it, Newb.

You cannot continue the project if you don't have permission. No mod stealin' Newb.


Wed Jun 20, 2012 8:42 pm
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Joined: Sun May 08, 2011 2:20 pm
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Post Re: Tiberium Mod Extended
Kanedoom wrote:
URLEFT4DEAD wrote:
Sorry for the bump but I was wondering if this still works for B27?
I wonder if anyone would continue on this, I would but I'm no good at modding.


Test it, Newb.

You cannot continue the project if you don't have permission. No mod stealin' Newb.

The amount of times you said "Newb" in that post makes me want to punch a puppy.
Grow up, you are not 9.
Also, if I were to continue this (Which I won't) I would have asked for permission.


Sat Jun 23, 2012 12:31 am
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Joined: Sun May 02, 2010 10:17 pm
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Post Re: Tiberium Mod Extended
Might be bit Necro but This is another mod that might work great as AI faction in campaign. If someone is able to work it out.


Sun Sep 30, 2012 3:11 am
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Joined: Sat Feb 19, 2011 4:07 pm
Posts: 7
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Post Re: Tiberium Mod Extended
Hum, while we'r at it, can someone please update it to the 1.0 / B27 version ? (Or say if it works.)


Sun Sep 30, 2012 6:30 pm
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Joined: Tue Jul 27, 2010 6:29 am
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Post Re: Tiberium Mod Extended
For the record, please try it for yourself to see if it works. But yes it works for the current version last time I checked.


Wed Oct 03, 2012 12:06 am
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Joined: Sat Feb 19, 2011 4:07 pm
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Post Re: Tiberium Mod Extended
Tested and working, but laggy, as usual.


Wed Oct 03, 2012 7:55 pm
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Joined: Sat Jun 28, 2014 7:38 am
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Post Re: Tiberium Mod Extended
I will seriously donate some $$$$ to someone to fix this mod for B30, I think it is genius. This + Dovaken Creeper mod + dynamic warfare = a fun time. If only it didn't lag sooooo bad.


Mon Jul 07, 2014 4:37 am
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