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 Ultimate Bunker Module Pack 
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Joined: Wed Jan 24, 2007 11:53 pm
Posts: 589
Location: Silicon Valley, California
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 Ultimate Bunker Module Pack
With 60 mods in one, mix and match to your liking.
Here are a few preview images of some modules:

Image

Image

Image

Image


DOWNLOAD:
http://www.gamefront.com/files/22387571/Ultimate+Bunker+Module+Pack+1.0.rar
Pictures only represent a tiny fraction of the total new modules;
I estimate there are a few hundred more.

All credit goes to the original authors. I only made a handful of these, and
I'm working through all the mods systematically to get a credit list up soon.


Credit List (WIP)



Fri Oct 05, 2012 7:54 am
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Joined: Sun Aug 28, 2011 1:47 pm
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Post Re: Ultimate Bunker Module Pack
There goes my loading time! :/


Fri Oct 05, 2012 12:54 pm
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Joined: Tue Jul 27, 2010 6:29 am
Posts: 38
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Post Re: Ultimate Bunker Module Pack
Sweet robot-zombie-Jesus! That's a LOT of bunker modules! DLing now and testing, dis gon b gud.

Edit: Wow, just wow. How you managed to find all these awesome bunker module mods is beyond me but I wholeheartedly thank you for bringing all these great, otherwise unused modules to light.


Fri Oct 05, 2012 12:58 pm
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Location: Constant motion
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Post Re: Ultimate Bunker Module Pack
The dirt modules were PeteTheGoat weren't they?


Fri Oct 05, 2012 2:24 pm
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Joined: Tue Oct 13, 2009 2:47 am
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Post Re: Ultimate Bunker Module Pack
Oh wow.
How long did it take for you to get all these? Most of these are from old maps that you can't find anymore.


Fri Oct 05, 2012 3:10 pm
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Joined: Mon Oct 01, 2012 3:33 pm
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Post Re: Ultimate Bunker Module Pack
Great job combining all these great older mods, but I was wondering how I can access these in the map editor? I've always liked designed really elaborate bases in the editor and then loading them up and filling them with units, but I can't use any mod files in the editor.


Fri Oct 05, 2012 3:59 pm
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Data Realms Elite
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Post Re: Ultimate Bunker Module Pack
The editor is designed so that you can't add mods that are not in vanilla content or the mod's content files, to prevent dependencies on other mods. You'll have to put a reference to files from this mod into your own mod.


Fri Oct 05, 2012 4:08 pm
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Joined: Wed Oct 03, 2012 7:33 pm
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Post Re: Ultimate Bunker Module Pack
After trying to activate the elevator ingame for a few minutes, I checked the files and realized it wasn't functional after all. >.>
I just happened to be looking for some bunker additions and there it is! Many thanks for these.


Fri Oct 05, 2012 4:49 pm
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Joined: Sun Aug 05, 2007 7:31 pm
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Post Re: Ultimate Bunker Module Pack
That's a disturbingly epic collection you have there, sir. *I* don't even have my own bunker modules anymore. I swear some of the others pre-date the internet ...

Thank you so much!


Fri Oct 05, 2012 6:44 pm
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Data Realms Elite
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Post Re: Ultimate Bunker Module Pack
Holy.
♥♥♥♥.
♥♥♥♥.

You even have DEEPCAVES??? God damn uberhen, you are a god.


Fri Oct 05, 2012 9:12 pm
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Post Re: Ultimate Bunker Module Pack
Herr Hen, I came buckets when I tested this out but...
Is there any way to make the Metagame able to use these when auto-building bunkers?


Sat Oct 06, 2012 1:38 am
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Post Re: Ultimate Bunker Module Pack
Hellevator wrote:
Is there any way to make the Metagame able to use these when auto-building bunkers?

I've only really ever played Skirmish modes, so I'm not too familiar with how the campaign system works. In my limited understanding, you would have to edit the game files to load these modules as "vanilla" content, like Roast's suggestion. But even then, I'm not sure how the AI would "auto-build" with such drastically diverse modules. Many don't line up perfectly with the standard stuff. If you would like to use these in the campaign, I think you could 1) incorporate the modules you would like to use into the core game files (Base.rte) somehow 2) use the scene editor to place the modules in your desired arrangement on a copy of the campaign map you would like to have them 3) copy all the placement data to the original map you want to have the modules on, and 4) disable the auto-build for that map in the campaign, since everything's all preplaced. Once again, I've no idea if this works, and it seems like it would be a lot of work. I'd suggest that you instead create a new scene of your own and include the modules you want IN the map's .rte, and then enable that map to be used in the campaign.

Geez guys, thank you for all the praise. :) You were the ones who made all these, the hardest part for me was just sifting through my files finding all this stuff. Since CC was released on Steam, I wanted to save new players from the hassle of searching everywhere for these, and of trying to make them compatible with the newest version. There's just so much great content that seems to be forgotten, broken, or simply gone unnoticed for this game, it's a real shame.



Sat Oct 06, 2012 2:56 am
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Joined: Thu Oct 04, 2012 6:57 pm
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Post Re: Ultimate Bunker Module Pack
Love the mod.


Found that the:

-head cutter
-knee cutter
-flying spike
-bomb crate

all lag the game to a unplayable point.


Sat Oct 06, 2012 6:42 am
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Joined: Mon Aug 27, 2012 11:13 am
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Post Re: Ultimate Bunker Module Pack


It's spamming console errors for me too.

I can't seem to select the turret stand with my brain.


Sat Oct 06, 2012 7:50 am
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Post Re: Ultimate Bunker Module Pack
uberhen wrote:
Hellevator wrote:
Is there any way to make the Metagame able to use these when auto-building bunkers?

I think you could 1) incorporate the modules you would like to use into the core game files (Base.rte) somehow 2) use the scene editor to place the modules in your desired arrangement on a copy of the campaign map you would like to have them 3) copy all the placement data to the original map you want to have the modules on, and 4) disable the auto-build for that map in the campaign, since everything's all preplaced.
Actually all the data for the prebuilt modules is stored in Base.rte, so not only would you have to include these modules as in Map Pack 3, but you'd then have to locate the AI design blueprints and edit them to your liking. I can't for the life of me remember where in Base.rte they are though.


Sat Oct 06, 2012 11:51 am
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