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 Unmapped Lands 2 (UPD: V81 - 22 dec) 
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Joined: Fri Jul 20, 2012 5:31 am
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Location: petting Schrodingers cat.
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
weegee wrote:

burningsky25: Default brain defenders is probably a good idea, I'll think about it. Actually there's a reason why you have just 8 defenders and they are not scattered across the base. CC has a unit limit and what's worse, you can't figure when you've hit that limit until all units are placed in the simulation. And when you'll hit that limit weirdest things will happen. But I hope a few more turrets won't break anything.


Yeah, no I definitely understand from that perspective. I've made a few scenes and I've run into that problem before too, hopefully a balance can be struck.


Sun Mar 03, 2013 9:15 pm
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Joined: Mon Feb 04, 2013 3:25 am
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
Thanks for the quick reply. Just now back on my computer, so I can do this.

I tried attaching the picture, don't know if it worked, as this is my first time even trying to do this.


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ScreenDump001.bmp [1.37 MiB]
Not downloaded yet
Sun Mar 03, 2013 10:50 pm
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Joined: Thu Jun 11, 2009 2:34 pm
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Location: Moscow, Russia
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
BillCosby: Did you change your delta-time somehow? Used some slo-mo mods or tried to optimize CC performance? If so try to delete your Base.rte/Settings.ini and run CC so it could create a default one. You can also try to go to UnmappedLands2.rte\Scripts\CF_MissionLibrary.lua and set CF_LowPerformance = false.


Mon Mar 04, 2013 5:35 am
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Joined: Sat Oct 15, 2011 4:19 pm
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
weegee wrote:
You can also try to go to UnmappedLands2.rte\Scripts\CF_MissionLibrary.lua and set CF_LowPerformance = false.

Hate to tell you this, but it makes it worse weegee, I tried it and now no text appears at all.


Mon Mar 04, 2013 1:56 pm
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
For the love of our beloved god Ronald McDonald folks, just make sure your delta time is 16.67 ms ( DeltaTime = 0.0166667 ). I don't know what else can break this.


Tue Mar 05, 2013 6:16 pm
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
weegee wrote:
For the love of our beloved god Ronald McDonald folks, just make sure your delta time is 16.67 ms ( DeltaTime = 0.0166667 ). I don't know what else can break this.

Your "higher" performance L.O.D. fix breaks it more.


Sat Mar 09, 2013 4:41 am
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
mod is awesome!!! you should have a Star Wars version... Rebel vs Empire!!!!


Tue Mar 12, 2013 4:27 am
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
not to be a pain- but by chance do you have older versions of Unmapped lands 2 available?


Sun Mar 17, 2013 2:59 am
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
Yep, I have every build since B01.

Latest B27 compatible:
https://dl.dropbox.com/u/1741337/Unmapp ... 46.rte.zip

Latest 1.0 compatible:
https://dl.dropbox.com/u/1741337/Unmapp ... 49.rte.zip


Mon Mar 18, 2013 2:07 pm
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
Are there any detailed instructions on how to create faction files? I'd like to add MDC but cannot find a MDC.lua.


Mon Jul 01, 2013 6:12 am
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Post Re: Unmapped Lands 2 (UPD: B77 - 23 feb.)
You can find MDC here UnmappedLands2.rte\FactionPack\UnmappedLands2.rte\Factions\MDC.lua


Mon Jul 01, 2013 7:35 am
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Post Re: Unmapped Lands 2 (UPD: B78 - 06 feb)
Updated, loads factions the same way as Void Wanderers.


Thu Feb 06, 2014 10:51 am
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Post Re: Unmapped Lands 2 (UPD: B78 - 06 feb)
its like metagame except not terrible


Thu Feb 20, 2014 3:34 am
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Joined: Fri Oct 18, 2013 2:49 pm
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 Re: Unmapped Lands 2 (UPD: B79 - 04 mar)
Can you make NRG ( or New Boston Guard ) in YARR! compatible with unmapped lands 2?


Wed Apr 09, 2014 6:39 am
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Post Re: Unmapped Lands 2 (UPD: V80 - 18 apr)
B30 update.

Epicnator, sorry I'm not making faction files myslef anymore.


Fri Apr 18, 2014 8:39 am
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