Forged Alliance Forever Forged Alliance Forever Forums 2014-06-15T05:33:45+02:00 /feed.php?f=42&t=7581 2014-06-15T05:33:45+02:00 2014-06-15T05:33:45+02:00 /viewtopic.php?t=7581&p=75418#p75418 <![CDATA[Re: Anti Nuke Launcher got no Pause]]>
Better just scout. If it's less than 4 minutes - flytime of your nuke old...

And in case of a mass shortage it takes much longer to load an smd; it doesn't go proportionally. I've had a game where someone actually counted on that. He nuked when that thing was like 9 minutes there; it was still empty. When I asked that teammate he said "it was clear he was overspending on mass; all those naval facs and support engies; it then takes ages to load smd" :mrgreen:

Statistics: Posted by E8400-CV — 15 Jun 2014, 05:33


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2014-06-14T15:38:38+02:00 2014-06-14T15:38:38+02:00 /viewtopic.php?t=7581&p=75342#p75342 <![CDATA[Re: Anti Nuke Launcher got no Pause]]>
And even if it worked like that it'd make no sense, because you can also build fake nuke launchers with no missiles in it.

Statistics: Posted by Lionhardt — 14 Jun 2014, 15:38


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2014-06-14T00:12:21+02:00 2014-06-14T00:12:21+02:00 /viewtopic.php?t=7581&p=75308#p75308 <![CDATA[Re: Anti Nuke Launcher got no Pause]]>
Also you can't just make a SMD and pause it to have a lot of empty "fake" SMD's in hopes that noone will nuke you then, and I guess it prevents people from doing that.

Personally I don't really care, but those are just my views on it.

Statistics: Posted by RK4000 — 14 Jun 2014, 00:12


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2014-06-09T18:14:52+02:00 2014-06-09T18:14:52+02:00 /viewtopic.php?t=7581&p=75003#p75003 <![CDATA[Re: Anti Nuke Launcher got no Pause]]>

Statistics: Posted by E8400-CV — 09 Jun 2014, 18:14


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2014-06-09T15:12:47+02:00 2014-06-09T15:12:47+02:00 /viewtopic.php?t=7581&p=74989#p74989 <![CDATA[Re: Anti Nuke Launcher got no Pause]]> Statistics: Posted by Lionhardt — 09 Jun 2014, 15:12


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2014-06-09T13:32:58+02:00 2014-06-09T13:32:58+02:00 /viewtopic.php?t=7581&p=74977#p74977 <![CDATA[Re: Anti Nuke Launcher got no Pause]]> Statistics: Posted by IceDreamer — 09 Jun 2014, 13:32


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2014-06-09T08:26:21+02:00 2014-06-09T08:26:21+02:00 /viewtopic.php?t=7581&p=74962#p74962 <![CDATA[Re: Anti Nuke Launcher got no Pause]]> Statistics: Posted by Lionhardt — 09 Jun 2014, 08:26


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2014-06-09T07:15:58+02:00 2014-06-09T07:15:58+02:00 /viewtopic.php?t=7581&p=74958#p74958 <![CDATA[Re: Anti Nuke Launcher got no Pause]]> input RULEUCC_Pause = true under the CommandCaps of each smd in their blueprints. Still very new to modding so i'm going to test if this works.

EDIT:
Yep that fixed it

Statistics: Posted by Aulex — 09 Jun 2014, 07:15


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2014-06-08T19:52:30+02:00 2014-06-08T19:52:30+02:00 /viewtopic.php?t=7581&p=74907#p74907 <![CDATA[Re: Anti Nuke Launcher got no Pause]]> Statistics: Posted by Lionhardt — 08 Jun 2014, 19:52


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2014-06-08T17:59:17+02:00 2014-06-08T17:59:17+02:00 /viewtopic.php?t=7581&p=74897#p74897 <![CDATA[Re: Anti Nuke Launcher got no Pause]]>
Only use I see for it is to pause missle building when you build it very early, just before a T3 pgen gets done.

Statistics: Posted by E8400-CV — 08 Jun 2014, 17:59


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2014-06-08T16:32:40+02:00 2014-06-08T16:32:40+02:00 /viewtopic.php?t=7581&p=74894#p74894 <![CDATA[Anti Nuke Launcher got no Pause]]> Statistics: Posted by Lionhardt — 08 Jun 2014, 16:32


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