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Old 03-22-2008, 10:45 PM   #11

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Oopsie

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Old 03-23-2008, 06:30 AM   #12

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The flag needs to be as large as most of the city if possible.

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Old 03-23-2008, 01:50 PM   #13
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Quote:
Originally Posted by [R-MOD]Masaq View Post
TG running a modified version on their pub server?
This is news to you? They've modified several maps in each version atleast. And I must say, those changes made a hell of a more better game.


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Old 03-24-2008, 08:04 PM   #14

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Yeah, larger cap radius is definitely necessary.

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Old 03-24-2008, 08:42 PM   #15

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this new verion makes sunset short because of ticket bleed, and chinese seems to get there first. I suppose we should make 2 flags or so.
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Old 03-24-2008, 09:09 PM   #16
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Quote:
Originally Posted by ReaperMAC View Post
This is news to you? They've modified several maps in each version atleast. And I must say, those changes made a hell of a more better game.
Yup, news to me but then I don't play on TG much.


So long as they're only modifying the realityconfig_common.py and realityconfig_private.py files, they're okay.

If they're touching realityconfig_public.pyc, they're breaching the server license agreement.

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Originally Posted by [R-DEV]eggman
The following are acceptable mods for publicly accessible internet servers:
- running accompanying scripts to force squad membership
- running accompanying scripts for TK management
- running administrative scripts that do not fundamentally or significantly alter the game play
- adjusting the ticket values of maps
- adjusting the round length timers

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Old 03-24-2008, 09:49 PM   #17
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Quote:
Originally Posted by [R-MOD]Masaq View Post
Yup, news to me but then I don't play on TG much.


So long as they're only modifying the realityconfig_common.py and realityconfig_private.py files, they're okay.

If they're touching realityconfig_public.pyc, they're breaching the server license agreement.
Ah okay, I'm sure they are. Nothing like fast respawn times and the like .


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Old 03-24-2008, 11:37 PM   #18

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larger cap is a must, maybe put a usmc forward spawn?


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Old 03-25-2008, 12:03 PM   #19

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I like it, the map is about the city and CQC now.
my experience though is that its extremly hard to cap the flag once its been claimed. Ive played it many times and only seen it happen once.
was commander that round setting firebases very close and ordered people to literally flood the city. they died like flies, which resultet in even harsher ticketbleed, but we capped it.
so we capped at about 120 tickets whilst the PLA who had held it where still at bout 270, and won.
maybe tweak around on the ratio of enemies vs. own forces needed to cap?

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Old 03-25-2008, 12:25 PM   #20

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Yea I meant to mention this anyway but if the capture radius is to be increased then other rules have to be adjusted.

In some cases I think you can set rally points on the flag radius / capture zone which does not seem right.

Thats the case on ejod I remember noticing

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