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C&C: Evolution
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Tiberian Sun Mod

TS: Elite Forces
Screen Shots
Grand Theft Auto 2

Cars
Screen Shots
Comm. Links

GTA2 Links

www.gta2.com
The GTA2 Page
Gamers Army
WorldofGTA2.net
Gouranga!
(has good files section)
Fav. Links

www.winamp.com
www.windowblinds.net
BattleTECH Links

Dave
Fanjoy's 'Mech Miniature Gallery
www.solaris7.com
C&C Related Links

www.westwood.com
TA Related Links

www.cavedog.com
www.tauniverse.com
Starlight TA Research
Quantum Design
Friends' Sites

www.downtrip.com
(Nick)
The Battle Barge (WH40k)
Memphyst's Home

Website Designed, Created & Published by:
Louis K.Y. Law
|
Current Version:
v2.6ß6
Note: Before installing you should delete
or move other rules.ini files, art.ini files, title.pcx
files, & mix files that you downloaded from
other sites because there would probably be a conflict and it would cause the game to
crash.
This is my newest of the C&C patches!! This one is for
Tiberian Sun! Whoohooo! One thing I've been working on this patch since the dark ages,
just kidding. I've been working hard on this patch since the 29th of August,1999. The newest one is v2.6ß6.
Note: Versions before 2.1 were never released. The only people
who have versions before 2.1 are Memphyst and Rouge Seven.
Factions:
G.D.I.
Brotherhood of Nod
And finally here is the link to the file:
tsefv26b6.zip(375Kb)
Screenshots
[ File last updated October 1st, 2000 A.D.]
INFO / Read me file
Tiberian Sun - Elite Forces v2.6ß6 [ 11:34:38 AM EST
Friday, August 11, 2000 ]
Note: August 2000 was when I
last worked on it.... I just didn't have time to update the site.
Versions before 2.1 were never released. (They aren't available anyway, I overwrote them)
Note: The only person that does have the previous versions of my ini files is Rouge Seven.
(except v1.0-1.2, 1.4)
This Tiberian Sun Upgrade was provided by: Louis K.Y. Law (a.k.a. SunBurner, TAEF)
Note: Well, it's official, my Cyrix 6x86L PR166+GP has fried (sunny side up) :-P
When I was chatting at #ts chatroom
my computer froze....I rebooted... beeped 3 times...
I pressed the reboot button again,
same thing...I did a Cold Boot, no beeps nothing..it just sat there.
Either my CPU fried or my BIOS was
erased, or my Mainboard was cooked.
It could have been a powerspike.
Anyway I replaced the mainboard and the CPU with the
Asus TX97 mainboard and a AMD K6
200 (that's what I could get a such short notice). Everything
went up and running the next day,
after the crash. This was two weeks ago.
* Contents in zip file:
- TSEFLauncher.exe - (the splash screen program) *Program Created by: Taz[bS], *Pics
Created by: SunBurner
- tsefdata.dat - (this tells the launch program whether the mod has been enabled or
disabled..so don't delete it!)
- tsefdata2.dat - Same as above...but for the Firestorm file... Don't touch these.
- tsefrules.ini - (the RULES.INI file)
- tsefart.ini - (the ART.INI file)
- tseffirestrm.ini - (the Firestrm.ini file [only for people who own the expansion])
- TSEFreadme.txt - (this file you are reading)
- TSEFhistory.txt - (TSEF's History Record)
- expand02.mix - (the mix file with the pillbox..not sure if it works)
- Ctnk.vxl - The Quantum Tank Voxel
- Ctnktur.vxl - The Quantum Tank Turret voxel
- Ctnk.hva - Quantum Voxel HVA file
- Ctnktur.hva - Quantum Turret HVA file
* If distributed, leave the zipfile as is. Do not change the contents of the zipfile!
Once you play around with the ini file I'm not
liable for any errors that occur.
Anything that happens to your computer is none
of my responsibility.
Once you use this ini file you have accepted
responsibility for using it.
If the ini file is changed I might not help you
if a problem arises.
If you use this file as your starting point,
please notify me and I would appreciate it if
you would mention that you started with my
file.
Note: I started this INI file on
August 29th from scratch, the original rules.ini file!
Here is my email if you want to suggest some improvements and changes: navyblue@mailcity.com
Current ini Testers (v2.6):
* SunBurner [aka TAEF/(real name: Louis Law)]
* Lord Rolan
* Thermite
* Taz[bS] - Also created splash screen
(launcher)
* Rouge Seven
Current ini Tester (v2.5) Note, This Mod was a Major
addon/upgrade from previous versions:
* SunBurner [aka TAEF/(real name: Louis Law)]
* Lord Rolan
* Tycho - from TS Destiny
(http://cnc2.westwoodnews.com)
* Taz[bS]
* Rouge Seven
Version v2.4 ini tester:
* SunBurner [aka TAEF/(real name: Louis Law)]
Version v2.37 ini tester:
* SunBurner [aka TAEF/(real name: Louis Law)]
Version 2.36 ini testers:
* SunBurner [aka TAEF/(real name: Louis Law)]
* Taz[bS]
* DeathBlimp
* Rouge Seven
Version 2.35 ini tester:
* SunBurner [aka TAEF/(real name: Louis Law)]
Version 2.3 ini tester:
* SunBurner [aka TAEF/(real name: Louis Law)]
* DeathBlimp
Version 2.2 ini tester:
* Rouge Seven
Version 2.11 ini tester:
* Rouge Seven
* Memphyst
Version 2.1 ini tester:
* Rouge Seven
Version 2.0 ini tester:
* Rouge Seven (Played it in Multiplayer)
Version 1.51 ini tester:
* Rouge Seven (Played it in Multiplayer & Missions)
Version 1.5 ini tester:
* Rouge Seven (Played it in Multiplayer & Missions)
Version 1.4 ini tester:
* None
Version 1.3 ini Tester:
* Rouge Seven (Played it in Multiplayer & Missions)
Version 1.2 ini Tester:
* Memphyst
Previous version ini Testers:
* Jeytr
* Memphyst
IIn order to INSTALL THE FILES just COPY "ALL" the files INTO the FOLDER where
TIBERIAN SUN is located.
To remove TS: Elite Forces from your Tiberian Sun Folder just click the files that are
listed above and delete them.
** If you have another
rules.ini, art.ini, title.pcx file, or other mix files from
somebody else, please move, rename, or delete them.
** Title Screen Removed. I did
that because of the new Titlescreen that's available from Westwood (TS v2.02)
** New Mod Launcher Replaces Title Screen - Thanx to
Taz[bS] for putting it together
This Tiberian Sun Modification is purely for fun! This isn't just
any Mod for TS!!
You might find some of the history pretty funny or helpful.
BUGS:
Known Unfixable bugs (so far):
*Game Crashes in Multiplayer right when you start if you start with 10 units +/-
Solution: Start with just the MCV or 1-3 extra units..thatz it
*Orca Transport only lands ontop of a HoverTank near by (if it doesn't land..send one near
it) you loose all infantry in it if you do use it.
Solution: Don't build it.
*Bombers: Crash when the TRY to drop their bombs..The bombs Explode right out of the bomb
bay.. which causes them to destroy themselves. *(all bombers in the game)
Solution: ..there is none..Build it... let them attack..and they'll come down crashing.
End of Bug Entry
Current version [2.6ß6] - Available - bugs still here...
[General]
* REMOVED! - Title.pcx: I did this because of the latest TS update (v2.02)
it adds a better title screen..and it replaces mine..:-Þ
* NEW! - Splash/Launcher Program..replaces the old Titlescreen..AMAZING!
* Computer doesn't go into easy mode when there is more than 1 human player
* Computer doesn't become paranoid.
* Tweaked some stuff here and there..
* Changed some prerequisites for some units.
[Nod]
* Plasma Charger - This unit can fire Plasma bursts at ground and air units.
[NAHAND,NATECH]
*Tried putting Pillbox from RA...but it ends up invisible and impossible to kill. Mix
files don't work correctly.
[GDI]
* Added Drop Pod Capability...FINALLY!! (requires TS v2.0 or later)
* Jump Jet infantry are faster & they can Detect Cloaked units (requires TS v2.0 or
later)
* "New" Quantum Jump Tank Voxel
[Firestorm Users]
* Firestorm users must install everything as well...no exceptions
* Added Firestrm.ini (install this too to prevent Firestorm from overriding some of the
ini configs) - (will only activate if activated....TS users should not us it)
Report on any Bugs in Firestorm, if any.
Version 2.5 Mod
[General]
* Updated TitleScreen
* New Civilian Militia - Infantry, Commandos, Rocket Infantry, Old
C&C Military Vehicles
* Destroying Civilian Buildings cause Infantry to show up from
rubble..attacking you!!
* Replacement Colours:
- Orange = Desert Brown - Seems pretty cool
- Sky = Arctic Blue - I touched it up so it isn't
like a baby blue
- Pink = Forest Green - Now this one is one of my
favourites, cool army green colours
- Purple = Stealth Black - This ones pretty cool, try it
out
[GDI]
* Removed Dropship...kinda useless
* New Deployable Ion Array
*New Mobile EMP Missile Launcher - Freezes all Vehicles with in a 15
cell Radius or Diameter
[BuildLimit=1] - Slow Firing rate and has a Max. range of
55 cells. Pre= Weapons Factory, TechCenter, Upgrade Center
* New Quantum Jump Tank w/ SS Missile 5 Pack & Phalanx CIWS
(modified for attack) [BuildLimit=5]
[Nod]
* Fixed minor bugs..it's been too long for me to remember what I
fixed..heh.
* New Mobile EMP Missile Platform - Freezes all Vehicles with in a 15
cell Radius or Diameter
[BuildLimit=1] - Slow Firing rate and has a Max.
range of 55 cells. Pre= Weapons Factory, TechCenter, Missile Silo
* New Deployable Laser Array
* New Phoenix Adv. Chopper (advanced version of the Harpy)
* New Banshee Bomber - Napalm Bombs (still working on it)
* New Scorcher Mech w/ Burst Missiles & High Velocity Machine Gun
Note: The Bombers (all of them) Do not
work properly. They Bomb Themselves out of the sky.
I'm releasing it so people can play this mod. I'll Figure it out later.
Version 2.4 Mod
[General]
* New Weapon - 25mm BushMaster ChainGun (air capable)
[GDI]
* Switched the M2A2 --> GDI only. Changed the Primary
Weapon of the M2A2 Bradley from a 75mm --> 25mm
BushMaster ChainGun (air capable)
* Renamed Amphibious APC --> MOWAG Piranha
* Titan - Added AvengerCannon(w/Depleted Uranium Bullets) as secondary
weapon
[Nod]
* Renamed the Heavy Tank --> T70 MBT [Main Battle Tank] DBU [Double
Barrel Upgrade]
* M270 MLRS - This is Nod's Multi-Launching Rocket System. Nod
Recovered the designs from an
old GDI War Factory.
* M113 APC - Nod needed a cheap design that could be built fast. The
Nod now have a second APC
The M113 APC that was also recovered from the same
Old GDI War Factory. It was
upgraded with amphibious capabilities
* Floating Flame Tank [FTNK] - it is An Amphibious Flame Tank
* Fixed Plasma Artillery. I now only fires when Deployed, and the
Deployed image has been fixed.
Version 2.37 Mod
* Fixed Crash Bug in Multiplayer...I forgot to
remove a stupid unit entry that I was testing with...:-P
* Fixed Heavy Rifle Infantry Crash Bug. The
game won't crash now...I guarentee it!
Version 2.36 Mod
[General Updates]
* Some Machine gun weapons now can shoot air units
* Units that aren't able to shoot air units in normal
mode are able to shoot air units in Elite mode.
* Increased all aircraft strength by 70
* Disabled Computer Paranoia
* Updated Title Screen (made it blend into the menu stuff, normal as
possible)
* New Depleted Uranium Bullets Weapon
* New Heavy Rifle Infantry (Build Barracks,TECH)
[GDI]
* Ion Pulse Cannon can shoot air units (not the Light Ion Cannon)
[Nod]
* Mobile Plasma Cannon changed to -> Plasma Artillery
* Harpy gets new ammo..Depleted Uranium Bullets
* Fixed Oxanna Build Limit ...1
* Cloakable Laser Turret can only shoot air units when in Elite mode.
* Switched Amphibious Buggy & Adv. Buggy
Version 2.35 Mod
[General New Stuff/Updates]
* Decreased MAX Credits from 55000 -> 30000
* I added Elite Abilites and Elite Weapons for some units.
* All Old GDI/Nod Structures are Capturable :-)
- Old Const. Yard ... after capturing it you
can build the Sand Bags
- Old Adv. Power Plant ... Gives you 150 Extra
Power
- Old War Factory ... Units Can come out of the
building, but the weird thing is that
they pop out of the building
and end up just a bit north of the Factory.
- Old Refinery ... Gives you 650 in storage
space ...but the Harvester doesn't dock.
- Old Silos ... Gives you 200 in storage space
- Old Temple of Nod ... Has the ability to
launch Multi Missile ... Never tested it yet.
* all repairable but not buildable. So if you
see any old C&C structures, capture'em
for fun or to expand your
base from there.
* Lowered the Damage of the HunterSeekers to 500 Damage
(Kept same altitude, or else it would destroy 2
stuctures)
* Updated Light Towers - Changed weapons from Vulcan to Assault Cannon
* Disabled Tratos...not buildable anymore.
* Use TECH Centers to upgrade infantry (basically it is an Armory)
* Corrected Sound for all Double Barrel Tanks Using 120mmx
* Civilian Hospitals & Armories are Capturable
* All SuperWeapons Correctly Charge at half the Original Charge Time.
* Tweaked Weapons
* Brand New Weapons
- Portable ION Cannon
- Light Ion Cannon
- Ion Pulse Cannon
- Light Rail 2 (For
RailGun Infantry)
- Heavy Laser (For
Heavy Laser Turret)
- Pulse Laser (For
Super Apache)
- Long Range Pulse
Laser (For Pulse Laser Turret)
- Neutron Pulse Cannon
*not considered new but the graphic changed.
- Plasma Cannon (not
the Cyborg Plasma Cannon)
- Anti-Matter Bombs
(For the Adv. Orca Bomber)
[GDI]
* New PANTHER MECH (Equiped with Portable ION Cannon & Long Range
Missile Support)
[BuildLimit=5]
* Umagon Now has a Light Ion Cannon, instead of a sniper [BuildLimit=1]
* New Rail Gun Infantry
* New Light Ion Turret addon for Component Tower
* New Double Barrel Ion Pulse Turret upgrade for Component Tower
* Got the Charging for the DropPod Infantry to work, but no infantry
Dropping.. (keeping it in though)
It isn't accessable right now, neither is the Drop
Ship Bay
* DropShip Bay Disabled because there is no image in the winter
Terrain. (fixed Foundation though)
* New Advanced Power Turbines for Power Plants - Available after you
build the TECH Center.
* New Zero Point Energy Upgrade - For Upgrade Center - Gives you 2000
Energy.
* New Vein Containment Facility
* Updated Weed Cleaner now it collects 100 then Sends it to the Vein
Containment Facility
* Updated Neutron Weapon (A blue energy ball like weapon)
* New Advanced Orca Bomber with Anti-Matter Bombs
* New Ion Pulse Infantry
Note: I
forgot to mention this, but when you want to build the Mammoth Tank, build the Service
Depot first.
[Nod]
* Changed JEEP into Amphibious Buggy, since there was no JEEP image,
I switched it to the Nod Side. (Changed Weapons too)
* New Vulcan Infantry (Infantry with the Assault Cannon)
* New Laser Cyborg
* New Cyborg Flamer
* New Chameleon Assasin (Killer Sniper rifle..2x damage)
* Updated - Added 100 more energy to the Advanced PowerPlant which
equals 300
* New Tiberium Power Plant ... Gives you 2000 Energy (ground has
greenish glow)
* Added Oxanna, Build Limit 1
* Obelisk & Laser Turrets are able to shoot at air units
Note: the Cloakable Laser Turret might look funny
when it fires at air units.
* New Heavy Laser Turret ... Only Fires at ground units.(Short Range =
S.R.)
* Updated - Cloakable Laser Turret ... Now specifies range (Medium
Range = M.R.)
* Increased Cloaking Generator Radius from 12 -> 15
* New Raider Cannon Turret ... Uses Modified Raider Cannon Weapon
* New Mobile Plasma Cannon Vehicle [Image of ARTILLERY vehicle (Note:
It can't deploy)]
* Changed the Weapons of the Super Apache from Missiles to Pulse Lasers
* Updated Artillery so it is similar to the v1.13patch from WW
Version 2.3 Mod (Never Released, Except to testers)
* Changed the GDI Comm. Tower back into the Upgrade Center
* Added JEEP...Not sure what it looks like..gotta test it first.(has
light railgun & RedEye2)
* Increased Crates from '60/255 every 6 mins' to '65/255 every 5 mins'
* Fixed Dropship bay...for sure!!
* Spotting Tower's Spot light now goes 360. ( I looked at the TS Gold
3.0 for that only )
and also has a sight radius of 6 & is crewed.
* Vulcan, RPG & SAM Components are now only attachable to the
Tower..nothing else.
( I guess I shouldn't have started that in the first
place..heh, but it was worth a try. )
* I'm sure that the Mammoth Tank Icon doesn't work..gotta work on that
right now..
* Tweaked some vehicles..
* The Dropship is available only to the GDI .. It now has Mammoth Tusk
Missiles
* Fixed the Weed Cleaner. It doesn't need to dock to the Refinery
anymore it just cuts, & cuts, & cuts...
but the Weed Cleaner won't cut the veins unless you
have a refinery in your base.(storage=1000000)
* Aircraft are now able to move to shroud
* Changed weapons of the Super Apache from the Proton & Mammoth
Tusk -> HoverMissile & RedEye2
* Tweaked the Laser Tank for the Nod (also changed prerequisites)
* Changed the name of 'Sam' to 'Missile Turret' for both Nod Sam and
GDI SAM Upgrade.
I did that because they are now Missile Turrets. They
will fire on both land & air units.
* Oh yeah, the Mod now works in missions..
Version 2.2 Mod
* Removed Countries..Caused major mess-ups in
menus
* Switched the Commanche & Apache Owners,
& their properties.
* Changed the colour of the Proton/Neutron
weapons to LightSky
(the original colour made it
look like it was a chemical weapon! Which it wasn't)
* Still not sure if Mammoth Tank Icon work
properly
* Units shoot HunterSeekers
(This was actually
implemented in v2.0, but I forgot to mention it.)
Version 2.11 Mod
* Artillery is now inaccurate
* Changed the Upgrade center to the
Communications Tower
(still upgrades, but now
provides radar too)
* Fixed Neutron Assault Cannon (replaces
RaiderCannon)
* updated GDI powerplant
Version 2.1 Mod
* Edited Title Screen to accommodate the 'Elite
Forces' text. (Blends right in)
* New Mammoth Tank Icon (not sure if it works)
[GDI & Canada only]
* New - Neutron Assault Tank [GDI, Canada]
* Subterranean Harvesters &
Weeders...thanks to ZTXJim for posting the idea on cnc2.com.
* GDI [& Canadian] Weed Cleaner. It docks
to the Refinery to get rid of the tiberian veins.
Version 2.0 Mod
* Mammoth Tank is now for GDI & Canada only
* Increased Mammoth Mark II build limit from 3
to 5
* Removed the powerplant add-on for the Upgrade
center...caused problems.
* Countries Added: Canada, China
* Enabled:
- M2A2 Bradley IFV(1TNK) [GDI, Nod, Canada, China]
- M1A2 Abrams(2TNK) [GDI, Canada]
- Heavy Tank(3TNK) [Nod, China]
- Laser Tank(MRJ) [Nod, China]
- Neutron Apache(HELI) [Canada] (doesn't have Orca Fighter)
- Super Comanche(HIND) [China] (doesn't have Banshee)
* Disabled GDI ICBM vehicle. (it was useless)
* Not sure if Dropship Bay works..but it is now
only available to GDI & Canada
* GDI Ally -> Canada (basically similar
building technology)
Nod Ally -> China
(basically similar building technology)
Version 1.51 Mod
* Credit Maximum increased from 50000 to 55000
* The Power Plant can only add the SAM &
Vulcan Components (excluding normal add-ons)
* The Upgrade Center can only add the R.ocket
P.ropelled G.renade Launcher &/or a power turbine
(excluding normal add-ons)
[it can also add the Threat Rating Node]
* APCs now have an onboard weapon...an Assault
Cannon (similar to the wolverine weapon)[applies for both GDI & Nod]
* Concrete Walls are repairable..heh!
Version v1.5 Mod
* Tweaked Laser Turret
* Increased weapon 'LaserFire2' from 30 ->
45
* Nod Dune Buggy - Changed weapon from the
'RaiderCannon' to the 'R.ocket P.ropelled G.renade'
* Orca & Harpy have a secondary weapon, the
MammothTusk Missiles (for AA, not sure if it works)
* Crates lowered from 100/255 to 60/255
* Dropship Bay strength lowered to 1200 &
added Light armour
* Dropship Bay prerequisites changed from
'radar & tech' to 'factory & tech'
Version 1.4 Mod:
* Fixed Vulcan component attachment movement on
Powerplants
* Fixed Player Concrete Gates (adjacency, from
5 back to 4,which is the original adj.)
* Light Post TechLevel lowered to TechLevel 2
* Exchanged the powerplant add-on from a RPG
-> SAM component
* Enabled Threat rating Plug for upgrade center
(I don't know if it does any good)
Version 1.3 Mod:
* Tweaked Easy, Normal, & Difficult Modes
* Charge times to Special weapons decreased to
half
* Increased Weapon storage on all aircraft:
Orca Fighter, Orca Bomber, Banshee, Harpy
* Increased passenger capacity:
- Amphibious APC: 5 -> 10 [GDI only]
- Subterranean APC: 5 -> 10 [Nod only]
- Orca Troop Transport: 5 -> 10 [GDI only]
- Drop Ship: 5 -> 15 [GDI & Nod]
* Tree targeting!! heh! Spread fires that way,
if it can be done of course.
* Random Ion Storms & Meteor Showers
* AI builds walls
* Player units - auto crush, more aggressive,
scatter's
* MCVs are cloakable...(for security reasons)
[GDI & Nod]
* Attack Cycle - Upgraded to Stealth Cycle
(cloakable Attack Cycle)
* Unit queuing has been increased to 10 or 11
at a time.
(some structures make it a
limit of 10 other make it 11)
Version 1.2 Mod:
* Credit Maximum increased to 50000
* Most structures have increased by 1 space.
Now you can build more spread out bases.
* The crate minimum has been decreased to
100/255, but crates regain every 6 minutes.
* Anything is possible through a crate: Ion
Storms, Meteor Showers, Money, Units,
Explosions, Drop Pods, etc.
* Drop Pods accessible through random crates.
(It could be possible that it
can be ordered in if you have the Drop Ship Bay, not sure!)
[GDI only if it can be
ordered]
* Tiberium Silos - increased storage to 300
* Old Refinery and Silos are capturable.(only
old silos are repairable)
[structures contain tiberium]
Note: The old refinery isn't usable because it is a different structure. It can
store
Tiberium though!
* Spotting Towers and Light Posts are
buildable[GDI & Nod]
(Note: They do have
prerequisites)
* Dropship & Dropship Bay enabled (GDI
& Nod) [requires radar,tech]
* Stealth Tank - Added Elite weapon(proton
cannon)
* Enabled GDI ICBM vehicle(fires multimissile)
* RPG Launcher component & Vulcan Cannon
component are placable on GDI
Powerplants(experimental)[GDI
only]
* SAM & RPG Launcher components are
placable on upgrade center(experimental)
[GDI only]
* Trainable Umagon(G), Tratos(G&N) [max
limit, 1 each]
It won't make sense to
have 2 or more of the same person ... unless they are
clones...heh!
* Trainable Chameleon Spy [Nod only] (No Build
Limit)
* Enabled Flamer for Cyborg Commando (Build
Limit increased to 10)
* Increased Build Limit for GDI Ghost
(BuildLimit=6)
* Increased Build Limit for Mutant Hijacker
(BuildLimit=5)
* Wolverine strength increased to 200
* Increased Hover Missile Range (this applies
to all units using this weapon)
Version 1.1 Mod:
* The crate minimum has been decreased to
125/255. Crates regain every 3 minutes.
* Hover MLRS - Increased from wooden to light
armour (missile range increased)
* Modified Discus Grenade so it floats like a
frizbee (for Disc Thrower)
* Changed Mammoth tank - Added Elite
Abilities(sensors) & Elite
Weapon(MechRailgun)[GDI &
Nod]
( Disabled Hover ability )
[Memphyst said it looked weird]
* Orca Troop Transport enabled [GDI Only]
Version 1.0 Mod:
* The crate minimum has been increased from
1/255 to 150/255.
* Enabled Mammoth Tank - Changed it and made it
into a Mammoth HoverTank.
* Mammoth Mark II has an increased limit of 3
per player (BuildLimit=3)
Created by: Louis Law (aka SunBurner, TAEF)
Or you could go to my feed back page.
IF YOU HAVE ANY COMMENTS &/OR QUESTIONS GO
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