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Old 02-09-09, 06:56 AM   #16
Capt. Shark Bait
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Quote:
Originally Posted by Krishna
I had to start a new campaign before the mod worked for me, Capt. have you tried that?
actualy, no. prolly will this time since i keep getting patrol marshall islands
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Old 02-14-09, 03:02 AM   #17
LukeFF
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Quote:
Originally Posted by Captain America
You got me LukeFF! I need to lay off that pipe.

I should have stated that the compartment has no skill modifiers. I don't know how I missed that since most of the info was straight from the RFB readme. Will update the post and readme file shortly.


NP. I thought you had come across a really neat discovery there. Hence why I asked.
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Old 03-13-09, 11:06 PM   #18
Nbjackso
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This mod is awesome. Is there any chance you could update it to work with TMO v1.7?
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Old 04-09-09, 11:59 PM   #19
OneTinSoldier
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Bump

Does this mod need to be updated to work properly with 1.7?

Cheers
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day.
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Old 04-11-09, 04:31 PM   #20
Captain America
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This mod will break tmo 1.7. I will be releasing a 1.7 version sometime soon.
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Old 04-11-09, 05:24 PM   #21
OneTinSoldier
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Hi Captain America,

Thank you for making this mod and updating it as it really is an awesome mod. I look forward to the new version!

Cheers
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day.
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Old 04-15-09, 01:09 PM   #22
Captain America
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OK mod updated to TMO 170...see first post.

Enjoy.
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Old 04-15-09, 03:16 PM   #23
cdpca
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Downloaded and installed this excellent mod but don't see a slot for the deck gun crew.
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Old 04-15-09, 04:17 PM   #24
Captain America
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Quote:
Originally Posted by cdpca View Post
Downloaded and installed this excellent mod but don't see a slot for the deck gun crew.

On which subs?

I tested it out, but to be honest not for every sub.
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Old 04-15-09, 04:30 PM   #25
Armistead
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Glad to got if worked out...will load back up.
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Old 04-15-09, 05:14 PM   #26
cdpca
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Just the Balao Gar Gato package...everything else is ok.
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Old 04-15-09, 05:20 PM   #27
virtualpender
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Thank you for updating to 1.7!
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Old 04-15-09, 05:26 PM   #28
Captain America
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Quote:
Originally Posted by cdpca View Post
Just the Balao Gar Gato package...everything else is ok.
Damn.

I'm taking your word for it and pulling the mod down. I'm going to re-merge it from scratch and this time fully test it.

Sorry about that.


EDIT: Ok, mod corrected and re-uploaded. Thanks cdpca for catching it.

Last edited by Captain America; 04-15-09 at 07:50 PM.
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Old 04-16-09, 12:41 PM   #29
cdpca
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Old 04-18-09, 12:38 AM   #30
JGoldrick
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Default New Construction '43

Just started above campaign with balao class. I see "Aft Deck Gun" with no place for crew, but the Balao is using "BOW" deck gun. Have I found a bug? Just thought I would bring it up, mod works outside of this campaign, will try others.
Thanks.
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