Re: 1.2 MAP PREVIEW: Rhen Var Research Facility

Safe-Keeper wrote:

We released R1 as a rather buggy release which was prone to crashing, and we're trying not to make that mistake again. We're doing everything we can to make 1.2 a polished release.

Fixed.

Re: 1.2 MAP PREVIEW: Rhen Var Research Facility

Anybody know how to tie a noose? and is kerosine preferable to petrol for the burning torches? tongue

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Re: 1.2 MAP PREVIEW: Rhen Var Research Facility

ooh...oooh....I know how to tie nooses.  Wait...nevermind...

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Re: 1.2 MAP PREVIEW: Rhen Var Research Facility

Safe-Keeper wrote:

Another amazing update, guys! Gotta keep the fans happy. Or in this case, at bay. wink

I don't see what you mean. The community is very happy with the way the leadership is handling this mod. We have registered no discontent. [Goes back to helping place sandbags, razor wire and machine gun emplacements in front of the Palace of Developers tongue ]

*Requests position to man the machine gun.

*thinks....

*Requests the Dev team MAKE a map with palace of developers, with accompanying sandbags razorwire and  machineguns.

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Re: 1.2 MAP PREVIEW: Rhen Var Research Facility

So if its not Rhen Var harbour does that mean there will eventually be three Rhen Varr maps? or did you just change the name?

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Re: 1.2 MAP PREVIEW: Rhen Var Research Facility

Safe-Keeper wrote:

Also... an uprising map in which the Empire is holed up in a fortress or palace or whatever and a militia of angry citizens is trying to get in there and take command would make for an interesting map. Hmm...

Hehe...yeah imagine storming the Emperors palace or the Senate building...that could be fun...can we have jar jar binks added as well cause I REALLY want to shoot that SOB.

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Re: 1.2 MAP PREVIEW: Rhen Var Research Facility

defiantly should be a hunt jar jar mode

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