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Team: The Forgotten Colonies
Main: Llessur
Level: 2808
Class: Engineer

Joined: Sun Nov 20, 2005 4:26 pm
Location: Feilding, New Zealand
Post Re: Giant Space Aliens! Run Away!
I dont know if it has anything to do with HAL's edit but it seems all AI in uz are spawning on top or close to players. :(

It sucks.


Sun May 31, 2009 7:07 pm
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Team: Strawberry Pancakes
Main: Nuroshounin
Level: 833
Class: Engineer

Joined: Sat Aug 21, 2004 6:48 pm
Location: Hoboken, NJ
Post Re: Giant Space Aliens! Run Away!
Russell wrote:
I dont know if it has anything to do with HAL's edit but it seems all AI in uz are spawning on top or close to players. :(

It sucks.


No it doesn't. The UZ is awesome again!

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Sun May 31, 2009 7:26 pm
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Team: Strawberry Pancakes
Main: shawn - mccall
Level: 2411
Class: Fleet Commander

Joined: Sun Jan 06, 2008 12:53 am
Post Re: Giant Space Aliens! Run Away!
5K is retarded i can cover twice that when not kiting an ai it should be more like 7-10k

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andezrhode wrote:
goett wrote:
All oly ships look way to geometrically conservative for my tastes.

thats because most graphic designers are squares :mrgreen:

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Sun May 31, 2009 9:33 pm
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Team: Strawberry Pancakes
Main: Jiraque
Level: 3763
Class: Shield Monkey

Joined: Tue Jan 25, 2005 4:25 pm
Location: The Lyceum
Post Re: Giant Space Aliens! Run Away!
The way AI spawn ontop of you is fine. It adds at least a small challenge to the area that is supposed to be the hardest in game. I especially like what the volcanos do.

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Sun May 31, 2009 9:37 pm
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Team: Eminence Front
Main: okokokok
Level: 1370
Class: Berserker

Joined: Sun Jul 15, 2007 7:48 pm
Post Re: Giant Space Aliens! Run Away!
me like the way they are now passive to ones that didn't spawn them i like alot

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Wed Jun 03, 2009 5:54 pm
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Team: Sheilds
Main: Apper
Level: 1724
Class: Engineer

Joined: Mon Jun 13, 2005 9:38 pm
Post Re: Giant Space Aliens! Run Away!
yes please implement this everywhere in uz

-apper


Wed Jun 03, 2009 8:28 pm
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