June 22, 2002, 10:19
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#1
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King
Local Time: 00:02
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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For IW about Natural Disaster Visual
IW,
I remember once you said you want to have hurricanes to get at least one visual effect in the code. But I think i found a way to get those effects.
I added this line in the plague fuction
Code:
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AddEffect(PlaguedCity.location, "SPECEFFECT_BIO_TERROR", "SOUND_ID_BIO_TERROR"); |
and this othe one in the Earthquakes in the damaged city location (throw party sprite effect is dust rising).
Code:
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AddEffect(tmpCity.location, "SPECEFFECT_THROW_PARTY", "SOUND_ID_NUCLEAR_ATTACK"); |
and this othe one in the Earthquakes in the volcano location (the volcano exploding).
Code:
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AddEffect(VolcLoc, "SPECEFFECT_NUCLEAR_ATTACK", "SOUND_ID_NUCLEAR_ATTACK"); |
I have seem the plague effect already. It worked and looked really good. And the effect also is useful to point wich cities a sick (some info i miss in your code). Yet i havent seen the others.
What do you think? Have you thought of that before?
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Last edited by Pedrunn; June 23, 2002 at 00:26.
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June 24, 2002, 06:31
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#2
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King
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Pedrun now you are relay going to kill me I have in my tile file a graphical representation of a volcano I made by converting the sea volcano very cool I will post it to you on Wednesday
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June 24, 2002, 10:22
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#3
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Deity
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Hehe, I see you're still busy reinventing the wheel, Big Mc (nice avatar, BTW ). There's already a vulcano pic in the 7 Samurai scenario
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June 24, 2002, 13:58
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#4
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Super Moderator
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Yes the is a vulcano but it need four tiles instead of just one tile.
-Martin
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June 25, 2002, 11:53
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#5
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King
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Sounds like we are expanding the idea
It has been several days and no response from IW!
I wonder where he is?
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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June 26, 2002, 05:38
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#6
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King
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locutos nice to see you again no not the weal this time.
the volcano on seven samurai is dormant which means it is a sleep not working.
but my volcano is working it looks nasty surrounded by dead tiles ( very scary ).
pedrun if you want to we could probably put the sleeping volcano in one tile and then put it on maps with a bit of code behind it so it blows up some time in the game.
I have forgot my tile file again ( forget my head if it was not screwed on) D'oh.
and locutos Iw got the avatar for me
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June 26, 2002, 17:29
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#7
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Prince
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Quote:
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Originally posted by Pedrunn
It has been several days and no response from IW!
I wonder where he is?
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Wales. In a Victorian fort on a rocky peninsula, counting dogwhelks.
But now I return
Pedrunn, its a very good idea Even if the current effects aren't ideal, more can be added. I like the idea of terraforming the mountain into a volcano, and then putting an eruption effect over it. And henceforth having it as a dormant (or extinct) tile. It would add a little storyline to the game. You can look back in later years and ponder that the mountain near your city once smothered half the populus...
The question arises (again) whether to predetermine volcanoes before the game begins, so that you can choose whether to settle nearby (eruptions, but fertile soil) or have the spontaneously appear.
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June 26, 2002, 23:24
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#8
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Warlord
Local Time: 13:02
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Volcanoes can appear 'spontaneously'. The classic example comes from Latin/South America circa 1970. A farmer ploughing his field noticed smoke rising from the ground and within a year there was a whopping great volcano there.
Having said that, however, volcanoes will only appear in geologically active regions. In other words the chance of a volcano appearing depends on whether there are any other volcanoes nearby. Too tough for SLIC?
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June 27, 2002, 09:07
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#9
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Prince
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I did at one point try to simulate tectonic boundaries, but I think it would be quite hard to keep track of.
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June 27, 2002, 13:13
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#10
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King
Local Time: 00:02
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I think that just set the tiles of moutains, water volcanos and rifts to be the tectonic boundaries are enough for gameplay porpouses.
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"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
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June 28, 2002, 06:38
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#11
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King
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I don’t believe this i have my tile file here with the volcano on it but I can't upload it I will try again Monday
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June 28, 2002, 14:20
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#12
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Prince
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Just post the tile graphics as zipped targas. It makes it much easier to download.
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Last edited by Immortal Wombat; June 28, 2002 at 14:25.
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July 1, 2002, 06:11
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#13
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King
Local Time: 03:02
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ok i will get the tga for the volcano for next time
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July 3, 2002, 21:42
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#14
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Warlord
Local Time: 13:02
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Some thought about volcanoes in a disaster mod.
On the face of it you would be stupid to build a city near a volcano. Yet right around the world this is exactly what has/is happening. The reasons are varied but at least one of them is that volcanic soils can be very rich indeed. Thus in Java famers are able to produce three crops each year.
To make it viable building a city near a volcano in CTP there needs to be a comparable attraction. Perhaps the volcano square should be given some very attractive food/commerce/production bonuses.
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July 25, 2002, 15:20
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#15
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King
Local Time: 03:02
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i finaly got that vol here goes
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July 26, 2002, 18:59
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#16
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Prince
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"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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August 5, 2002, 15:26
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#17
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King
Local Time: 03:02
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wombat already have the pre eruption one and all I need is to get the slic done.
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August 5, 2002, 16:38
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#18
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Prince
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yay
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August 9, 2002, 16:09
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#19
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King
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what you did not do the slic for me
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August 9, 2002, 19:15
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#20
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Prince
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I could, its much more complex though.
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August 12, 2002, 14:09
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#21
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Prince
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Quote:
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Originally posted by The Big Mc
wombat already have the pre eruption one and all I need is to get the slic done.
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Can you post the pre-eruption volcano?
This is the basic code. I don't know what results you want around the volcano tile, but this places volcanoes at the beginning and then replaces volcanoes as they erupt with the other tile improvement.
I don't know if it works all the time, I haven't tested it properly.
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August 27, 2002, 16:25
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#22
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King
Local Time: 03:02
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thanks again
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"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place.
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September 3, 2002, 12:17
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#23
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Prince
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How is this mod getting on, ANOTHER mod I am really looking forward to. Any screenies yet and what disasters have you included ?
SMIFFGIG
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September 19, 2002, 08:03
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#24
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King
Local Time: 03:02
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I have some slic for you on Monday
It an ice age mod slowly turns the map to ice
I am also working on a dry mod to do the same but desert
They will be in my scenario
here is the code you sent me wombat I can’t get my version to work there is a bug a mile big in it
Code:
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//=====================================
//
// Volcanic Eruptions
//
Location_t VOLC_LOC[];
HandleEvent(BeginTurn) 'IWN_place_volcano' pre{
int_t i;//10
int_t j;
location_t tmpLoc;
int_t volc;
unit_t BarbUnit;
int_t num_volcs;
num_volcs = 3; // this is the number of volcanoes that will appear.
volc = 0;
while(volc <= num_volcs){//20
i = random(GetMapWidth() -1);
j = random(GetMapHeight() -1);
MakeLocation(tmpLoc, i, j);
if(TerrainType(tmpLoc) == terrainDB(TERRAIN_MOUNTAIN)){
volc = volc + 1;
VOLC_LOC[volc] = tmpLoc;
Terraform(VOLC_LOC[volc], 10);
}
}
//30
DisableTrigger('IWN_place_volcano');
}
HandleEvent(BeginTurn) 'IWN_volcano_erupts' pre {
int_t rnd;
location_t tmpLoc;
location_t tmploc2;
unit_t BarbUnit;
int_t tmpnum;
int_t i;
rnd = random(500);
if(rnd == 1){
tmpLoc = VOLC_LOC[rnd];
Terraform(tmploc, 40);
for(i = -1; i < 7; i = i + 1) {
tmpnum = i ;
GetNeighbor(tmploc, tmpnum, tmploc2);//40 //nabors are also turned to dead
Terraform(tmploc2, 17);
}
} |
and here is the ice age code
Code:
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HandleEvent(BeginTurn) 'FIRESTORM' post {
int_t xcoord;
int_t ycoord;
location_t tmpLocb;
int_t i;
int_t b;
for(i = -1; i < 700; i = i + 1) {//done in 12 with 800
xcoord = Random(GetMapWidth());
ycoord = Random(GetMapHeight());
MakeLocation(tmpLocb, xcoord, ycoord); //50
if (TerrainType(tmpLocb) == 7) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform jungle
} else {
if (TerrainType(tmpLocb) == 1) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform to plain
} else {
if (TerrainType(tmpLocb) == 2) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 2); // Transform tundra
} else {
if (TerrainType(tmpLocb) == 3) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 3); // Transform snow
} else {
if (TerrainType(tmpLocb) == 4) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 3); // Transform grass
} else {
if (TerrainType(tmpLocb) == 5) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform desert
} else {
if (TerrainType(tmpLocb) == 6) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform swamp
} else {
if (TerrainType(tmpLocb) == 8) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 21); // Transform green mountin
} else {
if (TerrainType(tmpLocb) == 9) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 8); // Transform green hill
} else {
if (TerrainType(tmpLocb) == 18) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 20); // Transform sand dune
} else {
if (TerrainType(tmpLocb) == 19) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 9); // Transform sand montin
} else {
if (TerrainType(tmpLocb) == 20) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 8); // Transform poler hill
} else {
if (TerrainType(tmpLocb) == 21) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 21); // Transform poler monitn
} else {
if (TerrainType(tmpLocb) == 0) {
AddEffect(tmplocb, "SPECEFFECT_FIRES", "SOUND_ID_NANO_TERROR");
Terraform(tmplocb, 4); // Transform poler hill
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
} |
__________________
"Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place.
Visit the big mc’s website
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September 19, 2002, 08:18
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#25
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Prince
Local Time: 04:02
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700 times
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September 19, 2002, 08:53
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#26
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King
Local Time: 00:02
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of Natal, Brazil
Posts: 2,555
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Instead of 700 hundred times and make a ice age last 1 turn (this may even cause slow pc player to wait until is all done) when truly happens in hundred of years you should make a random chance of activating and a round to end it up.
decreasing the how many times to terraform per turn
Something like:
Code:
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int_t disableIceAgeRound;
HandleEvent(BeginTurn) 'ChanceOfEnablingIceAge' post {
if(Random(10) == 0) {
EnableTrigger('FIRESTORM');
disableIceAgeRound = GetCurrentRound() + 100;
}
}
HandleEvent(BeginTurn) 'DisableIceAge' post {
if(GetCurrentRound() == disableIceAgeRound) {
DisableTrigger('FIRESTORM');
}
} |
__________________
"Kill a man and you are a murder.
Kill thousands and you are a conquer.
Kill all and you are a God!"
-Jean Rostand
Last edited by Pedrunn; September 19, 2002 at 09:00.
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September 23, 2002, 07:24
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#27
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King
Local Time: 03:02
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Join Date: Oct 2001
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Posts: 2,061
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Ops I had it on test mode when I sent it to you that. 700 should be like 7 and then it last 3 to 4 hundred turns.
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