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	<channel>
		<title><![CDATA[Renegade Projects Network Forums - All Forums]]></title>
		<link>http://forums.renegadeprojects.com/</link>
		<description><![CDATA[Renegade Projects Network Forums - http://forums.renegadeprojects.com]]></description>
		<pubDate>Mon, 21 Jul 2008 02:36:51 +0200</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Deezire missions and infantry]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1021</link>
			<pubDate>Fri, 18 Jul 2008 23:16:42 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1021</guid>
			<description><![CDATA[Has anyone got the Deezire Jurassic missions for RA2 form years ago?<br />
And any small infantry packs 25% size with all artic infantry in too?]]></description>
			<content:encoded><![CDATA[Has anyone got the Deezire Jurassic missions for RA2 form years ago?<br />
And any small infantry packs 25% size with all artic infantry in too?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FinalAlert script trouble]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1020</link>
			<pubDate>Thu, 17 Jul 2008 23:14:35 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1020</guid>
			<description><![CDATA[I'm new at mapping so apologies. Working on an SP map for YR.<br />
<br />
I have a trigger that creates an enemy Spy on the map 10 seconds after map start and sends it to the player's Battle Lab.<br />
This is the script:<br />
[01000086]<br />
0=0,4<br />
1=0,4<br />
2=3,35<br />
3=9,0<br />
4=5,1<br />
5=46,10<br />
Name=Allied Spy Battle Lab<br />
<br />
The Spy appears and moves straight to waypoint 35 without disguising first. He doesn't deploy, of course. He then spies on the Battle Lab.<br />
<br />
So basically, everything works great except he doesn't disguise first. There's plenty of player conscripts around so what am I missing?]]></description>
			<content:encoded><![CDATA[I'm new at mapping so apologies. Working on an SP map for YR.<br />
<br />
I have a trigger that creates an enemy Spy on the map 10 seconds after map start and sends it to the player's Battle Lab.<br />
This is the script:<br />
[01000086]<br />
0=0,4<br />
1=0,4<br />
2=3,35<br />
3=9,0<br />
4=5,1<br />
5=46,10<br />
Name=Allied Spy Battle Lab<br />
<br />
The Spy appears and moves straight to waypoint 35 without disguising first. He doesn't deploy, of course. He then spies on the Battle Lab.<br />
<br />
So basically, everything works great except he doesn't disguise first. There's plenty of player conscripts around so what am I missing?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AI Editor does work on Vista/W2K3 now!]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1018</link>
			<pubDate>Fri, 11 Jul 2008 16:31:14 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1018</guid>
			<description><![CDATA[Yes, I know it didn't. I will fix it properly someday. <br />
<br />
The problem was caused by the application manifest used to give it the xp visual theme. <br />
As a quick stopgap, extract this file in the same directory as the original, and run it instead of the original. All should work then. Thanks to 4StarGeneral for testing it.<br />
<br />
(Some antivirus programs will report it as Morphine or something related, you can ignore that warning.)]]></description>
			<content:encoded><![CDATA[Yes, I know it didn't. I will fix it properly someday. <br />
<br />
The problem was caused by the application manifest used to give it the xp visual theme. <br />
As a quick stopgap, extract this file in the same directory as the original, and run it instead of the original. All should work then. Thanks to 4StarGeneral for testing it.<br />
<br />
(Some antivirus programs will report it as Morphine or something related, you can ignore that warning.)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[trains]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1017</link>
			<pubDate>Thu, 10 Jul 2008 08:45:21 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1017</guid>
			<description><![CDATA[I have a map that I put trains on. The train starts off, follows it's path then leaves the map to return to the non visible section (where there are tracks). It is suppose to return to the map, but it doesn't. A friend suggested to me that I should look at the trigger editor in the Final Alert 2 editor.Which I did. But how do I make it return to the map?]]></description>
			<content:encoded><![CDATA[I have a map that I put trains on. The train starts off, follows it's path then leaves the map to return to the non visible section (where there are tracks). It is suppose to return to the map, but it doesn't. A friend suggested to me that I should look at the trigger editor in the Final Alert 2 editor.Which I did. But how do I make it return to the map?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[stolen technology]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1016</link>
			<pubDate>Mon, 07 Jul 2008 20:56:22 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1016</guid>
			<description><![CDATA[I read a post somewhere about stolen technology, but I can't remember where.  The ModENC didn't help me for what I am looking for. I want to make it so if a US spy gets into to a German tech they can create something the Germans have. I have seen this:<br />
<br />
;************ Secret Lab Section ************<br />
SecretInfantry=SNIPE,TERROR,DESO,YURI<br />
<br />
SecretUnits=TNKD,TTNK,DTRUCK<br />
<br />
SecretBuildings=GTGCAN<br />
<br />
Under secretunits I put TankA...so when US gets into German tech they can create it, But they don't. Is it because I have it only the owner set as Germans & Required house Germans? Meaning I change owner to all & leave House alone?]]></description>
			<content:encoded><![CDATA[I read a post somewhere about stolen technology, but I can't remember where.  The ModENC didn't help me for what I am looking for. I want to make it so if a US spy gets into to a German tech they can create something the Germans have. I have seen this:<br />
<br />
;************ Secret Lab Section ************<br />
SecretInfantry=SNIPE,TERROR,DESO,YURI<br />
<br />
SecretUnits=TNKD,TTNK,DTRUCK<br />
<br />
SecretBuildings=GTGCAN<br />
<br />
Under secretunits I put TankA...so when US gets into German tech they can create it, But they don't. Is it because I have it only the owner set as Germans & Required house Germans? Meaning I change owner to all & leave House alone?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Resource pack help]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1015</link>
			<pubDate>Mon, 07 Jul 2008 09:48:08 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1015</guid>
			<description><![CDATA[About a year ago, I downloaded a resource pack for RA2/YR which basically had all the SHP's & Voxels from Tib Sun, converted to use the RA2 palette.<br />
<br />
Now my hard drive decided to completely die, and, as I didn't have the internet then, I couldn't re-download it.<br />
<br />
I've been searching for a while now, and turned up nothing, and strongly suspect the site may have died.<br />
<br />
SO! this is where you good people come in, does anyone have the pack and/or a link to a website which has it?<br />
<br />
NOTE:<br />
This definately wasn't a mod, it came with all the infantry, vehicles & buildings, and nothing else, no rules or anything.<br />
<br />
Thanks for your help.]]></description>
			<content:encoded><![CDATA[About a year ago, I downloaded a resource pack for RA2/YR which basically had all the SHP's & Voxels from Tib Sun, converted to use the RA2 palette.<br />
<br />
Now my hard drive decided to completely die, and, as I didn't have the internet then, I couldn't re-download it.<br />
<br />
I've been searching for a while now, and turned up nothing, and strongly suspect the site may have died.<br />
<br />
SO! this is where you good people come in, does anyone have the pack and/or a link to a website which has it?<br />
<br />
NOTE:<br />
This definately wasn't a mod, it came with all the infantry, vehicles & buildings, and nothing else, no rules or anything.<br />
<br />
Thanks for your help.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Alpha image!]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1014</link>
			<pubDate>Mon, 07 Jul 2008 00:06:49 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1014</guid>
			<description><![CDATA[Read this! Now, what do you think?]]></description>
			<content:encoded><![CDATA[Read this! Now, what do you think?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battlestations midway .mpak files]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1013</link>
			<pubDate>Sat, 05 Jul 2008 05:55:06 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1013</guid>
			<description><![CDATA[DCoder,<br />
<br />
Is there any way you could make a packer/unpacker program for mpak files used by battlestations:midway ? <br />
<br />
Eidos interactive doesnt seemes concerned with giving the community a way to mod the game and they have moved on to make battlestations pacific.<br />
<br />
- Tony<br />
<br />
Related Topic at Eidosgames.com ]]></description>
			<content:encoded><![CDATA[DCoder,<br />
<br />
Is there any way you could make a packer/unpacker program for mpak files used by battlestations:midway ? <br />
<br />
Eidos interactive doesnt seemes concerned with giving the community a way to mod the game and they have moved on to make battlestations pacific.<br />
<br />
- Tony<br />
<br />
Related Topic at Eidosgames.com ]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[We're not dead.]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1012</link>
			<pubDate>Fri, 04 Jul 2008 07:16:43 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1012</guid>
			<description><![CDATA[<br />
<br />
<br />
<br />
<br />
Screens from the first two levels after a massive two day working spree on ATW.<br />
<br />
Game's been cut down in size from 10 to 8 levels, at least at the moment.  Three of the levels are completely done and playable, two are about 75% done and just require scripting, and level 6 is about 25% done. <br />
<br />
We've added an arrow to the bottom of the screen (not pictured) that shows you where you need to go on some of the more expansive levels.<br />
<br />
I realize the media and downloads sections are down, I'll get around to fixing them and reuploading the demo as soon as I can.]]></description>
			<content:encoded><![CDATA[<br />
<br />
<br />
<br />
<br />
Screens from the first two levels after a massive two day working spree on ATW.<br />
<br />
Game's been cut down in size from 10 to 8 levels, at least at the moment.  Three of the levels are completely done and playable, two are about 75% done and just require scripting, and level 6 is about 25% done. <br />
<br />
We've added an arrow to the bottom of the screen (not pictured) that shows you where you need to go on some of the more expansive levels.<br />
<br />
I realize the media and downloads sections are down, I'll get around to fixing them and reuploading the demo as soon as I can.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Starting Tertiary education...]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1011</link>
			<pubDate>Wed, 02 Jul 2008 02:54:18 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1011</guid>
			<description><![CDATA[I will be starting my tertiary education soon (this month, hopefully). I am doing a 10 month software development course, where I will be learning such things as coding in Java, C++, Visual Basic .NET, etc. I was just wondering - what is the hardest thing about programming/learning how to program?]]></description>
			<content:encoded><![CDATA[I will be starting my tertiary education soon (this month, hopefully). I am doing a 10 month software development course, where I will be learning such things as coding in Java, C++, Visual Basic .NET, etc. I was just wondering - what is the hardest thing about programming/learning how to program?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Who says school aint fun?]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1010</link>
			<pubDate>Thu, 26 Jun 2008 08:03:21 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1010</guid>
			<description><![CDATA[http://www.youtube.com/watch?v=b-X6jLPUuVo]]></description>
			<content:encoded><![CDATA[http://www.youtube.com/watch?v=b-X6jLPUuVo]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How the Grinch stole megabytes]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1009</link>
			<pubDate>Tue, 24 Jun 2008 02:52:18 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1009</guid>
			<description><![CDATA[Recently, I began getting notification mails from the server that a domain had exceeded its allocated disk size limit. I started to investigate, but for the life of me, I couldn't find the problem. The account's data was not even using up a fifth of the allocated disk space.<br />
<br />
Finally, it dawned on me.<br />
<br />
[attachment=299]<br />
Click the thumbnail to see the riddle's resolution.]]></description>
			<content:encoded><![CDATA[Recently, I began getting notification mails from the server that a domain had exceeded its allocated disk size limit. I started to investigate, but for the life of me, I couldn't find the problem. The account's data was not even using up a fifth of the allocated disk space.<br />
<br />
Finally, it dawned on me.<br />
<br />
[attachment=299]<br />
Click the thumbnail to see the riddle's resolution.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[pls help..]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1008</link>
			<pubDate>Mon, 23 Jun 2008 17:44:18 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1008</guid>
			<description><![CDATA[Sry  to ask this, as im sure its been asked b4. I have read every post/searched in this forum and with no luck to find an answer.<br />
<br />
Im trying to find my rules.ini file, but with no avail. I have no file by that name in my directory ? I want to modify unit stats (baby steps).<br />
<br />
:confused:]]></description>
			<content:encoded><![CDATA[Sry  to ask this, as im sure its been asked b4. I have read every post/searched in this forum and with no luck to find an answer.<br />
<br />
Im trying to find my rules.ini file, but with no avail. I have no file by that name in my directory ? I want to modify unit stats (baby steps).<br />
<br />
:confused:]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AI Editor Error]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1007</link>
			<pubDate>Sun, 22 Jun 2008 01:40:53 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1007</guid>
			<description><![CDATA[Today, I attempted running AI Editor on my laptop for the first time.<br />
<br />
This is the error I received-<br />
C:\Program Files\CNC_Tools\AI Editor\AIEditor.exe<br />
<br />
The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail.<br />
<br />
Going into that log, I found this-<br />
Activation context generation failed for "C:\Program Files\CnC_Tools\AI Editor\AIEditor.exe".Error in manifest or policy file "C:\Program Files\CnC_Tools\AI Editor\AIEditor.exe" on line 0. Invalid Xml syntax.<br />
<br />
OS is Vista 32bit.<br />
Any idea as to why this is happening and where to go/what to do to remedy it?]]></description>
			<content:encoded><![CDATA[Today, I attempted running AI Editor on my laptop for the first time.<br />
<br />
This is the error I received-<br />
C:\Program Files\CNC_Tools\AI Editor\AIEditor.exe<br />
<br />
The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail.<br />
<br />
Going into that log, I found this-<br />
Activation context generation failed for "C:\Program Files\CnC_Tools\AI Editor\AIEditor.exe".Error in manifest or policy file "C:\Program Files\CnC_Tools\AI Editor\AIEditor.exe" on line 0. Invalid Xml syntax.<br />
<br />
OS is Vista 32bit.<br />
Any idea as to why this is happening and where to go/what to do to remedy it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Windows Vista and First Decade Compatibility]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1006</link>
			<pubDate>Sat, 21 Jun 2008 15:41:59 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1006</guid>
			<description><![CDATA[Hey guys. I've just tested and confirmed that WR V1.5 works fine with Windows Vista and The First Decade edition of Yuri's Revenge - using the XCC Shortcut Installer (and the original TFD disc inserted). I didn't even have to change compatibility settings for RA2/YR - it just... worked. I tested it out by playing through both campaign modes.<br />
<br />
Just to clear up any doubts! For more info see the readme file that comes with the download at the official site.]]></description>
			<content:encoded><![CDATA[Hey guys. I've just tested and confirmed that WR V1.5 works fine with Windows Vista and The First Decade edition of Yuri's Revenge - using the XCC Shortcut Installer (and the original TFD disc inserted). I didn't even have to change compatibility settings for RA2/YR - it just... worked. I tested it out by playing through both campaign modes.<br />
<br />
Just to clear up any doubts! For more info see the readme file that comes with the download at the official site.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Feature discussion: Extending AI(md).ini - scripting]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1005</link>
			<pubDate>Wed, 18 Jun 2008 06:55:22 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1005</guid>
			<description><![CDATA[Among other improvements in RP2, I want to enhance the AI(md).ini functionality - add extra Script Actions, increase the 6 UnitTypes limit in TaskForces, maybe even add an alternative, more readable, AITriggerTypes syntax... <br />
<br />
This thread is for the discussion about improving ScriptTypes. <br />
<br />
It would be fairly simple to add "Attack specific VehicleType/InfantryType/AircraftType" like the current "Attack BuildingType" logic, and such. However, all that is inconvenienced by the ScriptTypes syntax requiring two numeric arguments. I can either work with that, or come up with a new, more expressive, syntax, which would take time. Which way is better?<br />
<br />
Of course, I alone can't possibly think of all the actions that would be worth doing/fixing, so suggest your own!<br />
<br />
Also, the coder in me can't help but notice the lack of any conditionals in the scripting. It is not difficult to add a script action doing an if/then/else, if there is a use for it, even if that does sound like a repetition of the AITriggerType conditionals. I do think adding ifs for extraordinary conditions (say, "have we spied an allied battle lab already?" to avoid repetitively spying the same battle lab for no award) would help. Again, opinions are needed.]]></description>
			<content:encoded><![CDATA[Among other improvements in RP2, I want to enhance the AI(md).ini functionality - add extra Script Actions, increase the 6 UnitTypes limit in TaskForces, maybe even add an alternative, more readable, AITriggerTypes syntax... <br />
<br />
This thread is for the discussion about improving ScriptTypes. <br />
<br />
It would be fairly simple to add "Attack specific VehicleType/InfantryType/AircraftType" like the current "Attack BuildingType" logic, and such. However, all that is inconvenienced by the ScriptTypes syntax requiring two numeric arguments. I can either work with that, or come up with a new, more expressive, syntax, which would take time. Which way is better?<br />
<br />
Of course, I alone can't possibly think of all the actions that would be worth doing/fixing, so suggest your own!<br />
<br />
Also, the coder in me can't help but notice the lack of any conditionals in the scripting. It is not difficult to add a script action doing an if/then/else, if there is a use for it, even if that does sound like a repetition of the AITriggerType conditionals. I do think adding ifs for extraordinary conditions (say, "have we spied an allied battle lab already?" to avoid repetitively spying the same battle lab for no award) would help. Again, opinions are needed.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[IFV naming problem]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1004</link>
			<pubDate>Tue, 17 Jun 2008 02:37:30 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1004</guid>
			<description><![CDATA[I'm working on a mod, and want to change the IFV's starting turret, so I can make the Guardian GI use the rocket turret.<br />
<br />
However, with my brand spanking new turret, YR still calls it a "rocket IFV".<br />
<br />
Not finding anything in the CSF about it, and seemingly nothing in the rules either, how do I change the name of the default "rocket IFV" to, say, "smeggy IFV"?]]></description>
			<content:encoded><![CDATA[I'm working on a mod, and want to change the IFV's starting turret, so I can make the Guardian GI use the rocket turret.<br />
<br />
However, with my brand spanking new turret, YR still calls it a "rocket IFV".<br />
<br />
Not finding anything in the CSF about it, and seemingly nothing in the rules either, how do I change the name of the default "rocket IFV" to, say, "smeggy IFV"?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Refinery]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1003</link>
			<pubDate>Sat, 14 Jun 2008 07:21:02 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1003</guid>
			<description><![CDATA[I want to change the way sides get money. I copied all the Oil Derrick stuff & made 1 for each side. They show up & they work. This is what I did. I put in the rules<br />
<br />
BuildRefinery=ALLREF,NAREFN,GEREFN,ALLOIL,SOVOIL,G EROIL<br />
<br />
<br />
PrerequisiteProc=NAREFN,GERREFN,ALLREF,ALLOIL,SOVO IL,GEROIL<br />
PrerequisiteProcAlternate=NAREFN,GERREFN,ALLREF,AL LOIL,SOVOIL,GEROIL<br />
<br />
The game crashes. I want to eventually take out the refinery & just have oil derricks as the way to get money]]></description>
			<content:encoded><![CDATA[I want to change the way sides get money. I copied all the Oil Derrick stuff & made 1 for each side. They show up & they work. This is what I did. I put in the rules<br />
<br />
BuildRefinery=ALLREF,NAREFN,GEREFN,ALLOIL,SOVOIL,G EROIL<br />
<br />
<br />
PrerequisiteProc=NAREFN,GERREFN,ALLREF,ALLOIL,SOVO IL,GEROIL<br />
PrerequisiteProcAlternate=NAREFN,GERREFN,ALLREF,AL LOIL,SOVOIL,GEROIL<br />
<br />
The game crashes. I want to eventually take out the refinery & just have oil derricks as the way to get money]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[solved]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1001</link>
			<pubDate>Tue, 10 Jun 2008 04:07:36 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1001</guid>
			<description><![CDATA[solved]]></description>
			<content:encoded><![CDATA[solved]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A Sneak Preview]]></title>
			<link>http://forums.renegadeprojects.com/showthread.php?tid=1000</link>
			<pubDate>Tue, 10 Jun 2008 00:48:58 +0200</pubDate>
			<guid isPermaLink="false">http://forums.renegadeprojects.com/showthread.php?tid=1000</guid>
			<description><![CDATA[For those of you who would like a sneak preview of what is going to be contained in the full version of this mod Here is the last Stable release, although with many bugs, of the Red Alert 2 version of the mod.<br />
<br />
http://files.filefront.com/CC+Final+Dusk...einfo.html<br />
<br />
yes I know it was released over a year ago but I decided it was time to move to YR and the Rock Patch enhanced engine so no future releases for the RA2 version are to be expected.]]></description>
			<content:encoded><![CDATA[For those of you who would like a sneak preview of what is going to be contained in the full version of this mod Here is the last Stable release, although with many bugs, of the Red Alert 2 version of the mod.<br />
<br />
http://files.filefront.com/CC+Final+Dusk...einfo.html<br />
<br />
yes I know it was released over a year ago but I decided it was time to move to YR and the Rock Patch enhanced engine so no future releases for the RA2 version are to be expected.]]></content:encoded>
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