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 Base mods 
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Joined: Sat Jan 06, 2007 3:58 am
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Post Base mods
Edit: mkay, maybe not. New topic then.

Should I redo my phase rifle to blend in perfectly with the game, and get a few balanced mods in a pack? I'm trying for a "Belonging in the game, addon" kinda feel to them. Suggestions?


Sun Jan 06, 2008 7:28 pm
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Post Re: Base mods
If you mean you you are going to make a base.rte modification that includes things you believe should be in the vanilla, then I think the project will fail.

Everyone has very differing opinions on what should be in the game or not, and base.rte mods are very diffcult to get rid of, should you not want the mod anymore.


Mon Jan 07, 2008 1:11 am
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Post Re: Base mods
Electro, read posts and not just titles.


@ Thanny; yes?


Mon Jan 07, 2008 1:12 am
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Location: Trapped in UCP. Send help.
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Post Re: Base mods
Electroclan wrote:
If you mean you you are going to make a base.rte modification that includes things you believe should be in the vanilla, then I think the project will fail.

Everyone has very differing opinions on what should be in the game or not, and base.rte mods are very diffcult to get rid of, should you not want the mod anymore.

Not to mention against the rules IIRC.
@Thanny; Lolwut, this is an IRC question, not a forum question. Not important enough for a topic.


Mon Jan 07, 2008 1:19 am
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Post Re: Base mods
Plus, nothing you've made should be included in base.rte.

CC doesn't have pulse rifles!


Mon Jan 07, 2008 1:42 am
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Post Re: Base mods
Hey, pay attention, k? It makes you sound less stupid.

I'm going to start making some of the things that would be in here. Problem is getting them completely glitch free, perfectly balanced, sprites matching cc's style, ect....


Mon Jan 07, 2008 1:44 am
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Post Re: Base mods
All he is asking is if you guys would like him to extend the amount of default weapons while attempting to create weapons that are "in-universe."

I'd have to say no, Thanny. The main issue is that there is so little to base the concept of "in-universe" on. There's an AK-47, a generic MP-5K-looking SMG, and what looks like an M1911 pistol. Not much to work with.

Now as the game develops, hopefully Promster will have some new default weapons for us. If not, thats a disappointment.

I'm gonna say that you should sit this one out, sir :\


Mon Jan 07, 2008 7:15 am
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Post Re: Base mods
Hmmm, I suppose.

What I had planed where a laser rifle, A bunker module with a built in turret mounted, Binoculars with a laserpainter on them, and c4.

Well, I could always make the mods more.... moddish, or I could keep to base stuff. We'll just see what happens, but ya, probably won't be in-universe. (I like that term)


Mon Jan 07, 2008 9:38 pm
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Post Re: Base mods
Noooo!!!! I agree with Thanny! Do as whats you saying!! I like Base Mods.


Mon Jan 07, 2008 9:58 pm
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Post Re: Base mods
Orindell, if you want to have the AI use Mod Weapons, learn to edit Activities.ini.

http://datarealms.com/wiki/index.php?ti ... vities.ini


Mon Jan 07, 2008 10:22 pm
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Post Re: Base mods
I do, Yet its messy and takes time. I dont have time! I dont like having to code stuff just have a challenge! I would also love some more "In-Universe" Mods. Good point though, Thor.


Mon Jan 07, 2008 10:54 pm
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Post Re: Base mods
Well, I can iether focus my efforts on the BWI Armed Forces, or the in-universe mods.

I had actually originaly intended to make a bwi Armed forces faction a long time ago, and I had thought I might be able to rival numgun, but then he came out with the mods of ungodly ♥♥♥♥ win, I can't compete with that, so I made some smaller mods for a bit, but I am going to try and finish my original goal.
(Jesus ♥♥♥♥ christ numgun can mod btw, go check out his mods if you guys don't know what I mean. Coder-spriter-audio-offset guy of epic win)


Mon Jan 07, 2008 11:38 pm
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