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 Base.rte mod 
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Joined: Sun Dec 09, 2007 3:08 pm
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Location: Islamic Republic of Bradistan, Yorkshire, England
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Post Base.rte mod
I've made a large mod for CC, but it modifies base.rte (That's the objective of it, anyway). Here's some details:
New sprites for SMG, AK and Shotgun (More green looking)
Changed Blunderbuss into conscript rifle (Still called blunderbuss, i've yet to fix that)
Replaced Skeletons with Conscript
No dummies or Skeletons in activities.ini
Bunker on Horizland (New map called Horizland RB)
New weapon sounds
Beefed up pistol

Should i release it? People generally don't like base.rte mods.


Sat Dec 15, 2007 2:39 pm
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Post Re: Base.rte mod
I prefer it as it is, from how that sounds.
You need screenshots though.


...
And why does everyone replace skeletons with "conscripts"?
Skeletons are awesome!


Sat Dec 15, 2007 2:53 pm
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Post Re: Base.rte mod
metal chao wrote:
And why does everyone replace skeletons with "conscripts"?
Skeletons are awesome!

No they're not, they're too dumb to realise the range of their weapons and don't fit in imo.


Sat Dec 15, 2007 3:06 pm
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Post Re: Base.rte mod
Morbo!!! wrote:
metal chao wrote:
And why does everyone replace skeletons with "conscripts"?
Skeletons are awesome!

No they're not, they're too dumb to realise the range of their weapons and don't fit in imo.


The range thing is a product of the ai.
Give a "conscript" or a Coalition Heavy a blunderbuss and they'll act exactly the same.

And in a game of disembodied living brains, how do living skeletons not fit in?


Sat Dec 15, 2007 3:08 pm
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Post Re: Base.rte mod
I'm with morbo on this, I hate skellies. I don't mind if you like them, but they're not much of a challenge to me.

But, I agree with Chao, release pics. If it changes the base.rte, it has to be good to be worth using. Plus, you can always release two versions: a .rte mod, and a base.rte.


Sat Dec 15, 2007 3:31 pm
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Post Re: Base.rte mod
metal chao wrote:
Morbo!!! wrote:
metal chao wrote:
And why does everyone replace skeletons with "conscripts"?
Skeletons are awesome!

No they're not, they're too dumb to realise the range of their weapons and don't fit in imo.


The range thing is a product of the ai.
Give a "conscript" or a Coalition Heavy a blunderbuss and they'll act exactly the same.

And in a game of disembodied living brains, how do living skeletons not fit in?

I know that it's not just the skellies who are dumb with blunderbusses. But anyway, why would they need skeletons when they have the facilities to clone troops? That and the ancient weaponry. I'll get a pic soon.


Sat Dec 15, 2007 3:42 pm
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Post Re: Base.rte mod
lolwut? ancient weaponry?

when you consider the fact that this game is set beyond the far future, why would we use ANY of the weapons the game gives us in said time period? why not have lasrifles instead of dated AK-47s? why not have tesla coils instead of yesterdays flak cannons?

i like skellies because its fun mowing them down!


Sat Dec 15, 2007 3:45 pm
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Post Re: Base.rte mod
I'd be surprised if they continue letting you all edit Base.rte.

If this company is smart, they'll be doing some encryption to prevent people from doing that (so that you cant make edits to Base.rte that should only occur if you have B19.

At a bare minimum, the base folder should be encrypted when you buy non-up-to-date builds. Data, be smart. You've left enough holes, make sure you get them all this time.


Sat Dec 15, 2007 3:56 pm
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Post Re: Base.rte mod
FYI, I've got the full version. I'm doing this for people who are bored of the default weapons and want a bit of a change. There are a couple more changes, ammo wise. The SMG has 50 rounds and the Conscript rifle has 25. The conscript is basically a coalition soldier without body armour and less health. Here's the pic, as i said.

[img=http://img178.imageshack.us/img178/2046/testdump062ui1.th.png]
Ugh, bloody thumbnail isn't working. Just click it.


Sat Dec 15, 2007 4:06 pm
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Post Re: Base.rte mod
So... it's an unarmoured soldier wielding an SMG with half the ammo?


Sat Dec 15, 2007 4:22 pm
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Post Re: Base.rte mod
No, it fires AK rounds at a lower fire rate. If you don't bloody like it, don't download it if/when i release it


Sat Dec 15, 2007 4:24 pm
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Post Re: Base.rte mod
I just wanted to clarify T_T

But yeah, I won't be downloading it.


Sat Dec 15, 2007 4:25 pm
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Post Re: Base.rte mod
Morbo!!! wrote:
FYI, I've got the full version. I'm doing this for people who are bored of the default weapons and want a bit of a change. There are a couple more changes, ammo wise. The SMG has 50 rounds and the Conscript rifle has 25. The conscript is basically a coalition soldier without body armour and less health. Here's the pic, as i said.

[img=http://img178.imageshack.us/img178/2046/testdump062ui1.th.png]
Ugh, bloody thumbnail isn't working. Just click it.
You might have the full v ersion, but not everyone does.


Sat Dec 15, 2007 5:41 pm
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Post Re: Base.rte mod
ProjektTHOR wrote:
Morbo!!! wrote:
FYI, I've got the full version. I'm doing this for people who are bored of the default weapons and want a bit of a change. There are a couple more changes, ammo wise. The SMG has 50 rounds and the Conscript rifle has 25. The conscript is basically a coalition soldier without body armour and less health. Here's the pic, as i said.

[img=http://img178.imageshack.us/img178/2046/testdump062ui1.th.png]
Ugh, bloody thumbnail isn't working. Just click it.
You might have the full v ersion, but not everyone does.

Yeah, but they can modify it themselves then. So why does this matter?


Sat Dec 15, 2007 7:15 pm
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Post Re: Base.rte mod
I say release it. it looks like a nice mod. :smile:

if you think you'll get flamed then just keep telling yourself that somebody will like it because someone really will like it. I remember a clone that only got like two replies and they were stuff like "No download looks like crap." and I downloaded that and I loved that unit. in the end, unless your mod is extremly pitiful like a slight head sprite change, then someone will like it. release it, I have faith in this mod.


Sat Dec 15, 2007 8:18 pm
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