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 Stuff CC needs 
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Joined: Mon Nov 14, 2011 8:58 pm
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Post Re: Stuff CC needs
weegee wrote:
Gotcha!'s MP3 bunker modules included in vanilla content - thats what I dream of. Now I need to include them in every new mission hence they load multiple times.


yeah, everything fits well. However the gold piles might be abused, and items would have to be given proper pricing

and some items have weird clipping issues (like the safe)


Tue May 15, 2012 5:38 pm
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Data Realms Elite
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Except that people should install that mod themselves as per the MP3 thread.


Tue May 15, 2012 5:40 pm
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Gold piles and some MOSRs can be made unbuyable to avoid new problems but keep compatibility with current mods.


Tue May 15, 2012 7:33 pm
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weegee wrote:
Gotcha!'s MP3 bunker modules included in vanilla content - thats what I dream of.


Ouch. Please, no. At least, not until Prom does his magic so that nothing looks out of place. :oops:


Tue May 15, 2012 8:08 pm
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Roast Veg wrote:
Except that people should install that mod themselves as per the MP3 thread.

what?

the entire point of that is the mod is of high enough quality, and it adds a lot of stuff the default game lacks...

I don't see why it shouldn't be added.

Sure that describes a lot of other mods, but this adds very simple things that greatly improve your options for building a base. Currently bunker modules are really really limited.


Tue May 15, 2012 8:23 pm
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I would enjoy a change to the way bullet wounds perform. Instead of making the holes jut off the edge of the actor like they often do, they could instead "paint" the actor with the wound sprite. If the the wound sprite goes off the edge of the actor's body, then it would also be cut off at the edge.

Here. Poorly drawn picture time to explain a bit better.

As I'm sure you all know, when a bullet/flying object hits an actor, it sometimes leave an unsightly bullet hole that sticks out of the body, like so.

Box = Actor, Red Star = Wound
Image

But if the object, instead of slapping on the wound sprite over the actor's own sprite, "painted" over the sprite, it would look much better.

Image

Well, that's what I think. I just really dislike the way it looks when I get shot and that happens.


Tue May 15, 2012 8:29 pm
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Post Re: Stuff CC needs
trotskygrad wrote:
Sure that describes a lot of other mods, but this adds very simple things that greatly improve your options for building a base. Currently bunker modules are really really limited.


Yeah, that's a mature and stable mod wich gives much more freedom to anyone making scenes. Sure if there's something huge coming than I'll continue include MP3 everywhere, but if not then adding MP3 or parts of it will be a major improvement.

And Gotcha!, don't be so shy, some (to say the least) of those bunker modules fit CC perfectly.


Tue May 15, 2012 8:46 pm
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I would love for wounds to be drawn that way; however, the sprites in the game aren't copied for each instance of actor, so i couldn't just start doodling on each sprite.. it would show up on all other actors of the same type!


Wed May 16, 2012 9:17 pm
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Post Re: Stuff CC needs
Wound Masks? (i.e. only draw parts of wound that are under sprite mask, but leave the character sprites alone - don't you generate masks with atom groups anyway?) Would probably add a lot of computation for little gain IMO.

What CC needs is Data to post a blog post which has all the twitter updates in, every month. Get on it dan! The first one might take a little while but after that it should be trivial to keep up.

Forget that first one will be the easiest because I did it for you (took less than 5 minutes):


Thu May 24, 2012 9:26 pm
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An AI wepon rating, from 0 to 10, with the AI always using R10 weapons and never using R0 wepons.
This way you could give an actor and assault rifle, a digger, a pistol and a grendae launcher and make it so that
the AI would use the AR, then the pistol, then the digger in that order, without the chance that he'd blow himslef up with the GL.
It would also be possible to stop actors digging, then using their next equip instead of their primary.
If actors had no weapons above priority 0 they would actively search for one, and if they had low priority weapons,
They could switch them for abandoned high priority ones to keep weight down.
The system could be improved and stuff, this is only a basic proposal, but I think it would improve the game.


Fri May 25, 2012 5:08 am
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I don't how hard it is to code, but I would really like guns to not just turn into terrain after being left alone on the ground for a few minutes.


Sat May 26, 2012 7:03 am
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They only do that if it exceeds the unheldweaponlimit in settings.ini.


Sat May 26, 2012 11:42 am
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(I don't know if this has been said and I'm tired so I don't want to dig around)A master control:when you switch to your brain on the pie menu you have to ability to command all AI controlled(friendlies of course)units to guard,move to a position,patrol,gold dig here,or any other useful command that's needed.

Also in the campaign could there be and ability to form treaties with the AI for example:your red and blues weak and your unable to combat the greens so you decide to form a treaty(temporary:2 versions time limited and one that lasts until either teams threatened by each other).

A way to grab,pull,push,and punch things in CC would be awesome too.


Last edited by DAME777 on Mon May 28, 2012 6:18 am, edited 1 time in total.



Sun May 27, 2012 5:35 am
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Sir wrote:
I think this has been mentioned before on a different thread, but the ronin weapons should have a chance to temporarily jam, or if its an RPG-7 or a RPC, blow up in their faces after a few seconds.

This probably won't be implemented in the vanilla game, but if possible, it would be nice to see a mod with these additions.


Guns jamming or blowing up should have a larger chance of happening if the weapon is damaged. jamming or exploding would be impossible if the gun was brand new, although it might have a very small chance of doing so if the gun was of the ronin faction.(guns breaking should be for all factions, not just for ronins like I said earlier) If this is added to the game or made into a mod, (<--that would be amazing :grin: ) heavy weapons exploding should not be instantaneous. Instead, there should be a three second timer and flashes of white to indicate that it would be a pretty good idea to get out of the way.

On a side note, the brutality mod would be much more interesting with these additions and possibly the ability to shoot dead bodies and have them bleed and/or gib. That whole "destroyable jetpacks" thing I mentioned earlier would be nice too.


Sun May 27, 2012 12:31 pm
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Please, if jetpacks are ever damageable, don't make them explode. A) it's not actually realistic and B) it would make it way too easy to clear out groups of opponents. You should rely on your own weapons to kill opponents, not their own equipment.


Mon May 28, 2012 5:06 pm
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