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 Must have mods and reviews 
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Joined: Mon Dec 08, 2008 4:27 am
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Post Must have mods and reviews
I'm not a big forum person so I dont come on every day and im not to deep into the cortex command fan base. I have however grown to love the mods that you all create and share. My problem is that there are so many mods that Its hard for me to tell which ones are must haves and which are good but not always worth the extra clutter in your resource folder. I feel that as cortex command grows nearer to its finished form, it's fanbase will grow and the forums are the first place they will come. It took me as a new player alot of time to figure out that there were mods and it took me longer to set them up on the game. The first time i dl'd a mod i was fortunate enough to choose darkstorms. Newer people wont even know what darkstorms is. Thats why I have this tread, so newer people or people in general can pick out mods that make cortex command more fun to play. If you are reviewing please rate the game from one to ten it gives us a general feel for how good that mod actually is.


Last edited by gamegoo on Fri Oct 23, 2009 7:19 pm, edited 1 time in total.



Fri Oct 23, 2009 3:48 am
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Post Re: Must have mods?
Good idea, but... this doesn't have a correct forum to go in, really, does it?
Game Discussion isn't about modding.
Mod Making is about the making of Mods.
Mod Releases is the place for released Mods.
Hm.


Fri Oct 23, 2009 3:51 am
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Loose Canon
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Post Re: Must have mods?
Darkstorms. Hands down, the best Faction that I know. Balanced, but still powerful. Awesome Sparkle-magic usage (Shielding and phasing). I still say it should be Vanilla.


Last edited by TorrentHKU on Fri Oct 23, 2009 3:54 am, edited 1 time in total.



Fri Oct 23, 2009 3:53 am
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Post Re: Must have mods?
i just put it here because its about released mods so it makes the most sense. This thread is an odd one out.
I also have darkstorm and I agree it is a must have mod.


Fri Oct 23, 2009 3:53 am
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happy carebear mom
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Post Re: Must have mods?
Look for mods with 5+ pages to them. Chances are they're worth downloading because they generated that much discussion. This probably belongs in CC general, but w/e.


Fri Oct 23, 2009 3:59 am
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Post Re: Must have mods?
ok im just trying to get it all in one place for me and others looking for good mods but dont want to search through huge forums/treads


Fri Oct 23, 2009 4:09 am
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Joined: Mon Apr 06, 2009 9:41 am
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Post Re: Must have mods?
Duh102 wrote:
Look for mods with 5+ pages to them. Chances are they're worth downloading because they generated that much discussion.



Eeeeh I donno. I can think of plenty of mods which produced in excess of 5 pages of discussion just on how bad they are.

I recommend Emporeans, LRRADD, and Swarm.


Fri Oct 23, 2009 4:33 am
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Post Re: Must have mods?
nice ones swarm has me quite intrigued


Fri Oct 23, 2009 4:52 am
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happy carebear mom
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Post Re: Must have mods?
Rawtoast wrote:
Duh102 wrote:
Look for mods with 5+ pages to them and are not locked. Chances are they're worth downloading because they generated that much discussion.
Eeeeh I donno.

How's that? :P


Fri Oct 23, 2009 4:54 am
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Post Re: Must have mods?
You know, for the life of me I can't remember a single example.

*cough*


Fri Oct 23, 2009 5:32 am
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Post Re: Must have mods?
Everyone is just going to start posting their own mods or mods that are fads.
How about this turns into a mod review thread?


Fri Oct 23, 2009 5:41 am
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Post Re: Must have mods?
im for a review thread but how about other people considering the mods own tread is often a review of it?


Fri Oct 23, 2009 11:31 am
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Post Re: Must have mods?
CrazyMLC wrote:
Everyone is just going to start posting their own mods or mods that are fads.
I'll try to avoid the second one. The first one isn't exactly a problem for me.
Anyway:
-Assassination (Scene)
-Astro (Scene)
-Bear Federation
-Body Ladder (Scene)
-Crobotech (Tinkering required to make work, Fix provided in second post)
-Darkstorm
-Diemos Federation
-DSTech
-Dummy Twins (Scene)
-Experimental Dummy Vehicles
-Emporeans
-Frontline At Menou (Scene, Tinkering required to make work, Fix provided in second post)
-HuegPack'O'Mods
-King Assault (Scene, Tinkering required to make work, Fix provided in second post)
-Klone Soccer (Scene, 2 Player)
-Luafirearms
-Luaguns
-Melee Master Arms
-Mining Post #32 (Scene)
-Nest (Scene)
-Coalition Base #836-AOC (Scene)
-Stratosphere (Scene)
-Swarm (Scene)
-UniTec
-Unmanned Aerial Vehicles
-Zombies 09
Arghagh url limit.


Last edited by 411570N3 on Fri Nov 05, 2010 5:05 am, edited 4 times in total.



Fri Oct 23, 2009 1:02 pm
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Post Re: Must have mods?
Smaller Mods:
-Dummy Behemoth
-Mammoth Tank
-Railgun
-Invisicrete
-Warp Clone
-Combat Control Room
-Portal Gun
-HL2 Gravity Gun
-Growth Pod
-Grappling Hook
-Particle Accelerator
-Telekinetic Wielder
-TF2 Spy Kit
-Shover
-Hoverboards
-Mind Control Gun

If you have a problem with the mods, remember to read the rest of the thread before asking a question.
Also, I hope this serves as proper justification for double posting.
EDIT: I had nothing better to do, so I made and posted fixes for the tinkering required items as well as testing the tinkering possible items.


Attachments:
File comment: Replace KingAssault.rte/Screen.ini with this one to make it work.
Screen.ini [5.91 KiB]
Downloaded 255 times
File comment: Replace Crobotech.rte/Effects/Rising.ini with this one to make it work.
Rising.ini [5.48 KiB]
Downloaded 233 times
File comment: Replace Menou.rte/Scenes/Menou.ini with this one to make it work.
Menou.ini [30.79 KiB]
Downloaded 230 times


Last edited by 411570N3 on Fri Nov 05, 2010 5:06 am, edited 1 time in total.

Fri Oct 23, 2009 1:31 pm
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Post Re: Must have mods?
0-o wow thanks for those and yes your 2x post is justified


Fri Oct 23, 2009 2:27 pm
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