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 The Triclon Empire V1.78 [now for B25] 
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Joined: Tue Nov 17, 2009 7:38 pm
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Post Re: The Triclon Empire V1.76 + mission + better AI (04/02/11)
Updated to V1.76:

No more random crashes in the mission


Fri Feb 04, 2011 12:12 am
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Joined: Mon Jan 25, 2010 11:35 pm
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Post Re: The Triclon Empire V1.76 + mission + better AI (04/02/11)
Thanks for the BR!


Fri Feb 04, 2011 12:21 am
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Post Re: The Triclon Empire V1.76 + mission + better AI (04/02/11)
You're welcome.


Fri Feb 04, 2011 5:03 pm
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Post Re: The Triclon Empire V1.77 + mission + better AI (05/02/11)
Updated to V1.77:

Flatened the roof of the player's bunker in the mission in oirder to make landings easier.
Added a few mines
Mines are now easier to destroy(made of metal instead of Triclon metal)
Added a small tunnel from the main bunker to the weapons stash
Difficulty will now affect your starting founds
Increased the AI range of the Defenders on the towers


Sat Feb 05, 2011 3:49 pm
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Post Re: The Triclon Empire V1.77 + mission + better AI (05/02/11)
Mission doesn't seem to work with a second player. Second player hangs and doesn't have a brain and can't participate. Not a big issue just one that I wanted to address


Sun Feb 06, 2011 5:38 am
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Post Re: The Triclon Empire V1.78 + mission + better AI (06/02/11)
Updated to V1.78:

The mission can now be played by 2 players in split screen, they will have the same brain but will both able to order and control different actors.
The mines placed inside buildings are now visible


Sun Feb 06, 2011 11:44 pm
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Post Re: The Triclon Empire V1.78 + mission + better AI (06/02/11)
I'd just like to note that the long-ranged actor (The one with the shockwave) is almost useless for human players, or at least uncomfortable to use. His massive perception stat means that even with a bloody digger, you can't see the actor you're using, and he has huge blind spots.

On top of that, the artillery strike unit could use a longer delay between strikes, some sort of balance.

Now, this mod is a lot of the same thing we expect from Mehman: Unpolished sprites with lots of really cool luaed goodies and tricks. I just think it could use a little more balance and polish, this time. It's still a cool mod, though.

*EDIT*

I have a few suggestions for the artillery strike. You could make it useable only if a "command" unit is on the field, to provide targeting data to the artillery/orbital stations. It could be a crab, like the AA Slave turrets from the UAV mod, a special actor, or even a deployable computer (Using the code from TLB's Portable Computer Brain.) That would give it some balance without nerfing it's abilities, and would add an objective of sorts to the mission.


Tue Feb 08, 2011 6:54 pm
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Post Re: The Triclon Empire V1.78 [now for B25]
I just updated this for b25, it works for me but if you have any problems tell me.
I also reduced the ridiculously high AimDistance of the actors, and included the new AI.


Tue Sep 06, 2011 10:41 pm
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Post Re: The Triclon Empire V1.78 [now for B25]
DestroyerFire.wav has been moved and is no longer in Dummy.rte/Devices/Weapons/

... and as an aside, and not your issue at all, but old versions of 7zip cannot open the archive.


Tue Sep 06, 2011 11:18 pm
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Post Re: The Triclon Empire V1.78 [now for B25]
Thanks, corrected, does it work now?


Tue Sep 06, 2011 11:25 pm
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Post Re: The Triclon Empire V1.78 [now for B25]
Loaded just fine


Tue Sep 06, 2011 11:34 pm
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Post Re: The Triclon Empire V1.78 [now for B25]
Great, thanks.


Tue Sep 06, 2011 11:36 pm
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