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 The War to end all Wars 
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: The War to end all Wars (WIP)
Yeah, they're probably more balanced with respect to their sister factions than vanilla stuff.
The heavy armour is gonna stay the way it is, I made it that way on purpose, but I'll see about the jetpacks.
Its just after watching a Coalition Heavy uselessly trying to jetpack over a ten foot wall and failing miserably,
I kinda wanted my faction to be slightly... More moblie than vanilla stuff.


Fri Aug 17, 2012 5:21 am
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Joined: Sun Jun 17, 2012 9:29 pm
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Post Re: The War to end all Wars (WIP)
Just a side topic, are there going to be melee weapons?
Having a close quarters unit with no actual close quarters weapon is ...
Are shotguns really that close range in CC?


Fri Aug 17, 2012 10:04 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
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Post Re: The War to end all Wars (WIP)
Shotguns are ideal for CQC on Cortex Command, probably because weapons with shorter ranges (like swords from various mods or even diggers) are useless because the AI doesn't know how much range does the weapon have, and will attack the air aiming at you at many meters from distance.

Those kind of weapons are useful (at least for the AI) in very specific situations (VERY specific). That's why shotguns are the best CQC weapon on CC.

Plus, I don't see that a melee weapon would be very fitting on this mod. But maybe I'm wrong.


Sat Aug 18, 2012 1:42 am
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Joined: Sun Nov 06, 2011 8:46 pm
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Post Re: The War to end all Wars (WIP)
Maybe if the ERS had some kind of sword for officers/brains. Like a fun little weapon with no real purpose.


Sun Aug 19, 2012 2:14 pm
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Joined: Thu Apr 05, 2012 8:01 pm
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Post Re: The War to end all Wars (WIP)
Any updates forthcoming for 1.0? Would love to play this in Campaign.


Mon Oct 01, 2012 8:23 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: The War to end all Wars (WIP)
The ERS, UKB and the OLR are all compatible with 1.0.
Campaign and all, although they are kinda OP, and will demolish vanilla factions.


Tue Oct 02, 2012 5:02 am
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Joined: Wed Feb 17, 2010 12:07 am
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Location: That small peaceful place called Hell.
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Post Re: The War to end all Wars (WIP)
You should really edit out the Independent factions from your pic.


Tue Oct 02, 2012 5:06 am
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Data Realms Elite
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Post Re: The War to end all Wars (WIP)
Coops wrote:
You should really edit out the Independent factions from your pic.


Really, it's disturbing.




But hey, compatibility with the campaign! Time to do the fights of Pearl Harbour in the future with UKB and ERS!


Tue Oct 02, 2012 5:23 am
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Location: Auckland, NZ
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Post Re: The War to end all Wars
Fixed the OP, and updated The Red Legion.
Still a whole lotta things to add though.


Wed Oct 03, 2012 7:01 am
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Joined: Mon Aug 27, 2012 11:13 am
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Post Re: The War to end all Wars
The tradestar dropship can't abduct any of the brains from this mod! Also, I find it annoying that the brains are dropped from rockets. Please change that and fix the dropship bug. I'm not sure if the dropship bug happens with the other units too.


EDIT: I'm playing the campaign with all four of ur factions on 4 different teams. My units don't collide with enemy units! D:

EDIT 2:


Wed Oct 03, 2012 1:26 pm
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Joined: Sun Sep 26, 2010 2:36 pm
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Post Re: The War to end all Wars
Someone64 wrote:
My units don't collide with enemy units! D:

This happens to me as well. It is getting quite annoying.

Anywho, i congratulate you on this most splendid mod. I am having tons of fun with it (mostly with the Brits) and I enjoy the uniqueness of each faction. I have some ideas for it myself.

First and foremost, some better walkers for the Japanese. they are ludicrously easy to kill as they are now (I mean, even vanilla troops easily destroy them) and a slight revamp would to them good.

Second, some tools for each faction would be nice. Not for the purpose of melee combat, but more to make them feel like complete military factions instead of jsut guns, bodies and crafts. For example, the japanese could have some scanners, the russians could do with some diggers and the germans could use some sort of concrete sprayer. The brits can make do with the vanilla ronin shovel. Mind you, i am merely brainstorming, so the only really important thing is the following: Add Tools To Factions.

Thirdly, the brits are a sort of really bland Imperial Guard faction as of now, and could really use some sort of bizzare space-y vibe weapon or actor. They feel like i'm actually playing a WW2 faction, not a whacky and fun mod with zombie nazis, skeletal russians and ray gun wielding japanese.


Thu Oct 04, 2012 3:00 pm
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Joined: Wed Feb 08, 2012 10:12 pm
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Post Re: The War to end all Wars
Maybe you could put all of those factions into one download? I'm just too lazy to download all of those one by one.


Thu Oct 04, 2012 6:49 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: The War to end all Wars
I'll fix the non collisions, I origionally put them in because team collisions were still hardcoded, so you could crush your team mates.
The factions are seperated because all together the file is huge, and some people only want one of the factions, notably the ERS for some reason...
Also, there is still lots of suff coming, I'm just really slow at making it. Here is the doodle image containing all my WEW stuff. Helluva big image.


Fri Oct 05, 2012 3:01 am
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Joined: Mon Oct 01, 2012 7:14 am
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Post Re: The War to end all Wars
Mod is awesome! I got the same crash as Someone64 though.

Is there supposed to be some sort of lumbering zombie mech for TRL? Or is that in a future release?


Fri Oct 05, 2012 3:39 am
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Joined: Sun Sep 26, 2010 2:36 pm
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Post Re: The War to end all Wars
Major wrote:
The factions are seperated because all together the file is huge, and some people only want one of the factions, notably the ERS for some reason...

Well, you could put separate files along with the combined one.


Fri Oct 05, 2012 2:23 pm
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