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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
So I could, say, attach 10 different attachables, then remove 9 of them to leave behind the one I want?

I will ponder this. Though this doesn't seem like it'd help much in the build phase since you can't manually spawn actors with weapons or anything else that might differentiate which attachables there should be.


Thu Dec 03, 2009 10:47 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
The only thing I can think of is have several commanders, with generic names like "Explosives commando" or "Speed commando" (but with appropriate japanese names of course), then having it randomly generate a commander which will have parts related to its name. So you both have control over the type of leader combined with the randomness of the random part selector.

Just food for thought I guess


Thu Dec 03, 2009 11:00 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
After a bit more playing, I have some suggestions, mostly about the turret

1: The revolving laser is sweet, but the nature of the weapon means that the AI-controlled turret no longer misses a target.

2: On top of this, the turret does not have that cool "look further" thing, so I can't exactly use it effectively.

3: The soldiers are not preequipped with weapons, unless I'm missing something.


Thu Dec 03, 2009 11:32 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
All female clones? Darlos y u do dis? Darkstorm should be manly not girly

On a serious note, the mod has had a major overhaul since last time. It definitely feels more like what you wanted it to be in the first place, a faction of stealthy and agile soldiers not designed for mad rushes. Especially liking how you've cut down on some of the unnecessary elements like all the weapons; it felt a bit silly running around with so many weapons that Solid Snake seemed conservative in comparison.

Also, the new design for the dropship is really sleek and a lot better than the "tube" you had for the Kimon.

Now off to ♥♥♥♥ around for a few hours. (oh and great job, you got me to start playing again- lately CC has been getting boring and now this has gotten me all excited :))


Thu Dec 03, 2009 11:55 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
EMP shielding involves a faraday cage not different materials

this would also have the boon of being resistant to electrical effects; they'd just skip over it

as you got more damage (bullet holes in the suit) you'd get more electrical damage


Fri Dec 04, 2009 12:57 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Darlos9D wrote:
So I could, say, attach 10 different attachables, then remove 9 of them to leave behind the one I want?

I will ponder this. Though this doesn't seem like it'd help much in the build phase since you can't manually spawn actors with weapons or anything else that might differentiate which attachables there should be.
Yes, you can do this very easily with math.random(1,10) and some attachable:Detach()
you could assign powers based on which attachable was present, and also have some cool head randomisation and such. It would be pretty rad. Missed my train by the way.


Fri Dec 04, 2009 1:02 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Ingoguy15 wrote:
1: The revolving laser is sweet, but the nature of the weapon means that the AI-controlled turret no longer misses a target.
Modern automated turrets are hideously accurate. So, uh, hope enemies get smarter in the future. Or if you're playing against the turret, fight it with some kind of long-range weapon.

Ingoguy15 wrote:
2: On top of this, the turret does not have that cool "look further" thing, so I can't exactly use it effectively.
Hm... I guess I could just attach an invisible turret weapon with a decent site range. Not sure why I didn't think of that earlier.


Fri Dec 04, 2009 3:38 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Ragdollmaster wrote:
All female clones? Darlos y u do dis? Darkstorm should be manly not girly


If you read it all, the clones in question get their hormones rebalanced and generally stuffed with.
So I think he chose females because they don't have trouser snake addendums, which are slightly more inconvenient.
They'd just be manly gender-less sacks of toned meat.

That's pretty manly.

On a not-sci-fi bollocks subject, I am looking forward to the return of the cluster mine!
Also, annoying noob question, but I can't find the turrets in game...
Where are they? Under Bunker systems? Actors?


Fri Dec 04, 2009 8:25 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Turrets are under Bunker Systems for me. Scroll down a bit.


Fri Dec 04, 2009 9:00 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
wonderful update. i cant wait to have it now.


Fri Dec 04, 2009 9:08 am
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Subiw wrote:
Turrets are under Bunker Systems for me. Scroll down a bit.


There they are! Thanks.


Fri Dec 04, 2009 1:08 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Suggestions:
Make the ballistic weapons be accurate on their first shot and progressively less accurate on consecutive shots, like this weapon.
Make the muzzle flash on ballistic weapons and blowback from the rocket launcher (or whatever the fire from the back is called) appropriately lethal.


Fri Dec 04, 2009 1:28 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Exalion wrote:
If you read it all, the clones in question get their hormones rebalanced and generally stuffed with.
So I think he chose females because they don't have trouser snake addendums, which are slightly more inconvenient.
They'd just be manly gender-less sacks of toned meat.
Well, there's that, and then there's also things like the lower center of balance, and the general tendency to be lighter and more agile.

411570N3 wrote:
Make the ballistic weapons be accurate on their first shot and progressively less accurate on consecutive shots, like this weapon.
Aw crap, I did promise to do that didn't I? Well, hopefully I can figure out something neat. Setting it up should be pretty easy, like the laser site. But the actual coding...

411570N3 wrote:
Make the muzzle flash on ballistic weapons and blowback from the rocket launcher (or whatever the fire from the back is called) appropriately lethal.
Ehhhhhhhhhh... I don't think I'll be doing this.

In other news, I set up the anti-electric armor for the Oni pretty easily. It was funny when I was testing it. I had a Yuurei walk up behind a grenade oni and do the electrical strike to its back. I don't know why, but I found hilarious the way the Oni just kinda turned around and looked down at the Yuurei, all accusing like.


Fri Dec 04, 2009 4:04 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
Could you make the older version available? In the new version none of the guns work with the people and the new turret is kind of dull and boring, and we no longer have the point defense turret. I liked the feel of the old version better because it had that forward base feel, and I liked the old dropship too. Now I accidentally deleted the old version and would like it back, please make this available!


Fri Dec 04, 2009 10:17 pm
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Post Re: DarkStorm Military Technologies -- Updated 11/29/09
I think it's still in the old thread, unless it's deleted somehow.


Fri Dec 04, 2009 10:46 pm
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