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 Crobotech Mod Beta 2 
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: Crobotech Mod Beta 2
Second post again, I'm onna roll!


Tue May 13, 2008 3:04 pm
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Post Re: Crobotech Mod Beta 2
If anybody has problems with the arms falling off please tell me what was happening at the time and anything you think may have caused it.


Tue May 13, 2008 3:13 pm
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Post Re: Crobotech Mod Beta 2
Oh wow, this is awesome! I love how much detail you've put on the individual things.
Not only the actors, the weapons and effects too.
The sprites are also really nice, which i'm certain i've said before :P
Also, the telepod is a great addition i must say. Nice thinking! (Love the effects)
I can't really see anything wrong, missing or lacking with them, so i say keep up the great work ^_^


Tue May 13, 2008 5:36 pm
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Post Re: Crobotech Mod Beta 2
And once more Bubs decides to come in and put 99% of the mods here to shame.
Nothing to say here, everything works fine, everything looks great. The only thing I ever had a problem with in this mod was the Activities being too weak, but even that's taken care of this time around. Good show.


Tue May 13, 2008 7:38 pm
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Post Re: Crobotech Mod Beta 2
That was incredible.
When you released the first beta I didn't find myself using the Crobos that much for some reason, probably because there wasn't that much content.

This time, however, I had one of the best games I've played, using only the Crobos (as myself and the computer).
You managed to be tougher than Kloveska (which uses giant mechs and armoured digging machines) which is pretty impressive, and there were several close shaves as they somehow slipped past my defences on several occasions and twice managed to get past the huge vault door and destroy it (I was playing on Maginot).
I ended the game undefeated with 44 losses. Which is much more than usual.

I commend thee, bubs.
All that I need now is more base defence things, but you seem to be working on that.

One question though, what role does the tech fulfil?
He just appears to be a cooler looking trooper who generally wields a laser beam.


Tue May 13, 2008 8:35 pm
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Post Re: Crobotech Mod Beta 2
OGMZ CROBOES!!!

Nice job, capnbubs, now the Faction Wars can BEGIN.


Tue May 13, 2008 9:18 pm
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Post Re: Crobotech Mod Beta 2
J23 wrote:
OGMZ CROBOES!!!

Nice job, capnbubs, now the Faction Wars can BEGIN.


They cant until B21, cuz thats when the war will become EPIC!!!

(Youll see why =3)


Tue May 13, 2008 9:33 pm
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Post Re: Crobotech Mod Beta 2
I love teh Crobos.
They're more awesome.
I love the shotty, rocket launcher, 'nade, 'nade launcher, Tech unit, Laser rifle, teleporter craft.


Tue May 13, 2008 10:08 pm
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Post Re: Crobotech Mod Beta 2
You.
Are.
The.
Best.


Tue May 13, 2008 10:10 pm
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Post Re: Crobotech Mod Beta 2
capnbubs wrote:
If anybody has problems with the arms falling off please tell me what was happening at the time and anything you think may have caused it.

There is none.
Also, about the spritedump folder in Crobotech.rte.
There's some Crobo Rocket sprites there. Do you plan on remaking the rocket?

And some other questions.
1. Do you plan on remaking the Crobo MK series with the old ST series?
2. Do you plan on bringing old weapons back?
3. Any brain actors planned?
4. Any Crobo bunker modules that will be unique?


Tue May 13, 2008 10:24 pm
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Post Re: Crobotech Mod Beta 2
Thanks for the comments guys!

I've got a little bit of everything planned, what gets made depends on what I feel like making so it'll just have to be a suprise =]

The sprite dump folder I left in there by accident, that's basically a bunch of sprites I made at random before I think of a reason to use them.

Basically the Tech is a slightly less armoured version of the trooper, I'm planning to give him the more energy based weapons.


Tue May 13, 2008 11:03 pm
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Post Re: Crobotech Mod Beta 2
I have a problem running the activities part, other then that looks great =3

EDIT1: Something bout...

Abortion in file .\System blah blah blah

Refering to an instance ('Rubber') to copy from that hasn't been defined! in Crobotech.rte/Effects/Rising.ini ay line 11!

Last frame blah blah blah


Tue May 13, 2008 11:04 pm
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Post Re: Crobotech Mod Beta 2
what do you mean you had problems running the activities part?

it shouldn't be seperate.


Tue May 13, 2008 11:10 pm
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Post Re: Crobotech Mod Beta 2
Whaddya mean it shouldnt be "Seperate" ?_?


Tue May 13, 2008 11:12 pm
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Post Re: Crobotech Mod Beta 2
well, activities is just part of the mod, how can you have trouble loading it and still play the mod? o_o


Tue May 13, 2008 11:15 pm
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