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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [v1.0] OniCorps
Update: - Added the "OniCorps Beacon" throwable that signals a drop pod carrying an Assault Mecha - Constrained Assault Mecha's view range - Tweak Assault Mecha's AI a bit (was acting funny)
The beacon costs a lot (800 oz) but it activates when you let go of it, so an Assault Mecha drop is almost always guaranteed.
edit: whoops, forgot to clean up a few things. everything should be good now
edit: ok now everything should be fine
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Sun Aug 05, 2012 4:38 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [v1.1] OniCorps (Updated: 8/4/2012)
Update: - Adjusted sharp lengths on various weapons - Fixed Assault Mecha sentry AI bug, where it would get stuck staring at the ground (caused by AimRange property screwing with the sentry AI) - Tightened thresher's firing cone - Adjusted how early the thresher will begin to smoke when constantly fired.
This will probably be the last update, unless someone finds a glaring bug or something. I started this mod knowing exactly what I wanted it to include. Now there isn't really anything more for me to do. I don't want to continue adding on useless stuff to the mod and end up with something bloated, so I'm just going to leave it how it is.
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Wed Aug 08, 2012 12:37 am |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: [v1.2] OniCorps (Updated: 8/7/2012)
What about some guys that come with weapons already?
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Wed Aug 08, 2012 6:40 pm |
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Quote
Joined: Fri Aug 10, 2012 11:41 am Posts: 9
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Re: [v1.2] OniCorps (Updated: 8/7/2012)
Awesome mod, dude! Love the way the Mechas Oni faceplate gets torn off as it gets damaged.
Could you make the drop pods show up in the 'Crafts' catalogue? I'm more of a drop pod guy, and the cargo ship feels a bit odd to me.
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Fri Aug 10, 2012 1:32 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [v1.2] OniCorps (Updated: 8/7/2012)
Quote wrote: Awesome mod, dude! Love the way the Mechas Oni faceplate gets torn off as it gets damaged.
Could you make the drop pods show up in the 'Crafts' catalogue? I'm more of a drop pod guy, and the cargo ship feels a bit odd to me. Sure, paste this into your CC directory.
Attachments:
File comment: patch to make drop pod purchasable
OniCorps.rte.zip [1.71 KiB]
Downloaded 372 times
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Sun Aug 12, 2012 5:07 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [v1.2] OniCorps (Updated: 8/7/2012)
Updated to 1.0 Added the Siege Drone, it fires burrowing rockets that can drill through fortifications (or people). It's pretty fun.
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Sat Oct 13, 2012 7:41 pm |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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Re: [v1.3] OniCorps (Updated: 10/13/2012)
I like this mod But dude....Japanese inspired mod and no swords or other melee weapons? Some sort of Kanabo (basically a big ass iron club) would be a truly perfect and cannonical addition to something that is Oni themed.
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Sun Oct 14, 2012 3:11 am |
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Baronboom
Joined: Sun Oct 14, 2012 11:46 pm Posts: 1
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Re: [v1.3] OniCorps (Updated: 10/13/2012)
The OniCorps is my favorite faction, really Thank you! I have one suggestion, You have Red Oni but what about Blue Oni How about making a weaker but faster blue oni made for scouting and sniping?
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Sun Oct 14, 2012 11:54 pm |
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(Insult)
Joined: Sun Oct 14, 2012 1:17 pm Posts: 22
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Re: [v1.3] OniCorps (Updated: 10/13/2012)
Running Cortex Command v1.0 and Mac OSX v10.6.8
I get this error message when I try to run the mod. I lack the knowledge to fix it, so I'm just bug reporting. Sorry.
Attachments:
Error_1.png [ 31.89 KiB | Viewed 7453 times ]
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Mon Oct 15, 2012 1:55 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [v1.3] OniCorps (Updated: 10/13/2012)
Weird, must be a mac thing.
Try opening up that file and doing a Replace All from "LifeTime = -1" to "LifeTime = 0"
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Mon Oct 15, 2012 4:26 pm |
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(Insult)
Joined: Sun Oct 14, 2012 1:17 pm Posts: 22
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Re: [v1.3] OniCorps (Updated: 10/13/2012)
It worked! Maybe you should upload that as a patch for Mac users.
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Mon Oct 15, 2012 5:47 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [v1.3] OniCorps (Updated: 10/13/2012)
Yeah, I'll do that later today.
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Mon Oct 15, 2012 6:21 pm |
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joebobjoe
Joined: Thu May 19, 2011 2:40 am Posts: 17 Location: on the tradestar
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Re: [v1.3] OniCorps (Updated: 10/13/2012)
it works fine for me if i just delete the line with lifetime
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Mon Oct 15, 2012 7:27 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [v1.3.1] OniCorps (Updated: 10/15/2012)
Updated, Mac users should have no issues now
Also, tweaked the mecha's AI some more, mostly just aiming.
edit: whoops, forgot to take something out of one one the scripts.
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Mon Oct 15, 2012 10:17 pm |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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Re: [v1.3.1] OniCorps (Updated: 10/15/2012)
Any chance for a repair tool to really get the most out of the Assault Mech and Seige drone?
The siege drone is pretty epic and fun by the way but could use a better arc of fire (ie be able to shoot downwards more especially) and possibly a cost increase, it's absolutely nasty. Also, the drilling missiles curve really badly downwards as they drill through material. Was this intentional to make it harder to use? If so deviation up and down would be more appropriate.
This might just be my new favourite mostly-balanced-with-vanilla faction btw.
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Fri Oct 19, 2012 7:18 am |
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