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 Crobotech Mod Beta 2 
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
Post Re: Crobotech Mod Beta 2
As in I tried without using activities, THEN tried with activities... but it doesnt work with the activities XS


Tue May 13, 2008 11:19 pm
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Post Re: Crobotech Mod Beta 2
very very strange, because the rubber that the error is refering to is in Base.rte


Tue May 13, 2008 11:28 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
Post Re: Crobotech Mod Beta 2
Ok, ima look and see then =S

EDIT1: I dont doubt you, just gonna check if somehow I lost that thing XD

EDIT2: Erm... where in base.rte ?_?


Tue May 13, 2008 11:45 pm
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Post Re: Crobotech Mod Beta 2
it is in Materials.ini

open it and search (Ctrl+F) and type in "Rubber"


Tue May 13, 2008 11:49 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
Post Re: Crobotech Mod Beta 2
It says its there ?_?

EDIT1: 1 sec ill re DL the mod again

EDIT2: yeah, still not workin...

(Ill guess Ill play against the Kloveska mercs XD)


Wed May 14, 2008 12:01 am
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Post Re: Crobotech Mod Beta 2
fireblizzard, what you should have to do to get it to work is just delete the last section from the standard activities.ini in base.rte

Then on skirmish you should be fighting crobos without modifying or moving any files around.


Wed May 14, 2008 12:24 am
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Location: In hells Ironic Punishment Department (Canada, ON)
Post Re: Crobotech Mod Beta 2
I renamed the old Activities and Index files, then placed your Activities and Index in Base.rte (that was what I was supposed to do right ?_?)


Wed May 14, 2008 12:34 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
Post Re: Crobotech Mod Beta 2
You never need to delete or paste anything into base.rte.

Imagine base.rte as a mod itself, you notice how other modders have index.ini/activities.ini files also?

Just comment out the activities.ini file in the index.ini (in base.rte) and let it load one single activities.ini from the other mod folder. I make a custom activities with every mod and it loads when i place each folder into my cc folder. It doesn't have to load from base.rte.


Wed May 14, 2008 12:38 am
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Location: In hells Ironic Punishment Department (Canada, ON)
Post Re: Crobotech Mod Beta 2
So basically Capnbubs Activities just stays in the folder he made...

(Wish I knew that =/)


Wed May 14, 2008 2:31 am
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Post Re: Crobotech Mod Beta 2
Yep, that way if you don't want to fight crobos just stick his folder in a mod storage folder (something without .rte) and save it for a snowy-sleet-filled day.


Wed May 14, 2008 3:28 am
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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
Okay, this is very fun, but I integrated the Crobotech Activities, and MrEvilPoni's Zombie Activities!
And I'll see the results shortly!


Wed May 14, 2008 4:00 am
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Post Re: Crobotech Mod Beta 2
These should be your results.

Image


Wed May 14, 2008 4:42 am
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Post Re: Crobotech Mod Beta 1
Dauss wrote:
OH HELL YES.

EDIT: Comments and such to come.

EDIT: Everything is nearly perfect, me thinks, except for the LR 5000. It diffidently needs a power boost, but everything else seems pretty balanced and just about right.


You've got to be kidding me, the LR 5000 is freaking insane! it shreds AAL marines in 2 or 3 shots.
I love this faction so far not just because of the pretty sprites, amazing effects and interesting gameplay, but also because it's BALANCED. cost is fair, when versing the vanilla stuff it's only slightly overpowered (when compared to AAL which arse rapes EVERYTHING). The arms and legs are not to weak, play using only vanilla CC stuff and you'll realise everyone is getting used to actors which can't be killed with several cruise missiles.

My only request is you make the standard Crobo soldiers are tiny bit tougher, and the Tech and carrier-of-repeating-rocketlauncher, whatever his name is, weaker, as those two take ages to kill using AAL Weaponry, which, although brilliant, is disgustingly overpowered. I'm not saying make it stronger, I'm saying balance out the units a little more. I'd say the Cobalt is how I like my actors. Tough, but not ridiculous. Sorry about the slight contradiction, but I'm sure that makes sense.

and now for praise:
-Sprites are AWESOME, inspired by? or completely your own design?
-Effects are beautiful: that fire reminds me of Starcraft, it's brilliant. The 'shield' effect on previously mentioned tech and rocketlauncher guy is really clever. Only critism here is that the normal crobo soldiers have too many gibs, when insta-gibbed the game lags its arse off: maybe less human gibs, as they don't look that brilliant anyway?
-Weapons are interesting: the LR 5000 is fun, slightly tricky at times, but fun. And just powerful enough to be totally annoying. Grenade Launcher is so much fun! because the soldier equipped with it is so tough, prossible too much so, you can all sorts of fun using the physics to bounce it off things and kill anything not paying attention. the rocketlauncher is ridiculous and awesome. I'm playing as an AAL marine and I zone out for a few seconds when BOOM 'Lost control of remote body' 4 rockets just got rapid fired at me. fun stuff! Shotgun is pretty boring though, but the machine guns are fun. I love the smoking casings too.

Keep up the goodwork, I'm looking forward to the Goliath and Tank!

And after realising I was going about the ACtivites.ini in totally the wrong manner, I got the Crobo Actitivity business working perfectly. It's a LOT of fun!


Wed May 14, 2008 9:32 am
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Post Re: Crobotech Mod Beta 1
Exalion wrote:
My only request is you make the standard Crobo soldiers are tiny bit tougher, and the Tech and carrier-of-repeating-rocketlauncher, whatever his name is, weaker, as those two take ages to kill using AAL Weaponry, which, although brilliant, is disgustingly overpowered. I'm not saying make it stronger, I'm saying balance out the units a little more. I'd say the Cobalt is how I like my actors. Tough, but not ridiculous. Sorry about the slight contradiction, but I'm sure that makes sense.


Have you tried using the rocket launcher or the laser on the tech/trooper? Rocket launcher can kill them in one magazine if your lucky, and the laser can kill them in two or three shots if you aim for the head.

I like having them hard to kill when I'm playing against them, I spent a lot of time making sure they were tough but not invincible so that when I saw one walking into my base I know I've got a challenge on my hands. Certain weapons are more effective against them, their armour is designed to last for a long time against bullet sprayers.


Wed May 14, 2008 11:20 am
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Location: NSW, Australia
Post Re: Crobotech Mod Beta 2
Yeah, it's excellent, because it's not too far: Taking out an AAL MPAM is just ridiculous.
Good work!


Wed May 14, 2008 11:32 am
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