DarkStorm Military Technologies - Updated 6/11/09
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 6/5/09
Yosei with the medic turret attached.
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Sat Jun 06, 2009 6:59 pm |
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Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
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Re: DarkStorm Military Technologies - Updated 6/5/09
Flammablezombie wrote: Yosei with the medic turret attached. Medic turret? Still needs to beable to get into small places though, aka my brains small chambre.
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Sat Jun 06, 2009 7:01 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 6/5/09
Yosei can fly anywhere. And the medic drone doesn't have a turret, I know.
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Sat Jun 06, 2009 7:02 pm |
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Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
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Re: DarkStorm Military Technologies - Updated 6/5/09
Flammablezombie wrote: Yosei can fly anywhere. And the medic drone doesn't have a turret, I know. Na..my Yosei's covered area's outside my base and some times larger rooms. Due to being unable to fire any where that is slightly angled above there arc there bad for indoor bases really or trying to get around in any where that isn't outside. While my men can easily get through the digged up tunnels or smaller spaces of my base, the Yosei gets stuck on the smallest of terrian. On most levels i doubt a Yosei could be reinforced and sent directly straight into my brains chambre, without taking alot of damage, if it can even fit in the brain's room... Maybe a smaller Yosei?
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Sat Jun 06, 2009 7:09 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 6/5/09
MidnightMuffin wrote: The Pyro is still flammable, he is not immune to the fire spreading to him if he stands to close to an actor on fire. This is sort of an un-intended side-effect of how the flamethrower works. It'll stay that way until real custom wounds are available. Right now, each individual billow of flame coming out of the flamethrower keeps checking to see if anything is inside of it. If so, it spawns a burn emitter on top of the target. Problem comes in when that burn emitter has to figure out what its target is by itself, by seeing whats closest to it. I guess if you're right on top of something with the pyro, it can sometimes be targeted. I suppose I can fix that with some specific code in the burn emitter script. Flammablezombie wrote: Shouting and Laughing is not something a well trained and braindead, as all clones technically are, soldier should do. I doubt a brain unit would be that badly disciplined either. Blah blah, whatever. The Shinobi are silent because they're stealth assassins, and they need to not be giving away their position. Shoguns don't really need to be silent though, since they're typically in the thick of things and their presence is quite obvious. It wouldn't be impossible for someone to program little "easter eggs" into their clones, to fire off the vocal cords to say things. I still need to figure out what to make the other Shoguns say. Ingoguy15 wrote: I notice that the Point defense shield is ineffective against anything that isn't going straight at it. Is there a way to make it so that it protects other objects? No, its effective against anything thats flying at it or any allied unit. Otherwise it just ignores the object. Any other method would be a waste of energy. Zerrok wrote: Its funny how the point defense sometimes cant shoot through his own shield. This is probably because his shot is about to hit an allied unit. The shield saves you from making that mistake. @ People talking about medics: Here's what I'm going to do: my guys are supposed to all be infused with nanomachines, right? I'll just make them heal automatically. It won't be at a hugely fast rate though. Perhaps some kind of swifter healing array would be in order. Something to note though: getting health back doesn't really save you from getting gibbed. It can save you from bleeding to death though, though honestly my units don't bleed a whole lot. @ People talking about a digger: Sure, why not. I was kinda thinking about it. Some kind of lightweight digger would be cool, since the vanilla ones are obnoxiously heavy. Also, I was thinking of making some kind of "breeching tool" that a shogun can wield. It would be used for destroying terrain with big shockwaves, but it wouldn't be too terrain-raping. It'd also double as an effective weapon, of course. @ People talking about a brain: Again, sure, why not. A brain that takes damage and heals like my other units would probably be handy. I'd also like to make it so you can put brains in any of your units, but I'm afraid of the menu clutter that would result.
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Sat Jun 06, 2009 7:28 pm |
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Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
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Re: DarkStorm Military Technologies - Updated 6/5/09
Hell yes! This is what we've been waiting for lads! Oh yeah, my ally was kinda infront of me and i was trying to kill him and...yeah forget I said any thing right? I was tryiinngg to shoot over him and the shield activated and....
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Sat Jun 06, 2009 7:34 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 6/5/09
I think DarkStorm is just like any other company, so its brain would be a brain case that's armored, only completely covered in said armor, not just the sides, to emphasize the point that THAT IS NOT GLASS YOU'RE LOOKING THROUGH.
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Sat Jun 06, 2009 7:36 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: DarkStorm Military Technologies - Updated 6/5/09
It's a shame I haven't downloaded this mod yet.
But, I agree, a healing device would have to include a way to increase the GibWoundLimit, otherwise, it's useless. (I rarely die because my health slowly bleeds to 0.)
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Sat Jun 06, 2009 7:43 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 6/5/09
zalo wrote: It's a shame I haven't downloaded this mod yet.
But, I agree, a healing device would have to include a way to increase the GibWoundLimit, otherwise, it's useless. (I rarely die because my health slowly bleeds to 0.) Even if there was a way to do that, there's no way to do it on limbs and attachments yet.
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Sat Jun 06, 2009 7:46 pm |
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Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
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Re: DarkStorm Military Technologies - Updated 6/5/09
I don't know, it happened about twice to me.
If i'm not completely destroyed by an attack by some how getting a unit fast enough to destroy my attacker I will bleed or leak to death unless I have a medic bot.
I wouldn't like the idea of auto healing, kinda makes them to poweful and some times i just let bleeding units die, i'd prefer to move about with a unit with a leg.
If you keep a medical unit at least its not to easy.
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Sat Jun 06, 2009 7:50 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: DarkStorm Military Technologies - Updated 6/5/09
Zerrok wrote: Flammablezombie wrote: Nah, it needs to be stronger. And have a bigger ammo cap. Because Darkstorm is just overpowered, but only JUST. Agreed, i still get owned every so often by the smallish drone armies, yet usually I still have alot of money left over. Bigger ammo stronger but not to strong, I just wouldn't want what well, use the Tek mod for example, there digger was like..Woosh, huge laser radius thing, it barely collected gold either. Problems with the digger being to big is that it becomes a uber weapon, or starts to backfire on your own stuff. It should be light weight as well as good, thats what makes DS cool, you're holding huge ass weapons of evil...but we can still fly about and carry them. Oh and...DS Medic! I just remembered (reading your post) that acassionally my brain will be pouring juices out and dieing and I do need some thing to heal it... Those crab droid things tend to such though, I wonder what a DS improvement would be of a medic..thingie. A 'Kitsune' Heal unit, yes? It says they are fast and weak, it is a perfect fit! I hope they get a heal field HUD, and a heal limiter, or limit gauge... ! ( FF7 )
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Sat Jun 06, 2009 8:06 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 6/5/09
That's what I said! Actually, the troops will be able to heal themselves, so chances are the Kitsune will just a a digger and sprayer drone with and the grapple for holding oneself in place while one digs out the zombie cave cliff.
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Sat Jun 06, 2009 8:08 pm |
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Hachimitsu Boy
Joined: Mon Jun 01, 2009 3:56 pm Posts: 15
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Re: DarkStorm Military Technologies - Updated 6/5/09
Quote: I still need to figure out what to make the other Shoguns say. First of all, how about changing melee "ROAAGH!" to something more japanese? Like "Orrra!", "Shine!"? A little bit more emotions for poor clones. What kind of phrases you need, for attack?
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Sat Jun 06, 2009 8:22 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DarkStorm Military Technologies - Updated 6/5/09
How about KAAAIII! Like the real martial artists say.
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Sat Jun 06, 2009 8:23 pm |
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Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
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Re: DarkStorm Military Technologies - Updated 6/5/09
At the moment it sounds like there saying PAAUUNCHH..without the falcon. But I aint complaining
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Sat Jun 06, 2009 8:50 pm |
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