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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Sadly with any kind if Big robot comes limitations of space in your base.

Usually we fit our brains in these tiny gaps at the end of long corridoors in the lower parts of our base, can't really fit any mech brains there and outside it would eventually just die or if not then you wouldn't need any other units as the mech would hold itself.


Sun Jun 07, 2009 7:57 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Is there any chance of the Darkstorm applying wormhole technology to their weapons, or is that too crazy/suicidal?


Sun Jun 07, 2009 8:55 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
CandleJack wrote:
Is there any chance of the Darkstorm applying wormhole technology to their weapons, or is that too crazy/suicidal?

This is Cortex Command. We have a rocket that turns into 50 crabs that all kill each other when it blows up, which kills everything on the map. NOTHING is too crazy/suicidal.


Sun Jun 07, 2009 9:23 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
It would be fun to have an Acrab brain, a big one.


Sun Jun 07, 2009 9:28 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Hyperkultra wrote:
CandleJack wrote:
Is there any chance of the Darkstorm applying wormhole technology to their weapons, or is that too crazy/suicidal?

This is Cortex Command. We have a rocket that turns into 50 crabs that all kill each other when it blows up, which kills everything on the map. NOTHING is too crazy/suicidal.

Ah, now this is the kind of comment I can actually support. Cortex Command unrealstic? No. Insane? Definitely.

Though to be honest, I would like to expand the whole "wormhole" concept in the future, though this is something I'd like more Lua flexibility to do.

I've recently had a neat idea for what a futuristic infrastructure would look like if wormholes existed. People would just set up gigantic solar arrays near stars, use it to power a wormhole, and then pipe any remaining power through it to a network of wormholes to power... well, just about anything you can get a wormhole decently close to. So, I was thinking maybe that wormholes could become available to build and use in the future (of this mod). You could travel instantly between any two wormhole arrays, but you'd have to pay gold every time in order for make up for the operating costs of the provider (power might become plentiful, but it still wouldn't be free). So there'd be some balancing. Of course, I'd work the delivery system into it as well. The Kimon ship would be used for people who don't already have their own stationary wormhole array. Otherwise, I'd like to make it so you just order stuff, and it comes through whatever wormhole you want.

Unfortunately, these are pipe dreams at the moment.


Sun Jun 07, 2009 10:07 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I had an idea for a weapon that does something similar to numgun's ionizer. It fires a laser that has a 1 in ((unit's mass)-#) chance of distorting something out of existence where # is the amount of time the laser has continuously hit them. Using the weapon past a certain danger point(indicated by a gauge) will apply this to the user, but at a much slower rate so it can at least be worth the risk. It's kinda like the chrono troopers' guns from red alert 2.


Sun Jun 07, 2009 10:17 pm
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Every so often my units will explode.

By nothing though, they'll just self detonate for no reason. I've seen this happen before with my troops but alot of the time it happened while they were performing actions or were hurt so I thought they might of exploded because of some thing else.

Yet when I was walking past my base one of my ceiling turrets that had never fired before or been damaged at all just exploded before my eyes.

It could be a CC issue itself mind you, or it could just be this mod.


Mon Jun 08, 2009 12:14 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
So what exactly is in the update? I haven't looked at it in depth because of a lack of time.


Mon Jun 08, 2009 1:40 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Limericki wrote:
So what exactly is in the update? I haven't looked at it in depth because of a lack of time.

Theres a list of updates edited at the first post.


Mon Jun 08, 2009 1:47 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I don't know if anyones mentioned it yet but are you gonna make just an ordinary explosive 'nade for these guys.


Mon Jun 08, 2009 1:50 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Zerrok wrote:
Every so often my units will explode.

By nothing though, they'll just self detonate for no reason. I've seen this happen before with my troops but alot of the time it happened while they were performing actions or were hurt so I thought they might of exploded because of some thing else.

Yet when I was walking past my base one of my ceiling turrets that had never fired before or been damaged at all just exploded before my eyes.

It could be a CC issue itself mind you, or it could just be this mod.

It's half and half I think. Perhaps if I understood the interactions between Lua and CC's system I could avoid it, but I don't. At the same time, I feel that CC's system could be a bit more... solid. It seems like doing things with the script that should be totally reasonable causes random crap to happen... like spontaneous combustion, or things just exploding for no reason, which are happenings I've ran across myself. The potential causes are so nebulous that I don't even know where to begin debugging such issues.

I think I'm gonna start posting a disclaimer with this mod, or at least certain parts of it, like the Point Defense system: "Use at own risk."


Mon Jun 08, 2009 2:05 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Is there anything that won't cause spontaneous exploding in Cortex Command?


Mon Jun 08, 2009 2:16 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Darlos9D wrote:
Zerrok wrote:
Every so often my units will explode.

By nothing though, they'll just self detonate for no reason. I've seen this happen before with my troops but alot of the time it happened while they were performing actions or were hurt so I thought they might of exploded because of some thing else.

Yet when I was walking past my base one of my ceiling turrets that had never fired before or been damaged at all just exploded before my eyes.

It could be a CC issue itself mind you, or it could just be this mod.

It's half and half I think. Perhaps if I understood the interactions between Lua and CC's system I could avoid it, but I don't. At the same time, I feel that CC's system could be a bit more... solid. It seems like doing things with the script that should be totally reasonable causes random crap to happen... like spontaneous combustion, or things just exploding for no reason, which are happenings I've ran across myself. The potential causes are so nebulous that I don't even know where to begin debugging such issues.

I think I'm gonna start posting a disclaimer with this mod, or at least certain parts of it, like the Point Defense system: "Use at own risk."

It may just be half and half as I was on a match without using any DS units and my Coalition heavy exploded for no reason, its kinda worrying.
Of course the mod wasn't removed so, theres always a possibility....and yeah..that Point Defense Shogun can be a real pain, should I use him?
80% Squad reinforcement.
20% Chance to crash.
Na na i'm being harsh on him, about 90/95% non crash.


Mon Jun 08, 2009 2:19 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
CandleJack wrote:
Is there anything that won't cause spontaneous exploding in Cortex Command?

Nope. Be thankful for that. :grin:


Mon Jun 08, 2009 2:23 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I realized some irony: in trying to create a "safe" faction that avoids destruction through mishaps, my mod somehow causes spontaneous explosions.

It's like the CC engine notices that there isn't enough carnage going on, so it creates some to meet a quota.

Also, I think it goes without saying that my mod is always around when I have CC running. Therefor, I can't actually say whether or not this random bullcrap is just as present and frequent with or without it, since I'm never without it long enough to compare.


Mon Jun 08, 2009 2:47 am
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