DarkStorm Military Technologies - Updated 6/11/09
Author |
Message |
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: DarkStorm Military Technologies - Updated 6/5/09
It's because he couldn't get the proper effect he wanted due to isolation of attachments from Lua. It's his style, if he hasn't made it up to his standards it won't be presented.
|
Mon Jun 08, 2009 11:32 am |
|
|
Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Exalion wrote: Never mention DarkRP, it's evil.
Also, What was wrong with the active camo? I thought it was sweet, although it'd be better off with a sniper and knife rather than smg and handgun and knife. 1 shot, 1 kill kind of thing. (DarkRP, DarkRP) He said it didn't come out like he planned I think It was alright, although any kind of movement that wasn't walking left or right would give him away, didn't like his weapon much and even though you've been spotted and shot some one or some thing the enemies would look at you and then walk away lol. "Whats that?!"......"Oh my god my arm!".....*walks away*. Or just what was said above me, lua standards. Found something else out, if MOIDS's max is reached to say 274 or what ever your units will automatically start killing a targeted MOID sacrifice to bring it down... Yeah, not liking this Max MOID things as a normal unit raises the level by quite a bit.
|
Mon Jun 08, 2009 1:24 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Zerrok wrote: Yeah, not liking this Max MOID things as a normal unit raises the level by quite a bit. Yeah, man, lets think about this... Head, helmet, torso, body armor, two arms, two legs, weapon, jetpack. Thats at least 10 MOIDs per actor. And this isn't considering actors with more stuff attached to them, like even more armor. It's not hard to see how 255 can be quickly reached with various actors constantly entering the scene. Still, there seems to be spontaneous explosions even when there don't seem to be that many actors around.
|
Mon Jun 08, 2009 4:44 pm |
|
|
Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Darlos9D wrote: Zerrok wrote: Yeah, not liking this Max MOID things as a normal unit raises the level by quite a bit. Yeah, man, lets think about this... Head, helmet, torso, body armor, two arms, two legs, weapon, jetpack. Thats at least 10 MOIDs per actor. And this isn't considering actors with more stuff attached to them, like even more armor. It's not hard to see how 255 can be quickly reached with various actors constantly entering the scene. Still, there seems to be spontaneous explosions even when there don't seem to be that many actors around. Yeah God I hope this MOIDS limit gets corrected or at least no more explosions/friendly fire, does any one realise that if you buy about 8 men on Dummy assault you've already reached the limit? I blow up their defenses, their men some times even their brain without even entering there zone. I do sometimes explode for no reason with not that many actors on the scene, unless the AI reinforced a stupid amount of men for no reason, yet I doubt that.
|
Mon Jun 08, 2009 4:49 pm |
|
|
Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
|
Re: DarkStorm Military Technologies - Updated 6/5/09
The point defense shogun is awesome, but tends to make my game crash when it takes overkill damage. I've also noticed the shoguns randomly exploding for little to no reason.
|
Mon Jun 08, 2009 6:01 pm |
|
|
Nerfer2
Joined: Sun Jun 07, 2009 4:42 pm Posts: 31
|
Re: DarkStorm Military Technologies - Updated 6/5/09
That has been noticed for awhile.
So that is why I have not downloaded the new update yet. I will stick to my non explosive shoguns until it is fixed.
|
Mon Jun 08, 2009 8:58 pm |
|
|
Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Nerfer2 wrote: That has been noticed for awhile.
So that is why I have not downloaded the new update yet. I will stick to my non explosive shoguns until it is fixed. No, see every thing explodes once there are to many MOIDS on the present game, it's CC in general not DS. You should update.
|
Mon Jun 08, 2009 9:06 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: DarkStorm Military Technologies - Updated 6/5/09
So far Data has said he'd upgrade the max amount of MOIDs to 2x of the normal. That would be quite sufficient for current amounts and map sizes. As technology progresses, probably he'll put it even higher in the future.
|
Mon Jun 08, 2009 9:26 pm |
|
|
Nerfer2
Joined: Sun Jun 07, 2009 4:42 pm Posts: 31
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Oh, I feel stupid.
Updating now.
|
Mon Jun 08, 2009 9:27 pm |
|
|
Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
|
Re: DarkStorm Military Technologies - Updated 6/5/09
numgun wrote: So far Data has said he'd upgrade the max amount of MOIDs to 2x of the normal. That would be quite sufficient for current amounts and map sizes. As technology progresses, probably he'll put it even higher in the future. Oh yes, I should hope that the game progresses much further that it should require a MOID's boost.
|
Mon Jun 08, 2009 11:40 pm |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Along with optimizing of course.
|
Mon Jun 08, 2009 11:57 pm |
|
|
Nerfer2
Joined: Sun Jun 07, 2009 4:42 pm Posts: 31
|
Re: DarkStorm Military Technologies - Updated 6/5/09
I also have an idea about melee.
Like there are both an actual weapon and the secondary melee attack with another weapon present.
Like with the Shinobi, it should have a knife always present in its inventory unless destroyed, so you can actual take it out like a normal weapon. Having it out would make faster stabs and a lunge attack were you charge it and lunge forward doing more damage than a normal stab. When used as a secondary it is slower and you cannot perform a lunge. However, when using a pistol the stabs are a bit faster. Also, if your knife is not in your inventory you couldn't use it as a secondary.
With the Shogan you could switch the being unarmed. Being unarmed lets you charge your punches like normal and punch as fast as normal. When used as a secondary you cannot punch as fast and you cannot charge.
|
Tue Jun 09, 2009 12:26 am |
|
|
CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Have you thought about making something that get shoot down dropships without them horribly maiming any friendlies unlucky enough to be under it? Or something that protects from the horrible maiming?
|
Tue Jun 09, 2009 12:48 am |
|
|
Nerfer2
Joined: Sun Jun 07, 2009 4:42 pm Posts: 31
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Maybe a weapon that turns craft into dust?
|
Tue Jun 09, 2009 12:53 am |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Nerfer2 wrote: Maybe a weapon that turns craft into dust? It gibs the craft, and then changes a few variables of it's gibs. ( hitmo = 0; gethitbymo = 0; avoidmo = [mo] )
|
Tue Jun 09, 2009 2:33 am |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|