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 [B27] Kloveska Military Force v2.5.1 (Update: 6/13/12) 
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Kloveska Military Force v2
I see how you hit my flank in that one, (Im an idiot again) BUT though I said in real life (Which is WHY I feel like an idiot) We do try and keep the Main people alive as long as possible, Think of the Prime Minister of Canada and President of America... They would have so much protection around them if they were brains (Not saying they dont have so much already) BUT then theyd have more (This is my guess for real life)

And in every fictional video game (To be precised) you usually see commanders and such given the best weapon (That they prefer) and are given the higher strength armour

EDIT1: (I hate writing long posts) BUT either way the vanilla arnt equipped with equipment for tanks, and the brain commander guy would die in like one shot to a vanilla tank (Cant garuntee but y'know)


Thu May 29, 2008 11:58 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Kloveska Military Force v2
Azukki wrote:
No_0ne wrote:
It's supposed to be a brain unit, but I can't limit it to only being purchased during the BYOB phase.


Bunker Modules can have have Child Objects.
Bunker Modules can load Null.bmp as the FG, BG, and MAT.
You can figure out where I'm going with this.


Was about to post that, but you beat me to it. :)

Qjet has a point about the stuff we make uber, but thats just the way the majority of us like, causing maximum destruction and pitting the most powerful weapons and the strongest armor together rather than trying to follow the balance of the vanilla stuff. It just feels somewhat limited when playing with the few and weakish units and weapon that the current build has at the moment.
We modders brake those limits because thats what we want.


Thu May 29, 2008 1:25 pm
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Post Re: Kloveska Military Force v2
numgun wrote:
We modders brake those limits because thats what we want.

Y'know, that's going into my sig this instant. Not because it's funny or epic, but
because it's true. It's hard to make any highly destructive weapons balanced to the
same degree as the vanilla content is. Cortex Command just wouldn't be the same
without overpowered weapons. Even though they do unbalance the game, and even
though they do make it easy, there's still something quite special about killing clones
in the most spectacular ways possible.


Thu May 29, 2008 3:00 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Kloveska Military Force v2
I agree (Though I hate when mods are TOO overpowered I still dont liek it when they're as weak as the vanilla)

Doing the same =3


Thu May 29, 2008 9:37 pm
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Joined: Thu May 29, 2008 12:21 am
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Post Re: Kloveska Military Force v2
there is something to be said about uber deathsplosions all the time. and YES vanilla seems weak. (i will now use this term instead of default, moment recorded for posterity.) however... i suspect we might see the same thing here we did in unreal tournament. namely. mods come in every once in a while and produce uber weapons that lock, kill, splat, destroy, and overall maim the whole battlefield, and while there is a skill in harnessing such weapons, the players who stayed classic and played with the balanced weapons, competing under competition circumstances developed some serious skills. To the point where if any of them every got a curious thought and ventured into mod town, they would instantly end up mauling every player in the map with one of the more average guns in the mod.

I've found that some of the best balanced elements in the game are the ones that SEEM like they are useless, but when learned develop a real sense of use and sway in the game mechanics. Uber death has it's place in a game, It's just as someone who has being around the moding block a few times, I'm for one sick of sucking on metaphorical sugar, and would like some nicely made meals once in a while.

then again... sugar is always good. :)


Fri May 30, 2008 6:18 am
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Joined: Sat May 05, 2007 6:04 pm
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Post Re: Kloveska Military Force v2
The problem is that balancing adds weeks to already long production times, and then people complain if things look strong but aren't able to kill five clones in one shot.

Also that nobody is likely to listen to your rant unless they are already making balanced mods.

Also if you want to make this discussion, make a general discussion topic or mod making topic about imbalanced mods. This topic is for Kloveska.


Fri May 30, 2008 9:32 am
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Post Re: Kloveska Military Force v2
@Metal Chao: In my opinion KMF and Crobo are the most balanced factions, those 2 dont go over too much and add that boost of power and armor in a good amount. Neither of these mods rape the terrain and/or kill stuff too fast.

And yes, balancing is always pretty difficult to find, but in any case, it should be done to any mod to make it fit with the rest. To do this we have many variables to make that happen.

@Qjet: Also true, weak stuff forces the player to master the [insert anything here] to get the full potential out of it, but there always be the sense of low power that might bother the player and make him want for more. This is where mods come in.


Fri May 30, 2008 9:58 am
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Post Re: Kloveska Military Force v2
This would be an awesome pack if the sprites weren't terrible.


Sat May 31, 2008 12:41 am
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Post Re: Kloveska Military Force v2
I get an error that says "Cortex Command.exe has encountered a problem and needs to close. We are sorry for the inconvenience." when ever I start up cortex command with this mod activated. Any idea what the problem is?


Mon Jun 02, 2008 10:19 pm
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Post Re: Kloveska Military Force v2
Razzums wrote:
I get an error that says "Cortex Command.exe has encountered a problem and needs to close. We are sorry for the inconvenience." when ever I start up cortex command with this mod activated. Any idea what the problem is?


It's CC's fault.
No fix. Just delete the mod.


Mon Jun 02, 2008 10:23 pm
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Post Re: Kloveska Military Force v2
Roy-G-Biv wrote:
Razzums wrote:
I get an error that says "Cortex Command.exe has encountered a problem and needs to close. We are sorry for the inconvenience." when ever I start up cortex command with this mod activated. Any idea what the problem is?


It's CC's fault.
No fix. Just delete the mod.


No I found out that ever since the servers came online all the downloads won't download fully. My kloveka.rar was only like 10kb.


Mon Jun 02, 2008 10:28 pm
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Post Re: Kloveska Military Force v2
So are there going to be any additional mods and/or packs noone?


Wed Jun 04, 2008 4:03 am
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Post Re: Kloveska Military Force v2
I'd really like to give this one a go, but I feel that the sprites are sort of mediocre. I really like the Raptor, especially if that chicken-walker type thing actually works with CC's requirements for offsets, but it looks a lot like a bunch of MSPainted blocks were hit with a Photoshop short gradient.

I'd absolutely love to try this, but maybe you could work out some sort of deal with someone especially talented with spritemaking? The outlines for the most part are just right, but they're awfully bland and undetailed.


Wed Jun 04, 2008 4:17 am
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Post Re: Kloveska Military Force v2
I think I see pillow shading in those mechs too. :(


Mon Jun 09, 2008 1:30 pm
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Post Re: Kloveska Military Force v2
This is gonna be a stupid question but, how do I get the activities (Kloveska activities that is) to work ?_?


Wed Jun 11, 2008 10:45 pm
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