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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
mail2345 wrote:
Without being hackish and risking particle lag?
No.

Damn.
Well, I really like the melee button thing, and the wall clinging.
They're great additions.


Mon Jun 22, 2009 6:59 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
The lag really isn't bad until an explosion happens/big maps. And as long as you keep only a few units using stealth(hey, the AI does not use stealth)

The stealth unit I coded and optimized for Gotcha's UniTech is a good example.


Mon Jun 22, 2009 7:14 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Just want to bump this thread to say how much I I'm DAMNED to love it.

Melee is just too handy, I love it. Stealth is over-powered, definitely, but still very fun, so I don't care. These melee still lose to diggers usually, balanced.

Stun gun is a such genius device. Sticks well to the stealth theme of the shinobi, and it's just so damn fun to use. Self stunning is an issue but works well as a balance.

The mine is also very very cool. Useful, and good effects. I smile every time the enemy walks into them. Though they are triggered too easily, even by unwanted particles.

A strange bug though: I think I tried to stab a dummy who is stunned by the stun gun on dummy assault, and my brain explodes for no reason. Happened a few times.


Tue Jun 23, 2009 2:23 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
The Decaying Soldat wrote:
A strange bug though: I think I tried to stab a dummy who is stunned by the stun gun on dummy assault, and my brain explodes for no reason. Happened a few times.


2 things I'm thinking.
1.) How many MOIDs exist on the map at a time? That could be the issue as your brain is usually amongst the first of many units.
2.) The Knife sometimes kills people behind walls, or stuns them. Are you like a wall away from your brain?


Tue Jun 23, 2009 7:44 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
No wait, it's either Dummy Assault or Astro, can't remember. But I was standing far away, like in the enemy's base. And there is definitely not that many objects to cause such a problem.


Wed Jun 24, 2009 11:16 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
How can I do the Wall-clinging?


Wed Jun 24, 2009 1:46 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
joost1120 wrote:
How can I do the Wall-clinging?

Shinobi unit: Melee the wall while in the air.


Wed Jun 24, 2009 3:52 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I have toyed around with this mod on and off, but I have encountered a few little oddities and possible bugs.

First, loosing turrets for no reason.
I think have only had one shogun ever up and die without any possible cause, but for me, it seems like it is the Dark Storm turrets that up and die without warning, one battle I had over 90% losses accounted to turrets self destructing and all the Higo's scuttled in replacing said turrets.
This might possibly be related to the fact I am a bit more of a defensive player, and so will usually have more turrets than troops on a map.

I also dislike the super penetrating particles turrets tend to toss out when the Dark Storm turrets die. I've seen those things punch 3/4 of the way through a DSTech wall.


I have encountered other oddities/bugs, relating to the Security Drone, but I am unsure what the exact cause is, other than a Security Drone is usually in play when the oddity occurs. Main thing are upside down doors that 'raise up' to close, suddenly lowered to open and staying lowered/open. Doors that open 'sideways', and the large 2x 'double doors' from one bunker mod, seem unaffected. One exception being an AAL door near a Security Drone 'jammed open' when it raised to open to let one of my robots pass through.
I am unsure if it is due to Dark Storm Security Drone, or related to other oddities I have seen that seem to be connected to 'upside down turrets; in general

Other than the random 'minor annoyances' relating to turrets self destructing without warning, I love Dark Storm so far, mainly the turrets, the scout drones, and the point defense shogun.


Thu Jun 25, 2009 1:51 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
The Scout drone has a very low gibwoundlimit. Try upping it a bit or increasing the health damage from wounds. Also, if you're going fast enough at a gap you normally can't fit through, you'll phase through sometimes. Problematic if you can't do it again in an emergency.


Thu Jun 25, 2009 8:47 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Active camouflage isn't really active camouflage, its phasing, and I like that even more! The stab = stun, and the wall grapple was pure genius. Not much more to say besides the fact this has to be one of the most fudge awesome faction ever with the lua (actually the first actual faction with lua). All I can say for ideas on your next version if there will be such is a giant mech of course with one of your own genius twists (I was thinking it should have its own point defense. Something tells me your not going to make the mech, but I'm just putting some ideas out.

EDIT: Wait, I did read something about a mecha spider, maybe this is the giant mech I'm thinking of? Hope to see it soon; if what I read was correct.


Thu Jun 25, 2009 1:16 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Further experimenting with the Yosei scout drone, I have discovered it to be a most potent area defence unit. Placing them just out of range of the intended targets, the unit will automatically fire upon all units within sight whilst remaining almost invincible. Perhaps you could make a version which is a dedicated sniper unit...
You could also change the double crouch function to make it more unique. Maybe a stunning flash or something else.


Fri Jun 26, 2009 5:22 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I just thought up a semi-perfect solution to invisibility!

Using the frame anim mode effect you had eariler, just have it turn the torso invisible, which from what I know still keeps the body hitable.
The reset of the body has it's scale set to 0, and the jetpack is reduced to one px, with a fake jetpack attachble. If you can, same with the hands and feet.
Damage will turn of invisibility.

Problem solved.


Fri Jun 26, 2009 5:28 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
You should definitely test that out and see if the theory works. Or throw me some code and I'll do it. Cloaking hackishness please!


Fri Jun 26, 2009 5:32 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Actually, all the little bits needed for it to work well, work.


Fri Jun 26, 2009 5:42 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Im sorry to bother you but it doesnt work on the mac.
first it said cant load null so i copied a null from the bast.rte to your mod folder.
after that it said cannot open line 41 and 42 in the index.ini

help please? i want to use this mod as it is the best in the game...

:(


Mon Jun 29, 2009 1:35 am
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