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Chaos
Joined: Tue Jun 26, 2012 7:50 pm Posts: 41 Location: The land of Failures
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Re: Untitled Tech 1.8 [UPDATE]
I love playing with this mod, mainly because of the lasers.. but thats not just why. x3 The sprites are really cool and really do show off the factions characteristics. Same goes with all of the guns and what not. Seeing the weapons on the troops back is a nice little feature as well. Overall the mod is one of my top 10 favourites. x) I look forward to future updates to come. On another note, i decided to do a video showing off the mod in motion. Not mainly because i wanted to, but because some people asked me to do a video on it. x3 Anyway, whether anyone watches it, i dont mind. x)
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Sat Oct 20, 2012 8:49 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Untitled Tech 1.8 [UPDATE]
no i'm saying the rounds detonate way to soon or something like that.
like i've seen exactly how this gun is supposed to function and i'm pretty sure that this is such a radical inaccuracy it's an error.
only thing is i seemed to notice it in campaign while having a moid-out (to many moids equaling incredible bugginess)
i'm gonna test it out again when i skirmish again tomorrow but when it detonates so where it hardly leaves a scratch on the target (with perfectly aimed shots) i think something's wrong and it's not a feature.
also what would be cool is if you could include an arc indicator like with the coalition's uber cannon
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Sun Oct 21, 2012 8:55 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 1.8
Bump. OP acid sprayer, anyone? I'l look into updating just for the sake of keeping you guys interested in the mod. Tesla Rifle is confirmed for now. Alsoo - if anyone with good spriting skills is interested in helping me with new dropship sprites, I wouldn't mind some assistance. Chaos wrote: I love playing with this mod, so i decided to do a video showing off the mod in motion. That's pretty neat, thanks! I just have to point out that you forgot about the wrench, though. I think it's one of the best things I've made so far. NeoSeeker wrote: no i'm saying the rounds detonate way to soon, and i'm pretty sure that this is such a radical inaccuracy it's an error. Well I guess that's just what makes it so goddamn balanced.
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Fri Nov 02, 2012 10:53 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Untitled Tech 1.8
if that bug makes the gun "balanced" you should probably lower the cost substantially
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Sat Nov 03, 2012 6:35 am |
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Svendice
Joined: Sun Nov 04, 2012 12:35 am Posts: 53 Location: Bunker A-03, Burraki desert, 3 miles below sea level
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Re: Untitled Tech 1.8
I definately like them, I especially like the grenades and the heavy weaponry, but if I might ask, which Fallout game are some of the weapons based on? Many of the sprites are highly resemblant of those in Fallout 3 and New Vegas.
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Sun Nov 04, 2012 12:39 am |
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Demonicidiot666
Joined: Mon Oct 22, 2012 12:09 am Posts: 23
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Re: Untitled Tech 1.8
Give the brain speciality please! Like it could turn into flyer or crab or something. It would be awesome. I LOVE this mod!
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Tue Nov 27, 2012 9:42 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 1.9 [UPDATE]
I was kinda planning on bumping myself, but I guess it's okay. ~UPDATE!~ New things! NeoSeeker wrote: you should probably lower the cost substantially I think it's ~5 oz lower now. Svendice wrote: which Fallout game are some of the weapons based on? Fallout 3/NV mostly. I haven't really played the older ones. Demonicidiot666 wrote: Give the brain speciality please! There's no brain yet! I have a speciality planned already, though! It's not as cool as a flying thing, though.
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Wed Nov 28, 2012 12:09 am |
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painbringer1998
Joined: Fri Jun 10, 2011 4:37 am Posts: 201 Location: Oregon, USA
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Re: Untitled Tech 1.9 [UPDATE]
The update is ♥♥♥♥ AMAZING, I love the Tesla Rifle, and the thing is actually balanced! It may have lots of power, but it's no good at long range, keep up the good work 4zK
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Wed Nov 28, 2012 8:01 am |
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Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
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Re: Untitled Tech 1.9 [UPDATE]
Please make the special smg and rifle buyable somehow.
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Wed Nov 28, 2012 12:03 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Untitled Tech 1.9 [UPDATE]
This just keeps getting more and more awesome. Your sprites are incredible.
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Wed Nov 28, 2012 12:46 pm |
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SharpenedOnTheDawn
Joined: Fri Sep 23, 2011 8:18 pm Posts: 26
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Re: Untitled Tech 1.9 [UPDATE]
shame the AI still cant use the laser weapons but apart from that this is a great mod with some very neat sprites and effects.
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Wed Nov 28, 2012 1:36 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 1.9 [UPDATE]
painbringer1998 wrote: The update is ♥♥♥♥ AMAZING, keep up the good work 4zK Thanks! I will! Roy the Cuttlefish wrote: Please make the special smg and rifle buyable somehow. I kinda wanted to make them something special since there's already a plenty of lead weapons on the list already. They're only available in the Metagame, Dynamic Warfare and Unmapped Lands 2 by default! I might make them buyable though, it's just no fun not being able to purchase them. Kettenkrad wrote: This just keeps getting more and more awesome. Your sprites are incredible. Thank you! SharpenedOnTheDawn wrote: shame the AI still cant use the laser weapons but apart from that this is a great mod with some very neat sprites I'm playing version 1.05 at the moment, it seems to have the AI problem fixed. I'd recommend downloading it! I used the B27 AI in the last 1.0 version, but it broke the AA-drone script and stuff, so I'm glad it's fixed now.
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Wed Nov 28, 2012 1:39 pm |
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SharpenedOnTheDawn
Joined: Fri Sep 23, 2011 8:18 pm Posts: 26
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Re: Untitled Tech 1.9 [UPDATE]
Quote: I'm playing version 1.05 at the moment, it seems to have the AI problem fixed. odd, i got a completely fresh version of the game of the main site to test whether my current versions bust. However even in that version if you put an actor in brain hunt AI mode with a laser weapon, they'll head off an normal but when they spot an enemy they just stare dumbly at it, unless said enemy is 2 feet away.
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Wed Nov 28, 2012 2:43 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Untitled Tech 1.9 [UPDATE]
So I guess you are sticking with Untitled.
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Wed Nov 28, 2012 4:57 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Untitled Tech 1.9 [UPDATE]
Never mind, the stupid AI still doesn't work properly. Why the hell is it still restricting guns that fire particles other than MOPixels? It just ruins everything in this mod. Asklar wrote: So I guess you are sticking with Untitled. Think so. I'd like to think of it as a position of no title - as in stripped from one. Besides, I've used it for long enough for it to feel too comfortable to change.
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Wed Nov 28, 2012 5:04 pm |
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