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 Crobotech Mod Beta 2 
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Joined: Wed Sep 19, 2007 9:25 pm
Posts: 47
Location: UK
Post Re: Crobotech Mod Beta 2
Sorry to sound so stupid guys but i can't get the Crobos to work as enemies. I overwrote the activities.ini and index.ini in base.rte with the ones in the Crobo folder and it comes up with:

Abortion in file .\System\Reader.cpp, line 493 because:

Referring to an instance ('rubber') to copy from that hasn't been defined! in Crobotech.rte/effects/Rising.ini at line 11!

the last frame has been dumped to 'abortscreen.bmp'

I saw the posts above about changing the activities.ini but it just confused me :S. I'm sure its something stupid i've done wrong can anyone help?


Wed Jun 18, 2008 2:47 pm
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Post Re: Crobotech Mod Beta 2
Vanakra wrote:
Sorry to sound so stupid guys but i can't get the Crobos to work as enemies. I overwrote the activities.ini and index.ini in base.rte with the ones in the Crobo folder and it comes up with:

Abortion in file .\System\Reader.cpp, line 493 because:

Referring to an instance ('rubber') to copy from that hasn't been defined! in Crobotech.rte/effects/Rising.ini at line 11!

the last frame has been dumped to 'abortscreen.bmp'

I saw the posts above about changing the activities.ini but it just confused me :S. I'm sure its something stupid i've done wrong can anyone help?

Crobos come with their own activities.
Comment Base.rte/Activities.ini

Like this.

Code:
            //IncludeFile = Base.rte/Activities.ini


Wed Jun 18, 2008 2:55 pm
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Joined: Wed Sep 19, 2007 9:25 pm
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Location: UK
Post Re: Crobotech Mod Beta 2
Thanks for that i got it working :)


Wed Jun 18, 2008 2:58 pm
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Joined: Mon May 05, 2008 12:26 am
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Post Re: Crobotech Mod Beta 2
Nice, no amazing Mod!!!
I LOVE THE TELEPOD!
the gl 19 is nice, too


Wed Jun 18, 2008 3:31 pm
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Post Re: Crobotech Mod Beta 2
Awesome! :D

I remember this from waaay back!


Thu Jun 19, 2008 3:02 am
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Joined: Tue Aug 21, 2007 12:51 am
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Location: Raleigh, North Carolina, USA
Post Re: Crobotech Mod Beta 2
Hey, guys.

I'm working on the activities file to have Old Vs. New CRobos, and I'm having a bit of trouble. Everything's great until I get to a line that has a space in the name of the .ini file. Anyone know how to bypass this?


Thu Jun 19, 2008 4:25 am
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Post Re: Crobotech Mod Beta 2
No idea other than these //
but when you're done care to post it?


Thu Jun 19, 2008 8:13 am
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Location: Raleigh, North Carolina, USA
Post Re: Crobotech Mod Beta 2
Well, I completed the Activities file last night, and let me say now that the Crobos are a very formidable enemy, especially if you follow the little ground rules I set up(All (newer) Crobotech actors, any weapons allowed) as your troops. The Activities file has a variety of different spawns, and as a habit I've set the gold to one and a half million oz, but that's easily changed.

When fighting the Crobos, for the sake of the scenario we'll say that the units are being used by a splinter cell of the army you're controlling, and they broke off before the current gen of Crobos were contracted by your army. They may have outdated tech, but they still caused me to get a feeling I'd never had with a game of CC until now: panic. They really chewed up my normally impenetrable defenses, and that shocked me. I actually lost a skirmish for the first time that wasn't on purpose.


Attachments:
File comment: Old vs. New Crobos activities.ini and index.ini. Requires CRobo.rte(old).
Activities.rar [933 Bytes]
Downloaded 168 times
Thu Jun 19, 2008 3:12 pm
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Joined: Sat Oct 20, 2007 11:17 pm
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Post Re: Crobotech Mod Beta 2
Fredrick wrote:
They may have outdated tech, but they still caused me to get a feeling I'd never had with a game of CC until now: panic. They really chewed up my normally impenetrable defenses, and that shocked me. I actually lost a skirmish for the first time that wasn't on purpose.


I know what you mean. I long time ago, I made the old crobos into enemies. I had to take the big guys out becuse my average weapons wouldn't even dent them.


Thu Jun 19, 2008 3:45 pm
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Post Re: Crobotech Mod Beta 2
As the older CRobos went along they got more and more powerful (E.G New Crobo = More power), so what they now consider average troops may be extremely powerful compared to the newer, much more balanced versions.


Thu Jun 19, 2008 3:49 pm
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Post Re: Crobotech Mod Beta 2
I've messed with the code so that the crobos can walk through eachother now and as a side effect I've found that it's now pretty safe for several crobos to spawn from a single telepod, so the activities in the next version will send whole squads of weaker crobos at you.

Edit: oops, too many actors causes very odd things to happen. My bunker had about 20-30 crobos swarming all over it and when my only defender fired his laser he spontaneously exploded.


Last edited by capnbubs on Thu Jun 19, 2008 4:05 pm, edited 1 time in total.



Thu Jun 19, 2008 3:54 pm
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Post Re: Crobotech Mod Beta 2
YAY HARD GAME

I'm feeling a bit happy and hyper right now. Please excuse me while I scream into a microphone.


Thu Jun 19, 2008 3:55 pm
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Post Re: Crobotech Mod Beta 2
capnbubs wrote:
Edit: oops, too many actors causes very odd things to happen. My bunker had about 20-30 crobos swarming all over it and when my only defender fired his laser he spontaneously exploded.


See: Kloveska Activities on Death difficulty.


Thu Jun 19, 2008 9:35 pm
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Post Re: Crobotech Mod Beta 2
Capnbubs, I hope you approve of my little backstory for that activities file.

I know the crobos are a bit of a sensitive thing to write about.


Thu Jun 19, 2008 9:45 pm
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Post Re: Crobotech Mod Beta 2
No_0ne wrote:
capnbubs wrote:
Edit: oops, too many actors causes very odd things to happen. My bunker had about 20-30 crobos swarming all over it and when my only defender fired his laser he spontaneously exploded.


See: Kloveska Activities on Death difficulty.

Kloveska Activities Hard, on death.
My brain exploded for no reason because of the overwhelming amount of opressors.


Thu Jun 19, 2008 9:59 pm
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