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 DarkStorm Military Technologies - Updated 6/11/09 
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Joined: Sun May 18, 2008 3:59 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
like... strange black/purpley stuff? :-(
nah... i like the strange/happy colors better...


Thu Jun 12, 2008 5:23 pm
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Joined: Sun Apr 29, 2007 6:11 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
CandleJack wrote:
I think the flamer should use black napalm like the kind in Command and Conquer Generals.

Candlejack, I beseech you to not suggest things unless suggestions are asked for.


Thu Jun 12, 2008 5:47 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
How am I supposed to get this? None of the links work.


Thu Jun 12, 2008 7:38 pm
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Joined: Tue Jul 24, 2007 1:13 am
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Location: eating sock's face like a cupcake
Post Re: DarkStorm Military Technologies - Updated 6/8/08
Till he gets his site/stuff back up...


Attachments:
File comment: The latest version of the darkstorm pack.
DarkStorm.rte.zip [6.02 MiB]
Downloaded 217 times
Thu Jun 12, 2008 8:08 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 6/8/08
Aw, lame. Stupid ip service just cancelled on me. It should be back up in about 5 minutes...

It says I had no activity. Thats dumb, considering people are downloading my mod and such.


Fri Jun 13, 2008 6:41 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Are the DS Clones human? If not, what are they?


Fri Jun 13, 2008 7:19 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Hey guys, I made an activities for this, just put in in your cc folder and comment out activities in Index.ini in base.rte.
Tell me what you think.
Edit: Diggers


Attachments:
Darkstorm.rte.rar [18.21 KiB]
Downloaded 236 times


Last edited by Tea on Fri Jun 13, 2008 2:09 pm, edited 1 time in total.

Fri Jun 13, 2008 1:36 pm
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Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 6/8/08
CandleJack wrote:
Are the DS Clones human? If not, what are they?

Uh... they're just as human as any other clone in the CC universe. Which, of course, isn't exactly the same kind of human we're used to. But still, they're just enhanced human soldiers with nanomachines thrown in.


Fri Jun 13, 2008 1:54 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Gotta love them tiny robots.
Rip off his head and get a prize!


Fri Jun 13, 2008 2:30 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Winterous wrote:
Gotta love them tiny robots.
Rip off his head and get a prize!

... huh?


Fri Jun 13, 2008 5:52 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Darlos9D wrote:
Winterous wrote:
Gotta love them tiny robots.
Rip off his head and get a prize!

... huh?

Did he mean the ceiling mounted turrets?


Fri Jun 13, 2008 5:54 pm
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Joined: Sat May 05, 2007 6:04 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
He means nanobots.
I guess theoretically you could rip off a clone's head and eat the robots within.


Fri Jun 13, 2008 5:58 pm
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REAL AMERICAN HERO
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
On that note you should make one of the byproducts of wounding a Darklone hostile nanobots.

I.e little sharp particles that cause wounds.


Fri Jun 13, 2008 6:06 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
I wonder if it will be possible to add things to menu in the next build. You could make a nanosuit that could change properties like the one in Crysis.


Fri Jun 13, 2008 7:00 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
metal chao wrote:
He means nanobots.
I guess theoretically you could rip off a clone's head and eat the robots within.

O_o

I thought it was fairly obvious, oh well.


Sat Jun 14, 2008 5:12 am
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