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 Untitled Tech 2.5 (B31) [26th April 2015] 
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Data Realms Elite
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Post Re: Untitled Tech 1.9 [UPDATE]
I'm glad you are sticking with Untitled, from the beggining I never saw the possibilty from using other names.

They would restrict the mod, but when you use a concept like Untitled you are like creating your own style completely.


Wed Nov 28, 2012 5:09 pm
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Post Re: Untitled Tech 1.9 [UPDATE]
4zK wrote:
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.


1.05 has borked most of my favourite mods, including this one :roll:

Cheer me up by telling me you are still working on a mech? :wink:


Thu Nov 29, 2012 4:57 am
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Post Re: Untitled Tech 1.9 [UPDATE]
Well, here goes first post!

I was just looking around the Mod Making section and noticed a thread about the weapon AI in 1.05. Data & co. have done tons of work on the AI and they are apparently now using the properties of the weapons to determine how it is shot by the AI. When LUA is used to script weapons, some adjusting is needed so that the AI knows what type of weapon it is firing.

The thread with more details is here: http://forums.datarealms.com/viewtopic.php?f=1&t=32748


Thu Nov 29, 2012 8:46 am
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Post Re: Untitled Tech 1.9 [UPDATE]
Good news!~ I learned just how smart the new AI is, and fixed the weapon firing problem! I'll be updating for the AI soon.

tankmayvin wrote:
Cheer me up by telling me you are still working on a mech?

The mech kinda turned into a small robot since I can't get a good mech idea into my head. I'll think about it, the next actor will be either a brain bot or a mech. or both?


Thu Nov 29, 2012 5:51 pm
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Post Re: Untitled Tech 1.9 [UPDATE]
Maybe the Brain bot could be a Big MT style hovering Think Tank style brain in a bubble with waldo arms?


Thu Nov 29, 2012 7:43 pm
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Post Re: Untitled Tech 1.9 [UPDATE]
you said think tank now i want a tachikoma...


Thu Nov 29, 2012 10:21 pm
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Post Re: Untitled Tech 1.9 [UPDATE]
NeoSeeker wrote:
you said think tank now i want a tachikoma...


OMG, acrab that can actually clear obstructions, walk up walls with grappling hooks and actually looks cool? Yes please!


Thu Nov 29, 2012 10:37 pm
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Post Re: Untitled Tech 1.9 [UPDATE]
you're forgetting about the arm mounted dual machine guns and the 50mm multipurpose launch tube


Thu Nov 29, 2012 10:47 pm
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Post Re: Untitled Tech 1.9 [UPDATE]
NeoSeeker wrote:
you're forgetting about the arm mounted dual machine guns and the 50mm multipurpose launch tube


They can mount a chin gattling gun too!


Thu Nov 29, 2012 11:25 pm
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Post Re: Untitled Tech 1.9 [UPDATE]
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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.



You could do something in the middle, like make special equipment drops that come with say 3 weapons each plus 1-2 grenades or something, and make these special weapons only available Via-weapon drop. And the weapon drop a buyable thing in the "crafts" menu or something. (they have better stats then the basic versions right?)


Fri Nov 30, 2012 12:11 am
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Post Re: Untitled Tech 1.9 [UPDATE]
tankmayvin wrote:
NeoSeeker wrote:
you're forgetting about the arm mounted dual machine guns and the 50mm multipurpose launch tube


They can mount a chin gattling gun too!



i can't believe i forgot that :P


but yeah, a tachikoma-like acrab would be awesome. and considering you have a fairly good template with the coalition's mech it wouldn't be that hard to make.

you'd just need to have the crab be able to switch weapons. you'd have two variants, one with the 50mm tube (this would be awesome considering you could use pie menu alt fire to load in various shells and the wide variety of weapon types in this mod) and one with the gatling gun (which could also be loaded with different types of ammo even). then the other weapons would be the dual arm mounted machine guns and a grappling hook.

some kind of jump jet would probably be necessary. a simple jump function wouldn't be able to save it from long falls, you'd need a jet to cushion landings, considering these guys can jump really high too.


i'm not saying make the tachikoma, because obviously that would be not the style of the mod at all. just all the things that make one up makes for a pretty kickass mech idea. in essence the idea is a quadrupedal mech that's extremely agile, versatile and heavily armed.


all of this is just an idea for you, take it, leave it, scavenge... it's your mod, and when i get the time i'm going to make my very own proper tachi, even with the annoyingly cute voices.


Fri Nov 30, 2012 1:56 am
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Post Re: Untitled Tech 1.9 [UPDATE]
NeoSeeker wrote:
i can't believe i forgot that :P


but yeah, a tachikoma-like acrab would be awesome. and considering you have a fairly good template with the coalition's mech it wouldn't be that hard to make.

you'd just need to have the crab be able to switch weapons. you'd have two variants, one with the 50mm tube (this would be awesome considering you could use pie menu alt fire to load in various shells and the wide variety of weapon types in this mod) and one with the gatling gun (which could also be loaded with different types of ammo even). then the other weapons would be the dual arm mounted machine guns and a grappling hook.

some kind of jump jet would probably be necessary. a simple jump function wouldn't be able to save it from long falls, you'd need a jet to cushion landings, considering these guys can jump really high too.


i'm not saying make the tachikoma, because obviously that would be not the style of the mod at all. just all the things that make one up makes for a pretty kickass mech idea. in essence the idea is a quadrupedal mech that's extremely agile, versatile and heavily armed.


all of this is just an idea for you, take it, leave it, scavenge... it's your mod, and when i get the time i'm going to make my very own proper tachi, even with the annoyingly cute voices.


A scaled up laser drone with beefier legs, jets, and a superstructure to support heavier weapons would fulfill the same role as a tachikoma and fit the mod styling well.

Or how about something like this?

Image

something from these brick mechs might inspire you too.

http://flickrhivemind.net/Tags/military ... nteresting


Fri Nov 30, 2012 6:56 am
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Post Re: Untitled Tech 1.9 [UPDATE]
i feel like some kind of heavy duty grappling gun would be cool.


imagine using it on enemy troops.




lol we're such ♥♥♥holes for speculating like this.


Fri Nov 30, 2012 7:04 am
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Post Re: Untitled Tech 1.9 [UPDATE]
AI is now fixed! Yay!


Eh, the tachikoma sort of gave me some ideas for a mech, but I'm not entirely sure if I can squeeze in all those features. :lol:

I like the idea of a crab using grappling hooks, though. :D


Fri Nov 30, 2012 4:14 pm
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Post Re: Untitled Tech 1.9.1 [AI FIX]
Thanks! Going to beat UL2 with Untitled now, after my recent defeat due to the AI bug. The balancing and variety of Untitled is what makes it my favorite faction in CC.


Fri Nov 30, 2012 6:08 pm
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