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 [B27] Kloveska Military Force v2.5.1 (Update: 6/13/12) 
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Joined: Tue Oct 14, 2008 11:07 pm
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Post Re: [B22] Kloveska Military Force v2
It really should be fixed someday.


Sat Nov 22, 2008 5:48 pm
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Post Re: [B22] Kloveska Military Force v2
Maybe you could make the mortar into a slight homing missile, so it is more likely to hit when fired up.


Sat Nov 22, 2008 7:13 pm
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Post Re: [B22] Kloveska Military Force v2
numgun wrote:
Nice, except trying to actually hit something with an angle like that and a small explosion is going to be pretty hard.
Can he atleast fire those 4 shots rapidly though? it would make it much more efficient.
Just throw in a ridiculously long reload and it should be fine.
But still, it looks fun.


It can shoot 5 rounds relatively fast, it can also be used as a grenade launcher. And the slight inaccuracy helps explosion coverage.

Comment wrote:
It really should be fixed someday.


Already have.


Last edited by No_0ne on Mon Nov 24, 2008 5:29 am, edited 1 time in total.



Sat Nov 22, 2008 9:16 pm
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Post Re: [B22] Kloveska Military Force v2
Hmm. Maybe you could do a inteligent mortar.
When its up high and start falling, make it die into a guided shell.


Sun Nov 23, 2008 12:24 am
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Post Re: [B22] Kloveska Military Force v2
Jox =3 wrote:
Hmm. Maybe you could do a inteligent mortar.
When its up high and start falling, make it die into a guided shell.

That's what I said.


Sun Nov 23, 2008 12:36 am
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Post Re: [B22] Kloveska Military Force v2.1
Updated.


Mon Nov 24, 2008 12:26 am
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
:O I was the first download!

I never played with the Kloveskans before, but I feel like trying them now.

EDIT: I'm not sure why you changed the design of the Oppressor. I think it was cooler and more unique before.

Just felt like it, or were the walkpaths wonky or something?


Mon Nov 24, 2008 12:39 am
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Fredrick wrote:
I'm not sure why you changed the design of the Oppressor. I think it was cooler and more unique before.

Just felt like it, or were the walkpaths wonky or something?


Because of the new AI, I had to remake the Oppressor. Since the AI makes it goes prone during combat ,the guns would be clipping into the ground and not perform too well. I also added crouching and crawling for that reason too. Piston legs really don't aid crawling very much. Neither do lack of arms. There's really no point in making a big robot if the AI doesn't know how to use it.


Mon Nov 24, 2008 5:25 am
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Yay update =3
(Its funny this started out as just a simple test of your coding capabilities and now its one if not the main project for your CC coding)


Mon Nov 24, 2008 12:51 pm
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Damn, this update owns.

I just tried half of the stuff and now its VERY impressive.
Oppressor's new guns are awesome and fun to use and visually pretty.
The new autocannon was actually satisfying to use. Plasma digger was cool and the smaller guns with the shield were nice.

CC's hardcoded reload animation made the oppressor like a retard while he was swinging his shield/arm in a circle wildly, but that is not your fault.

Grenadier rocked too, although I'll tweaked the shots to fire slower and not so far. Mainly because I play in the 640x480 resolution and I want to see what I hit.

Otherwise epic winrar! :D


Mon Nov 24, 2008 5:42 pm
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
FireBlizzard wrote:
(Its funny this started out as just a simple test of your coding capabilities and now its one if not the main project for your CC coding)

It actually began as a half-assed edit of the standard green clone. I made him weaker and lacking in a jetpack. That was how the Recruit was born. The mod was originally russian based, thus the Officer (Originally the Commissar) Then I just kept adding and adding and changing until you got what you see today. That was way back like eight builds ago though.

numgun wrote:
Grenadier rocked too, although I'll tweaked the shots to fire slower and not so far. Mainly because I play in the 640x480 resolution and I want to see what I hit.

Otherwise epic winrar! :D


I suppose that'd be my fault, I always use the hold+e key after firing a shot a long ways to see I hit something, I'll probably increase the Sharprange and such. I play 640x480 res too.


Mon Nov 24, 2008 11:39 pm
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
I never got to play with the original Oppressor.

Could you perhaps just have it in the pack but not include it in the activities? I really liked that design, and I'd like to play with it.

Cracking good job on the mod, BTW. It's quite nice and I think the drop pod is a really cool concept--a slower drop than your average "FLYING CAPSULE SLAMS INTO THE GROUND AT SUPERSONIC SPEEDS" pod.


Tue Nov 25, 2008 2:01 am
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Erm.. No index.ini...

NOMATTER! I SHALL MAKE MY OWN!!!

O wait, not modual icon either...

WTF? :-?


Tue Nov 25, 2008 2:10 am
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Fredrick wrote:
I never got to play with the original Oppressor.

Could you perhaps just have it in the pack but not include it in the activities? I really liked that design, and I'd like to play with it.

Cracking good job on the mod, BTW. It's quite nice and I think the drop pod is a really cool concept--a slower drop than your average "FLYING CAPSULE SLAMS INTO THE GROUND AT SUPERSONIC SPEEDS" pod.


An older version can be found a few pages back.

Here: viewtopic.php?p=236866#p236866

That reminds me, I ought to use the GobalAccScalar value on the drop pod's leftover engine.


Tue Nov 25, 2008 2:59 am
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Post Re: [B22] Kloveska Military Force v2.1 (Update: 11/23/08)
Grenadier is very attractive. Nice update overall.


Tue Nov 25, 2008 3:04 am
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