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 The Triclon Empire V1.78 [now for B25] 
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Joined: Tue Nov 17, 2009 7:38 pm
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Post Re: The Triclon Empire V1.73 + mission + better AI (01/02/11)
Numgun come back wrote:
The mod is really great overall but I found a few dislikes of mine:
- The Triclon is quite overpowered, it does not really matter but whatever.

Well it is meant to be a very powerful faction.
Numgun come back wrote:
- The mission is really, really laggy, maybe you could make a version with no turrets for us people with slow computers.

I'll do that. Edit: done.

Numgun come back wrote:
As for content, maybe you could have a Battle Rifle that fires HE bullets?

The Triclon rifle is already a battle rifle that fires HE bullets, what do you mean?
Numgun come back wrote:
The effects are also top notch, good job.

Thanks.

yoyoman wrote:
Lots o' explosion :P great mod i give it 9½ who im a kidding its awesome :shock:

Thanks.

Asatruer wrote:
While I have not had any of the reported lag issues, the mission does consistently crash CC after the Conqueror in the entry way has been destroyed. Never the instance the Conqueror is destroyed, but sometime around trying to destroy the door, the turret just beyond or shortly after that. On a guess, it might be related to the artillery barrage that constantly rains down after that Conqueror's death.

This artillery barrage is called down by the second conqueror when you approach him, I'm still searching for a solution to this problem.


Tue Feb 01, 2011 6:17 pm
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Joined: Fri May 01, 2009 9:19 pm
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
You're on fire, man! I really like your mods. Just the right sort of overpowered. Thanks for all your work. :)

I was wondering if you could make the Conqueror artillery strikes drop actual artillery shells? Right now it looks like some sort of energy weapon - or is it meant to look that way? Additionally, how about a new artillery type - cluster shells?


Tue Feb 01, 2011 11:09 pm
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
Battle rifle, as in 3-round burst fire.


Tue Feb 01, 2011 11:40 pm
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
I don't even play halo, there are real guns that have 3 round burst fire.


Wed Feb 02, 2011 12:05 am
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Joined: Fri May 15, 2009 10:29 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
Wow non don't have to be such a ♥♥♥♥, he's just obsessed with battle rifles, can't blame him.


Wed Feb 02, 2011 12:08 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
Numgun come back wrote:
I don't even play halo, there are real guns that have 3 round burst fire.


Wed Feb 02, 2011 12:13 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
A three-round burst does not a battle rifle make. Battle rifles are just military rifles that fire a full rifle cartridge (e.g. 7.62x51), as apposed to an assault rifle that shoots a smaller cartridge (e.g. 5.56x45). The Mosin–Nagant (bolt-action) is a battle rifle, while the M16 (semi-auto & three-round burst) is not.


Wed Feb 02, 2011 12:47 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
Actually, the mosin nagant isn't a BR, BRs are pretty much assault rifles of a higher caliber.


Wed Feb 02, 2011 12:49 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
http://en.wikipedia.org/wiki/Battle_Rifle


Wed Feb 02, 2011 12:51 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
I LIKE 'EM ALL, BATTLES AND RIFLES SO MEH.
Ontopic: The new version has a world of improvement compared to the previous version.
You have done an amazing job with reducing lag.


Wed Feb 02, 2011 2:16 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
Keep it up.


Wed Feb 02, 2011 3:13 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
Agreed, though on start up both on the default map and the new one seems sort of hit and miss.

I think the real problem lies in the trap systems and their poor efficiency. Without giving too much away I think the mines could really be done a lot better .

In particular I take issue with them, more than the actual faction, which while on the strong side, can be dealt with rather easily with proper aim and a good sniper rifle. My issue lies with the traps and how they're coded. I don't think you should use actual actors for them since they're one time usage items but still use memory after they're dead. Maybe you could use something like trap-co's bombcrete. As it is right now I don't think it's doing anything but sucking up resources.


Wed Feb 02, 2011 3:54 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
Numgun come back wrote:
I LIKE 'EM ALL, BATTLES AND RIFLES SO MEH.


Both actors already have a main weapon, and a burst rifle would be a medium-long ranged weapon, well so is the Triclon Rifle, it also already shoots HE bullets, so I don't think a burst rifle would fit this mod.
The burst rifle idea is quite good however, I may make one for another mod or one weapon minor mod, however I don't have a sprite and don't want to make one, if you make one for me I'll make your HE burst rifle.

Skillkill107 wrote:
As it is right now I don't think it's doing anything but sucking up resources.


I'll try to correct that.


Wed Feb 02, 2011 12:01 pm
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
Here is a sprite I have for my mod that I am making, it can serve as the "Varjag" Battle Rifle!


Attachments:
NCB BR.bmp [1.44 KiB]
Not downloaded yet
Thu Feb 03, 2011 2:02 am
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Post Re: The Triclon Empire V1.75 + mission + better AI (01/02/11)
And I'll make the ini and lua. Edit:Done, sent it to you.


Thu Feb 03, 2011 3:47 pm
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