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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
*thumbs up*


Thu Jul 10, 2008 4:23 am
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Winterous wrote:
*thumbs up*



Indeed.


Thu Jul 10, 2008 4:56 am
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Are you still going to make the mech? If so, is it going to have a lot of the features of the mechs from neon genesis like going berserk when a certain amount of armor falls off?


Thu Jul 10, 2008 5:13 am
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
CandleJack wrote:
Are you still going to make the mech? If so, is it going to have a lot of the features of the mechs from neon genesis like going berserk when a certain amount of armor falls off?



I don't remember dar saying mech...


Thu Jul 10, 2008 6:04 am
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Wow, Darlos, what you have planned sounds awesome, B21 is certainly going to be the most exciting and interesting build yet.

NeoSeeker wrote:
I don't remember dar saying mech...

Would this be it?
Darlos9D wrote:
Edit: I also have recently gotten inspiration for a new actor: a lightweight, skeletal robot that is very swift and agile, but easily destroyed. I don't know if I'll be making it anytime soon, as it'd be kinda useless without some optional enhancements.


Thu Jul 10, 2008 9:27 am
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
NeoSeeker wrote:
CandleJack wrote:
Are you still going to make the mech? If so, is it going to have a lot of the features of the mechs from neon genesis like going berserk when a certain amount of armor falls off?



I don't remember dar saying mech...

Oh, a while back, I think before my current iteration of my mod, I talked about making some kind of mech. It would have been kinda weird and partly organic, like an Eva or something... though not that big.

I don't really want to do that now though. It's not what this mod is all about.


Thu Jul 10, 2008 1:00 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Of course.

Darlos9D wrote:
Roy-G-Biv wrote:
Maybe a DSMT (DarkStorm Military Technologies) Mech?
Almost every faction has one now.

You know, the more I think about it, the more I realize that my faction really isn't about big scary ♥♥♥♥. Its about being unseen, very far away, and protected by shields and automations that shoot for you. My units will become scary when they're running around with a force field and a cloaking device, they're armed with some powerful ranged weapon, and they're still as fast as usual.


Thu Jul 10, 2008 4:34 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
I'm having a problem with this mod. I install it, but when I open the game, it acts like it isn't even there.


Thu Jul 10, 2008 6:25 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Nice, (I'm a really big DarKlone fan even have the originals!)

I really like where this is going I think when you add the sword make it work like in Japanese cartoons where there is a ninja guy that slices away at bad gut but nothing happens to him, then a few seconds later he get sliced up. (Like the Crobo laser)

Ultric wrote:
I'm having a problem with this mod. I install it, but when I open the game, it acts like it isn't even there.


Are you using the mod loader?
anyway in order to get this (not sure but i saw someone else post this) to work create a new folder and name it "DarkStorm.rte" (or what ever the folders name is) , then copy the contents of the original folder and paste them there.

Hope I was able to help,

~Roon3

Edit: Forgot to say welcome, soooo... Welcome to the forums!


Last edited by Roon3 on Thu Jul 10, 2008 6:53 pm, edited 1 time in total.



Thu Jul 10, 2008 6:48 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Ultric wrote:
I'm having a problem with this mod. I install it, but when I open the game, it acts like it isn't even there.


Take Everything in that folder, cut it and paste it into a new one.
Then delete the original DarkStorm and rename your new folder DarkStorm.
Hope this helps! :)


Thu Jul 10, 2008 6:49 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Roon3 wrote:
copy the contents of the original folder and paste them


No no no no no.
Cut and paste, cuz if you copy and paste it won't let u delete the original DarkStorm


Thu Jul 10, 2008 6:51 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Why not? I do it all the time

Btw: I think the bow idea would be awsome, I just can't think of a way to make the actor pull the bows string (or what ever its called) Hope darlos and the "Better Than Me Modders" will figure it out!

Edit: Just did it and it worked.


Thu Jul 10, 2008 6:59 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
Tea wrote:
Wow, Darlos, what you have planned sounds awesome, B21 is certainly going to be the most exciting and interesting build yet.

NeoSeeker wrote:
I don't remember dar saying mech...

Would this be it?
Darlos9D wrote:
Edit: I also have recently gotten inspiration for a new actor: a lightweight, skeletal robot that is very swift and agile, but easily destroyed. I don't know if I'll be making it anytime soon, as it'd be kinda useless without some optional enhancements.



It seems more like a little swift robot like robo 1 or 2 than a mech.


Thu Jul 10, 2008 7:16 pm
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Post Re: DarkStorm Military Technologies - Updated 7/5/08
NeoSeeker wrote:
Tea wrote:
Wow, Darlos, what you have planned sounds awesome, B21 is certainly going to be the most exciting and interesting build yet.

NeoSeeker wrote:
I don't remember dar saying mech...

Would this be it?
Darlos9D wrote:
Edit: I also have recently gotten inspiration for a new actor: a lightweight, skeletal robot that is very swift and agile, but easily destroyed. I don't know if I'll be making it anytime soon, as it'd be kinda useless without some optional enhancements.



It seems more like a little swift robot like robo 1 or 2 than a mech.

More like incredibly slight than little. I figure it'll be kinda animal-like, where its regular stance will have it really hunched over. Then maybe it'd have arms as long as its legs and it'd run on all fours. It'd probably be good at climbing stuff too.

But like I said, it'd be weak. A cloaking or force field would probably be a necessity if it was going to survive at all. And armor would be out of the question, since that'd probably actually screw up its ability to move well. Actually, I wouldn't do it because then an armored robot would probably just become redundant with a regular clone. Either that or be blatantly superior, which I don't want either.

Edit: Well, I did an aesthetic update. Now unit names are more... unique. Also, my earlier described plans are now represented in the descriptions.

Edit Again: After thinking about the new descriptions I made, I think I realized the direction I may be taking their armor. I think I'm going to make it so their armor is regenerative. So, if they stay out of combat, their armor will repair itself. Also, the clones themselves might not just stop bleeding more quickly, but might even lose wounds and regain health over time. Still, getting hit by a hail of gunfire or big explosions will do so much damage at once as to gib armor before it can regenerate. This would be the difference between the armor and the force field, since the force field, even if hit so much as to make it temporarily useless, will always come back given time. Kinda like the shield in Halo or something. Gibbed armor, on the other hand, is just gone until replaced.


Thu Jul 10, 2008 9:12 pm
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Post Re: DarkStorm Military Technologies - Updated 7/11/08
Could you please post some pictures of the new content?
Also, translations in English for the nicknames of the units. I think that Kappa is some kind of will-o'-the-wisp-esque turtle monster thing, but I'm not too sure, and the turret's nickname sounds like sichii, which is 7 in Okinawan, but I doubt that's it because it's the D45 Heavy Turret.
Anyway, I like the whole Spec Ops turn this is taking.


Sat Jul 12, 2008 8:38 pm
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