View unanswered posts | View active topics It is currently Wed Jan 08, 2025 1:19 pm



Reply to topic  [ 987 posts ]  Go to page Previous  1 ... 29, 30, 31, 32, 33, 34, 35 ... 66  Next
 The Pelian Army *Update: Jun. 22nd '12* 
Author Message
User avatar

Joined: Fri Feb 16, 2007 8:43 pm
Posts: 1695
Location: AH SHIT FUCK AUGH
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
@Siric: Way ahead of you, mate. ;)
And thanks!

@smithno13: Well, i agree about the fact that it shouldn't be able to erase things as tough as Test, but unfortunately, i can't do anything about it. I would if i could, but ehh... I like how it laglessly erases a circle of terrain though, so it's staying. (Yes i know the explosion is laggy, but it's not the large circle that makes the lag)

@Ragdollmaster: I thought of it more as an excuse to make a large and pretty glow-rape explosion, but hey, your version sounds better. :0

Also, i've sekritly been B22'ifying the mod lately, adding a few neat features... And no, it's nothing groundbreaking, it's just a bit cooler. But, before releasing it, i should do something about the MARS' sprites. >_>


Sat Nov 08, 2008 11:26 pm
Profile WWW

Joined: Sun May 18, 2008 5:47 am
Posts: 265
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Shook wrote:
@Siric: Way ahead of you, mate. ;)
@smithno13: Well, i agree about the fact that it shouldn't be able to erase things as tough as Test, but unfortunately, i can't do anything about it. I would if i could, but ehh... I like how it laglessly erases a circle of terrain though, so it's staying. (Yes i know the explosion is laggy, but it's not the large circle that makes the lag)

In that case, could you maybe create a non exploding version? :P
I saw that you made some gib lines... Unfortunately, no gibs survive.

Ragdollmaster wrote:
No, the rocket is awesome as is. You're just thinking surface level, there :/ Why would a very heavy, armored rocket be able to move as fast as this one can and carry a lot of weight? A powerful engine. Why is the engine powerful? An unstable plasma reactor. What happens when an unstable plasma reactor blows? Exactly what happens in game.


Please think out your complaints/criticism. Or be swatted down by my wall of angry text.

Yes, but just because it crashes doesnt mean it explodes. Try running a car into a wall. Sure, the gas MAY light. But not always.
Please, stop copying Grif/Thor. Its kindof lame.


Last edited by smithno13 on Sat Nov 08, 2008 11:53 pm, edited 2 times in total.



Sat Nov 08, 2008 11:49 pm
Profile

Joined: Sun May 18, 2008 5:47 am
Posts: 265
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Sorry for double post.


Sat Nov 08, 2008 11:52 pm
Profile
User avatar

Joined: Fri Feb 16, 2007 8:43 pm
Posts: 1695
Location: AH SHIT FUCK AUGH
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Internal combustion engine =/= Unstable plasma drive.

>.>

Don't know where you got that idea from.

Also, new ♥♥♥♥ is shaping up nicely so far. I have yet to begin respriting the MARS though...


Sun Nov 09, 2008 12:09 am
Profile WWW
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Make a rocket that flies and then explode into a ton of weightless tiny tracking rockets, and call it the swarm.


Sun Nov 09, 2008 12:12 am
Profile

Joined: Sun May 18, 2008 5:47 am
Posts: 265
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
But internal combustion engine = explosion. Either way, just because something uses a plasma drive does not require explosions. Same goes for the MARS. Sometimes, things just stop working and fall apart, no explosion needed.


Sun Nov 09, 2008 12:27 am
Profile
User avatar

Joined: Fri Feb 16, 2007 8:43 pm
Posts: 1695
Location: AH SHIT FUCK AUGH
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
That's my decision entirely, good sir. Heehee. That's why i love modding. I get to decide what happens. :D
I probably won't be making a non-explosive version, but if you want, i can give you instructions on how to remove the large circle, or just a replacement .ini. That doesn't get rid of those long particles though.

@CandleJack: They would collide the ♥♥♥♥ out of each other. And that would hardly be practical.


Sun Nov 09, 2008 12:34 am
Profile WWW
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
You could make the only collide with the ground.

Edit: Or better yet, make them into killer laser drones that with guns the slightly propel them towards their target. You could use the non colliding yet killable trick.

Nevermind, that's stupid. It could gib into non colliding neutral rockets and those would gib into colliding homing rockets.


That's stupid too. It would make a lot more sense in the DStech mod.


Sun Nov 09, 2008 12:38 am
Profile

Joined: Sun May 18, 2008 5:47 am
Posts: 265
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Already got rid of the explosion myself... Although im tempted to undo that and do one with explosion and one without.


Sun Nov 09, 2008 12:50 am
Profile

Joined: Mon Apr 09, 2007 8:08 pm
Posts: 11
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Hey Shook,

I think you'll have to change the functionality of your Planet Killer somewhat. It's not very useful in levels with restricted drop zones (especially if they're directly above your base :grin: ).

I'm thinking a drop beacon or a system similar to numgun's TTR, but maybe you'll have another awesome idea...


Last edited by Demnevanni on Sun Nov 09, 2008 12:54 am, edited 1 time in total.



Sun Nov 09, 2008 12:51 am
Profile WWW
User avatar

Joined: Mon Feb 11, 2008 11:11 pm
Posts: 711
Location: East of Applachia, West of the Mississippi
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Demnevanni wrote:
Hey Shook,

I think you'll have to change the functionality of your Planet Buster somewhat. It's not very useful in levels with restricted drop zones (especially if they're directly above your base :grin: ).

I'm thinking a drop beacon or a system similar to numgun's TTR, but maybe you'll have another awesome idea...

Maybe a TDExplosive version for dropships to carry?


Sun Nov 09, 2008 12:54 am
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
smithno13 wrote:
Ragdollmaster wrote:
No, the rocket is awesome as is. You're just thinking surface level, there :/ Why would a very heavy, armored rocket be able to move as fast as this one can and carry a lot of weight? A powerful engine. Why is the engine powerful? An unstable plasma reactor. What happens when an unstable plasma reactor blows? Exactly what happens in game.


Please think out your complaints/criticism. Or be swatted down by my wall of angry text.

Yes, but just because it crashes doesnt mean it explodes. Try running a car into a wall. Sure, the gas MAY light. But not always.
Please, stop copying Grif/Thor. Its kindof lame.



A: The thing is, whenever a dropship or rocket crashes in the game, it f-king explodes. Self-destruction mechanism, used for an unnamed reason like keeping technical data secret or maybe destroying cargo for the same reason.

A2: About 90% of the time, a rocket or dropship crashing in the game means it's been either DESTROYED (Try firing a bazooka at a car) or you've Scuttled it.

A3:
Ragdollmaster wrote:
Unstable plasma reactor.


B:Copying Grif? Uh, no, I'm just pointing out how ridiculously stupid your comment was. That seems to be rather common with you.


Sun Nov 09, 2008 12:58 am
Profile

Joined: Mon Apr 09, 2007 8:08 pm
Posts: 11
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Lambda wrote:
Maybe a TDExplosive version for dropships to carry?


Nah, a superweapon needs a less ordinary way of being delivered. Dropping huge nukes out of normal dropships simply lacks style.


Sun Nov 09, 2008 1:00 am
Profile WWW
User avatar

Joined: Mon Feb 11, 2008 11:11 pm
Posts: 711
Location: East of Applachia, West of the Mississippi
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
Demnevanni wrote:
Nah, a superweapon needs a less ordinary way of being delivered. Dropping huge nukes out of normal dropships simply lacks style.

A nerfed/tactical version for dropships?

Edit: I got bored and decided to add descriptions to the weapons n' stuff. I also gave the Chopper infinite ammo and added text to their faction bar. All that's missing is an image for the faction.


Attachments:
File comment: Download for descriptions!
PelianArmy.rte.rar [4.02 MiB]
Downloaded 146 times
Sun Nov 09, 2008 1:08 am
Profile
User avatar

Joined: Fri Feb 16, 2007 8:43 pm
Posts: 1695
Location: AH SHIT FUCK AUGH
Reply with quote
Post Re: [WIP] The Pelian Army *Update: November 7th*
And yes, he got my permission. :)

@Demnevanni: I see what you mean. Of course, i could just be a lazy bastard and say that it's a feature, not a flaw, but that would be... Lazy. I'll think of something... Maybe this could be the third designator weapon?

Also, with the AI improvements of B22, i can safely say that the turrets are whole lot better. It's like they're eager to destroy your opposition!

Another thing that's worth noting is that these guys suddenly aren't so overpowered anymore, seeing that the vanilla stuff received a good nudge upwards in power. Especially that Revolver Cannon.


Sun Nov 09, 2008 1:39 pm
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 987 posts ]  Go to page Previous  1 ... 29, 30, 31, 32, 33, 34, 35 ... 66  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.027s | 14 Queries | GZIP : Off ]