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admirabilis
Joined: Fri Oct 10, 2008 3:39 am Posts: 12
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Re: Crobotech Mod Beta 2
Roy-G-Biv wrote: I certainly dissagree about the flame sprites. They are simply one of the most beautiful sprites put to use.
And the coats relates to Capnbubs, the father of crobos, and his next project. Oh, you misunderstood me. I was referring to the flame war/thread derailment. The flame sprites from the Crobos mod are definitely the most beautiful I've seen in CC yet. As for Capnbubs' next project, I don't care as long as he keeps working on crobotech occasionally =(
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Wed Nov 19, 2008 2:45 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
shhh you can edit that yourself easily. all the reload stuff is very easy, find reloadtime in the device code and make it 60000 for a minute. add some of the explosions from the LR to its gibs if you want it to explode. learn to mod, then you wont need to make extreme requests, you can make it yourself and then decide if its fun.
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Wed Nov 19, 2008 5:19 am |
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admirabilis
Joined: Fri Oct 10, 2008 3:39 am Posts: 12
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Re: Crobotech Mod Beta 2
"learn to mod, then you wont need to make extreme requests, you can make it yourself and then decide if its fun."
Right. I was not in any way making requests. The first thing on the original post for the mod is "Work in progress" Therefore I am assuming that not all of the design for the weapons is complete.
I was throwing an idea into the pot for the kind of role a weapon like the LR-5000 could fill in this mod. This was nothing but an idea. It is for capnbubs to read, ignore, discard, or use as he chooses.
If the presentation of ideas about a mod is inappropriate for that mod's thread then you have my permission to shoot me in the face. I am after all, a newbie here.
However, I'm sure you can understand how it would be *logical* for me to think it wouldn't be a problem to post my 2 cents about a mod's mechanics on the forum thread about that mod. What, do you expect me to just not talk about it at all, or make a whole new thread?
In light of this, you telling me to "mod it yourself" instead of making "extreme requests" seems rather asinine. I'm going to ignore you and if I have an idea about something in a mod that could provide an inspiration to either the mod creator or any others, I will share that idea unless the original poster explicitly states that he's not open to suggestions or feedback... And if that's really the case, why bother making an open thread for it anyways?
But thanks anyways.
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Wed Nov 19, 2008 7:38 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
admirabilis wrote: And if that's really the case, why bother making an open thread for it anyways? well, first of all, to provide a place to upload the mod and describe it; that said: its not inappropriate or frowned upon at all to make suggestions in a thread such as this, or just about any mod. so there will be no face shooting today, or not in this topic anyway. ive just been in a bad mood lately, and as a result have been prone to both flaming and flamebaiting. 3 exams in 3 days doesnt make me a happy person, so i apologise to anyone ive unnecessarily burnt, including you. bubs has said the pricing and some of the balance was out, so that will be worked on. making the LR into a pure superweapon might be a little OTT, but i suppose it might happen. i like the idea of it as a heavy infantry/assault weapon for the tech a little more though, in fact i can almost see it being nerfed in the next release (if there is one), though i definitely hope not. crobotech is meant to be a balanced mod, but i suppose superweapons can be balanced. i take back what i said about extreme requests, but still keep up "learn to mod": both because its good fun and it gives you insight into how everything is done. if you are underway with your learning already, my bad again. sorry for being a jerk. oh, in light of the beginning of your other post, about a B22 version, someone posted a fix a few pages back..
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Wed Nov 19, 2008 9:07 am |
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Twad
Joined: Sat Feb 16, 2008 5:35 pm Posts: 21
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Re: Crobotech Mod Beta 2
just got the mod, love everything about it; actors are nice to look at, walk around nicely.. and... these guys have armour classes that put the ol'darkklone heavy to shame. And they got forcefields too aparently.
The weapon names are confusing at first, but learned them soon enough. The weapons feels nice when used, the mg90 have a nice sound and kick to it. The laser rifle (red) is fun to use but burn up ammo too fast. And the blue lasers guns should maybe do a little less damage and slightly higher ROF.. but those are details. The grenade launcher however should fire more far, its short range is dangerous for its user.
At first i didnt like when the activities file included in your mod "took over" the old one, but the crobotech guys are hard to kill and pack a punch.. so they are challenging and fun to fight against and use.
I often use darkstorm stuff, and the lucky seven sniper rifleis the most effective weapon in the arsenal to fight crobotech (headshots). Or a rain of rocket from their turret. There is no such things as overkill when crobos is involved.
--edit, new stuff; often, the game Crash to desktop when im fighting crobotech guys for some time. Anyone else have this problem? might be just me.
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Fri Nov 21, 2008 12:49 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Crobotech Mod Beta 2
Twad wrote: these guys have armour classes that put the ol'darkklone heavy to shame Actually, crobotech is what got me to try to balance my actors more. My old heavy was insanely overpowered. Twad wrote: --edit, new stuff; often, the game Crash to desktop when im fighting crobotech guys for some time. Anyone else have this problem? might be just me. No, B22 is just incredibly unstable for some reason.
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Fri Nov 21, 2008 2:01 am |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Crobotech Mod Beta 2
It's the same with anything, as it gets more complicated, so do the problems.
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Fri Nov 21, 2008 6:48 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
why does my CC not crash as much? probably cause i only play the 6 min skirmish, i suppose. everyone seems to be complaining about it, but mine only crashes when using something horribly laggy.
why is the lazer so fun? i think its the glow..
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Sun Nov 23, 2008 5:03 am |
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Barat!nha
Joined: Tue Oct 14, 2008 7:04 pm Posts: 119 Location: In Malton. Eating brains...
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Re: Crobotech Mod Beta 2
is this f0r B22?
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Thu Dec 04, 2008 11:12 pm |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: Crobotech Mod Beta 2
Foogooman wrote: Here, this should work for B22. Took five minutes to fix. If you don't like all the crobos attacking you, then delete the line " IncludeFile = Crobotech.rte/Activities.ini" in "Activities.ini" in Crobotech.rte
It will ask you to over-write base.rte, click yes. All it will do is add a folder to base that lets the crobos work. @Barat!nha: This download is.
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Thu Dec 04, 2008 11:41 pm |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Crobotech Mod Beta 2
Twad wrote: just got the mod, love everything about it; actors are nice to look at, walk around nicely.. and... these guys have armour classes that put the "ol'darkklone heavy to shame"(I Liked that part). And they got forcefields too aparently. Wo, Wo, Wo, wait a minute there they have forcefields too I didn't know that. I've played with these guys the longest and I've never seem any kind of forcefield.
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Fri Dec 05, 2008 12:41 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Crobotech Mod Beta 2
zeno39 wrote: Twad wrote: just got the mod, love everything about it; actors are nice to look at, walk around nicely.. and... these guys have armour classes that put the "ol'darkklone heavy to shame"(I Liked that part). And they got forcefields too aparently. Wo, Wo, Wo, wait a minute there they have forcefields too I didn't know that. I've played with these guys the longest and I've never seem any kind of forcefield. There's a reason why the Techies gave of energy when their armor gets shoot.
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Fri Dec 05, 2008 2:39 am |
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cya1
Joined: Thu Nov 20, 2008 11:26 pm Posts: 30
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Re: Crobotech Mod Beta 2
HELP! this mod looks awsome, great and everything in between. But when i try 2 play it, it won't work. i just get this.... --------------------------------------------------- Abortion in file .\System\ContentFile.cpp, line 549 because: Failed to load datafile object with following path and name: Base.rte/Actors/Coalition/TorsoB --------------------------------------------------- plz help i looked in base and i don't know what 2 do thx
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Sat Dec 06, 2008 6:11 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Crobotech Mod Beta 2
That's not a problem with the mod. Follow that filepath and find the file, then add .bmp to the end.
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Sat Dec 06, 2008 6:29 am |
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cya1
Joined: Thu Nov 20, 2008 11:26 pm Posts: 30
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Re: Crobotech Mod Beta 2
thats just it. there is no Base.rte/Actors/Coalition/TorsoB its not there!? i don't no what 2 do thx anyway tho
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Sat Dec 06, 2008 7:04 am |
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