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 The Lazarus Brigade - INACTIVE 
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Data Realms Elite
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
Wow, you made really good use of that code, nice job.


Sun Jan 30, 2011 5:14 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
Roast Veg wrote:
Wow, you made really good use of that code, nice job.
Thanks. I repurposed bits of the Fallen Brigadier and made a sort of unconscious, brain-dead (pun) skeletal tank. I'm glad you like it, and that you gave me the parts to work with!


Sun Jan 30, 2011 5:15 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
Dude, too fast. I was still enjoying the mod a few hours ago, now another update?

The concept of a cobbled up undead crawler is great. It looks sick. The literally fixed machinegun gives it this clumsy feeling, which is good.

The jetpack could be stronger, as it isn't that proficient in walking and will need that extra boost to get to places. The gun has a tendency of being easily shot off :(

And I notice the price for both units are quite high. Not that it affects gameplay ($ cheats ftw), but they don't feel like expensive items.


Sun Jan 30, 2011 5:43 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
The Decaying Soldat wrote:
too fast.
I'll take it as a compliment.
The Decaying Soldat wrote:
clumsy feeling
Excellent!
The Decaying Soldat wrote:
jetpack could be stronger
Well, consider the weight it's lifting.
The Decaying Soldat wrote:
isn't that proficient in walking
Oh good! I was hoping I could get a stumbly, drunken sort of feeling.
The Decaying Soldat wrote:
easily shot off

The Decaying Soldat wrote:
price for both units are quite high
These two issues will be addressed when I do a go-round of the mods, tweaking and updating and such. I'll be increasing the GibWoundLimit on the gun and lowering the price of both by 50.


Sun Jan 30, 2011 5:51 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
awesome :-P :shock: just my type of mod :wink:


If you would keep your smiley count to maybe one or two per sentence I'd appreciate it. Thanks. -Duh


Sun Jan 30, 2011 6:14 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
gonna give this new version a try in just a moment. For the heck of it I redesigned your green storm into a very rough visual approximation of what I was thinking of for an actor in this pack. I can't do sprite art worth a damn though so it's pretty much just a recolor.


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Sun Jan 30, 2011 9:06 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
Ah, I knew I'd be getting a response from you eventually, Piecewise.
While a blue-clothed Hulk mummy is all well and good, I felt that something like that is where to draw the line as to what fits into Cortex Command and what does not.


Sun Jan 30, 2011 9:32 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
I think a brain unit or just a brain for all of your mods would be awesome! so if these are undead and mystical I don't think the sifi brain in jar works well :-( maybe a blue glowing tube of fire and souls...I have no idea what the souls would look like but it sounds badass.


Sun Jan 30, 2011 9:40 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
thesoupiest wrote:
Ah, I knew I'd be getting a response from you eventually, Piecewise.
While a blue-clothed Hulk mummy is all well and good, I felt that something like that is where to draw the line as to what fits into Cortex Command and what does not.


Fair enough

I've played with the new units a bit. The Revenant is pretty nice, though entirely worthless outside of bunker tunnels. Works great as a mobile turret on flat ground, but is sorta flimsy. The other actor is nice too, I like the jet back a lot, really looks old and damaged, spraying sparks everywhere. The only problem I had is that his arm seems to come off if you so much as look at him wrong. I played about 10 times with it and I'd say that roughly half the time he'd lose an arm to a single smg bullet or blue bomb particle. Maybe I just got unlucky, but it seems to happen a lot more with him then other actors.


Sun Jan 30, 2011 9:42 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
piecewise wrote:
worthless outside of bunker tunnels.
Partially the point, and partially accidental, either way a very good observation on your part.
piecewise wrote:
arm seems to come off if you so much as look at him wrong
The durability and strength of both actors will be improved after the wave of updates. Don't worry, I've got you covered.


Sun Jan 30, 2011 9:44 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
thesoupiest wrote:
piecewise wrote:
worthless outside of bunker tunnels.
Partially the point, and partially accidental, either way a very good observation on your part.
piecewise wrote:
arm seems to come off if you so much as look at him wrong
The durability and strength of both actors will be improved after the wave of updates. Don't worry, I've got you covered.


Good good. I wasn't sure if the flimsy-ness of the actors was intentional, after all, skeletons aren't the most durable things in the world, especially against gunfire and explosions. I could imagine that the Revenant was designed to guard the halls of the burial chambers or something like that.

You may, after you finish these "vanilla expansions" of sorts, want to add some more units that go beyond the vanilla. I'd be interesting to see what these design styles yield in terms of hulking juggernauts, voodoo superweapons, and the like.


Sun Jan 30, 2011 9:49 pm
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Data Realms Elite
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
And dude, you really need to move on to crafts, especially in your Tradestar pack.


Sun Jan 30, 2011 9:56 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
Roast Veg wrote:
move on to crafts
I can imagine a sort of Trade Star Rocklet, but nothing beyond that. I've no idea how craft work. Oh, and expect a Dummy drop crate that actually looks Dummy.

thesoupiest wrote:
go beyond the vanilla
You never know. I'm a mysterious man. :D


Sun Jan 30, 2011 9:58 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
Drop pods are likely the easiest craft to start with. A drop pod that looks like a rib cage or a falling fire ball might be thematically appropriate. You could also try for something more complicated like a parachute like thing or an invisible drop pod that embeds into the ground and bursts the actor out.


Sun Jan 30, 2011 10:49 pm
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Post Re: The Lazarus Brigade - VERSION 1.5 (1/30/11)
In reality, if these things are supposed to be rising from the grave, a coffin drop pod might work. If you really wanted to be cool it could be an invisible single particle on the way down, hit the ground, become a full coffin and then have the lid blow off to deliver the actor. That or perhaps a "summoning circle"; something like the carbotech teleport but redesigned to "open" with a burst of fire, an appropriate noise and a quick flash of a magic circle.

Problematically I have tons of ideas of things that might work with the mod, and only a few would be "vanilla".


Sun Jan 30, 2011 10:56 pm
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