Aco Delta Covenant (05/04/13)*
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Zeroxys
Joined: Mon Dec 26, 2011 8:39 pm Posts: 30 Location: Here There Everywhere.....EVERYWHERE!!!
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 Re: Aco Delta Covenant (28/07/12)*
Urch wrote: would it be possible to add a drone similar to the little follower/option drones, but that the other drones are capable of following? it irks me that i can't just create an enormous swarm of drones and nothing else. Why not just use the Golf as the leader and have an army of Oscars around it? Speaking of grenades, have you thought of using Gotcha's grenade belt script?
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Sun Jul 29, 2012 10:21 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 Re: Aco Delta Covenant (28/07/12)*
Edit button pl0x.
Also the look of this reminded me of the Techion, but I like more this style. Probably because of the additional green, which looks great.
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Sun Jul 29, 2012 10:25 pm |
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RHONON
Joined: Sun Mar 07, 2010 6:23 am Posts: 46
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 Re: Aco Delta Covenant (28/07/12)*
Excellent work dude, these guys kick major ass, look sweet while kicking said ass, and take a lot of hit behore having their respective asses kicked themselves!
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Mon Jul 30, 2012 1:29 am |
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kaboomarang
Joined: Tue Jul 27, 2010 6:29 am Posts: 38
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 Re: Aco Delta Covenant (28/07/12)*
The art style and weapons on this mod are beautiful yet deadly! But it seems that it's Metagame incompatible, tried to play with my brother and crashed when trying to build the bases.  Edit: Seems trying to restart a mission crashes the game too, I REALLY wanna use these guys for a while but the game just keeps crashin on me...
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Mon Jul 30, 2012 2:15 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: Aco Delta Covenant (28/07/12)*
Hehehe, the delta can't handle a mike hotel and lima. [Moderate difficulty climbing tutorial bunker shaft, and flying from enemies]
Anyways, I'm still pretty anal about shotgun effective ranges, but that's from earlier build of cortex command, it's pretty good when you can use it without getting damage... Which mostly involves hiding around the next corner.
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Mon Jul 30, 2012 8:07 am |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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 Re: Aco Delta Covenant (28/07/12)*
I still don't understand why your units' legs are... well... knee-to-the-front 
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Tue Jul 31, 2012 2:19 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Aco Delta Covenant (28/07/12)*
Normal legs are too boring.
Also it's incredibly easy to take advantage of how legs look in this game engine.
EDIT: Also I'm working on trying to fix the crashing, everyone.
Last edited by Coops on Wed Aug 01, 2012 2:08 am, edited 1 time in total.
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Tue Jul 31, 2012 7:01 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: Aco Delta Covenant (27/07/12)*
Coops wrote: Thanks for the feedback though, guys. You're all awesome. Nu-uh. You are. Look at all this! O_O
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Tue Jul 31, 2012 8:37 pm |
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AnonStrama
Joined: Wed Aug 01, 2012 2:05 am Posts: 3
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 Re: Aco Delta Covenant (28/07/12)*
LOVE THIS MOD!!!!!!!!
though i´d love to play this in campaign.
what happens is: there might just go one day (in-game) and the game crashes. i did try the "clean re-install" and so on. but this has been the case of many mods that i´ve tried out. hope some people may be able to help with this problem.
I posted this here cause this happens to be the limit to how far i want to go on with this problem.
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Wed Aug 01, 2012 2:11 am |
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Vytauti
Joined: Thu Aug 02, 2012 9:45 am Posts: 27
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 Re: Aco Delta Covenant (28/07/12)*
AnonStrama wrote: LOVE THIS MOD!!!!!!!!
though i´d love to play this in campaign.
what happens is: there might just go one day (in-game) and the game crashes. i did try the "clean re-install" and so on. but this has been the case of many mods that i´ve tried out. hope some people may be able to help with this problem.
I posted this here cause this happens to be the limit to how far i want to go on with this problem. Noticed same thing. I'd love to play it in campaign to. P.S. im new to this forum, and im curious: when will 1.0 will be available (i heard that sometime this summer)? and how much will it cost? (i have CC from humble bundle), but i feel, that i have to buy it again, for the effort of the author. EDIT: I think units should cost way more. P.S.S. All the units are very... I dont know how to call it: if unit gets hit in the head area it acts like some ragdoll. Even "Prototype-Alpha". Also, maby there should be some worker unit for mining? 'cause even standart unit is to chubby for the forementioned task, and have problems with crawling (same as "Prototype Delta"). I dont want to be disrespectful, its just my opinion.
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Thu Aug 02, 2012 9:51 am |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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 Re: Aco Delta Covenant (28/07/12)*
Vytauti wrote: P.S. im new to this forum, and im curious: when will 1.0 will be available (i heard that sometime this summer)? Sometime this summer? Don't know who told you that, but they may have underestimated it, just a bit. And ontopic, the mod is great. I love the style of the units and how well they take bullets. Some things I feel need fixing/tweaking. First off, the Units can't carry that much without being overencumbered, I don't know if it's their mass or that their jetpack isnt that powerful, but either way, I loaded a Delta with a Kilo and a Mike and the thing couldn't stand up. Secondly, I think the Golf is too vulnerable. One lucky shot with almost any weapon will take it down. I suggest either up the amount of hits it can take, or add an attachment that guards the engine for a few shots. All in all, A great mod. The units' endurance is just enough to make me feel safe taking a few shots, and still low enough to make the player cautious about engaging something. (Not the constant duck-and-wait that I normally use with Vanilla soldiers)
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Wed Aug 15, 2012 1:17 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Aco Delta Covenant (28/07/12)*
I'm gonna go over this again.
I worked with the jetpacks for quite a bit, I think they're perfect for the amount of weight I'm putting on them.
A Delta with a Kilo and a Mike is like giving a Coalition Heavy a Rocket Launcher and a Heavy Sniper, You think hes gonna lift off with that? Not to mention if he's still got the November, which is like a gattling.
The Golf is also a drone, I'm also gonna say this again. I've worked with this thing for a good chunk of development too, the fragility and a durability is perfect (I feel) for it's usefulness and handiness. Unless you're hovering on top of the enemy, of course hes gonna be able to shoot out your engines.
I'll have to tone down the rockets though. Maybe only fire 2 rockets and a lower rate of fire.
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Wed Aug 15, 2012 2:09 am |
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Wilq
Joined: Sun Jul 25, 2010 2:52 pm Posts: 40
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 Re: Aco Delta Covenant (28/07/12)*
Actually it's fragility perfectly balances "rape missiles". Hope you are completing bugfixes...
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Wed Aug 15, 2012 2:29 am |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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 Re: Aco Delta Covenant (28/07/12)*
So. How are the fixes for the many crashes coming along?
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Wed Aug 15, 2012 2:49 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Aco Delta Covenant (28/07/12)*
I haven't been able to work on the mod lately, some unfortunate events have happened recently.
I think I do have an idea on what is causing the crashes though.
As soon as I get the time, I will work out these bugs.
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Wed Aug 15, 2012 3:56 am |
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