The Pelian Army *Update: Jun. 22nd '12*
Author |
Message |
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: [WIP] The Pelian Army *Update: May 10th*
Woah woah WOAH.
When did the robots become so epic?
You just won hard Shook.
EDIT: Only one complaint: both of the robots could use better walkpaths. In both cases, the feet need to go back behind them a bit while they're walking. As it is, it always looks like they're about to fall backward. In the case of the MARS, you need to figure out how to keep it from falling down all the time. It doesn't seem to hold itself up very well.
This mod kinda reminds me of what my mod used to be.
|
Sun May 10, 2009 8:59 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: [WIP] The Pelian Army *Update: May 10th*
Good news, the mod works in B23... so far I tested my mercs against there guys and they did well. Except the assault robot was a real bastard to kill. Not only that most of the weaker bullets didnt pierce, but it took incredible amount of hits to take it down. Maybe tone the wounds down a little? :< Also the material on these guys is so strong that my katana didnt do a scratch on them no matter how fast I rammed. o_O Katana needs a power boost now.
|
Sun May 10, 2009 9:48 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: [WIP] The Pelian Army *Update: May 10th*
Or people just need to not make actors that are impervious to things...
|
Sun May 10, 2009 10:02 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: [WIP] The Pelian Army *Update: May 10th*
Darlos9D wrote: Or people just need to not make actors that are impervious to things... Nah the katana needs a buff anyways, right now it takes effort to kill someone with it. The thing is affected by velocity and the faster you move, the sharper it is. If you stand and cut someone point blank, it wont do anything. So you need to leap or ram or move while you cut the target. Also as I was making a ModDB entry for BW, I though why not you make an entry aswell? CC will get more publicity and more importantly, your mod gets more publicity and users! This mod is large enough (lol megahueg) to be worthy of releasing at ModDB. Same for you Darlos, go to: www.ModDB.com
|
Mon May 11, 2009 11:32 am |
|
|
Prunelord
Joined: Mon May 04, 2009 2:01 pm Posts: 22 Location: Australia
|
Re: [WIP] The Pelian Army *Update: May 10th*
the latest version (may 10th update) of pelian army crashes my cc, no "rte aborted" messages come up, just the windows "Cortex Command has encountered an error" every time I boot it when it gets to loading the P.A. files. I even tried about 15 times just to be sure. Anyone have any ideas as to what's causing it?
|
Mon May 11, 2009 11:35 am |
|
|
lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
|
Re: [WIP] The Pelian Army *Update: May 10th*
numgun wrote: Darlos9D wrote: Or people just need to not make actors that are impervious to things... Nah the katana needs a buff anyways, right now it takes effort to kill someone with it. The thing is affected by velocity and the faster you move, the sharper it is. If you stand and cut someone point blank, it wont do anything. So you need to leap or ram or move while you cut the target. Also as I was making a ModDB entry for BW, I though why not you make an entry aswell? CC will get more publicity and more importantly, your mod gets more publicity and users! This mod is large enough (lol megahueg) to be worthy of releasing at ModDB. Same for you Darlos, go to: http://www.ModDB.comare you trying too make your mods invincable? there pretty hard too kill already, (i only play on death mode, other ones get boring) without using their own troops. i got tired of fighting the aal and dying with pelian/vannilas so i re-worked the ronin yack gun so it fired 9999999999999999999 mass 9999999999999999999999999999999 sharpness and skiped recoil. i had created my first rape machene (mod). i was soo prowd. then i realized it sucked however, you have your reasons, other mods are pretty powerfull too, i suppose the aal & mercinarys need too keep up.
|
Tue May 12, 2009 2:11 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: [WIP] The Pelian Army *Update: May 10th*
no, he isnt, hes trying to make a sword that cuts realistically. but yeah, robots are a liiiittle too strong
|
Tue May 12, 2009 1:01 pm |
|
|
Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
|
Re: [WIP] The Pelian Army *Update: May 10th*
Meh, the Pelian Army doesn't make flimsy ♥♥♥♥ like we do today. They make things to be tough and durable, so they don't have to mass-produce items, weapons and robots like McDonalds does with burgers. The weapons and robots you see on your screen might have been in many other battles, for instance. Except the grenades. I'd like to see a reusable grenade.
...
Goddammit now i gave myself an awesome idea. >.> But anyways, maaaayyyyyyybe i'll nerf them just a little, but honestly, i'd hate to see the Assault Robot get faceraped by a shotgun pistol. I could live with a standard shotgun doing it, but a shotgun pistol? Hells no. =P
@Darlos: Well, MARS got upgraded yonks ago by now (somewhere in Q3 last year, i think), and the Assault Robot got upgraded in the middle of April here in 2009. Something tells me that your question was rhetorical, though... Anyways, i'll see to the walkpaths. The Assault Robot actually uses the vanilla robot walkpath, tweaked slightly in height to match the legs. Apparently, it needs more than that. Not sure what i'm going to do about the stability of MARS, though. I fear that if i make the pushforce higher, he'll just sink through the ground when walking.
@numgun: ModDB, you say? Sweet. I'll do it, sooner or later. Probably later, with me being a big sack of lazy bones.
|
Tue May 12, 2009 7:20 pm |
|
|
lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
|
Re: [WIP] The Pelian Army *Update: May 10th*
[quote="Shook"] I'd like to see a reusable grenade.
Recursively gibbing, ill make one in my next mod.
|
Tue May 12, 2009 8:05 pm |
|
|
Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
|
Re: [WIP] The Pelian Army *Update: May 10th*
numgun wrote: Darlos9D wrote: Or people just need to not make actors that are impervious to things... http://www.ModDB.com I found you there. I know who you are. That soldat mod looks awesome. I has account there and I upload my mods there. EDIT: ♥♥♥♥, retard post... This mod makes my CC crash every time I load it. So... No error message.
|
Tue May 12, 2009 10:33 pm |
|
|
Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
|
Re: [WIP] The Pelian Army *Update: May 10th*
Shook wrote: I'd like to see a reusable grenade. Numgun's Solid Snake actor has that one reusable grenade. Its just a grenade shaped gun that shoots grenades at an angle. The only downside is you can't charge up the grenade throwing distance. Unless you mean a grenade that you throw, it blows up, and then you pick it back up again. That would be most excellent.
|
Tue May 12, 2009 11:54 pm |
|
|
John_bowe
Joined: Wed Apr 22, 2009 1:51 am Posts: 104 Location: Pennsylvania
|
Re: [WIP] The Pelian Army *Update: May 10th*
But doesn't that defeat the whole purpose of a grenade? Blow up, releasing the potential energy contained to frag your opponents. Reusable means infinite potential energy which means....well, let's just say physics doesn't like it.
|
Wed May 13, 2009 7:45 am |
|
|
Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
|
Re: [WIP] The Pelian Army *Update: May 10th*
Yeah, it means basically it's worse than a nuke. It would have to be Shook's zero division bomb. Only an emitter not an explosion, and the emitter has infinite lifetime. Think about it. Even bullets can't be reused. Sure, the casings can be recycled if you're a real green freak, but face it, in war nothing's reusable.
|
Wed May 13, 2009 8:11 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: [WIP] The Pelian Army *Update: May 10th*
Well physics doesn't like firing 10 billion kilogram shots with barely any recoil either, but if physics wanna stay then physics better live under ma house rules.
|
Wed May 13, 2009 8:23 am |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: [WIP] The Pelian Army *Update: May 10th*
Shook wrote: I'd like to see a reusable grenade. I see this as a working concept. Even balanced, mind you. It'd be like a grenade launcher that you shoot the gun itself and after it explodes, you go pick it up and shoot it again. It would be much more tactical and interesting than a normal grenade lobbing weapon since you need to go and pick it up after it blew up. This can be achieved really easily by just making a pineapple grenade explode and leave a timed emitter that would then leave a new grenade after a small delay when the explosion has already gone away. Btw, can someone explain me how to do recursive gibbing in CC?
|
Wed May 13, 2009 10:08 am |
|
|
|
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
|
|