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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Melee Master Arms Story stuff later. Most people don't care too much about it for the initial release anyway. Included: 5 knight actors 2 "brain" precious objects 3 ranger actors 10 ranged weapons 16 melee weapons 6 shields 2 digging tools (I'm telling you right now, these are useless as weapons) 1 stone drop box Activities utilizing all actors (not all weapons, yet) Best used in conjunction with Castle Creations Ltd. and WizCorp. NOTES: -AI is pretty stupid. numgun's suggestion helped a bit, but the knight attackers tend to sit in one place and swing ineffectually. -Very close to lagless. About on par with vanilla CC for orphaned particle lag, as in, little to none. -You can just hold down the fire button for all the melee weapons. Suggested by Gotcha!, it makes fighting easier. Credits: Gotcha! for most of the sprites (you can tell which brain object was made by me), numgun for AI suggestion, whoever invented the muzzleflash fake melee Download: MediafireOR (+226 DLs) Versions: v0.01: Release v0.02: Rebalanced the bows a bit v0.02b: Made the AI actors Buyable = 0. Should've done that before.
Last edited by Duh102 on Sun Sep 13, 2009 2:23 pm, edited 6 times in total.
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Thu May 07, 2009 3:44 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Note that some weapons are updated sprites from Ultima 7. A lot of them seemed to fit in with CC perfectly, so it was just a matter of polishing them up. E.g. big credits to old Origin as well.
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Thu May 07, 2009 6:46 am |
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Fallschirmjager
Joined: Fri Apr 10, 2009 9:13 pm Posts: 13
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Is there an activities or whatever, so the AI uses it?
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Thu May 07, 2009 7:05 am |
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LtCORTES
Joined: Thu May 07, 2009 7:42 am Posts: 47 Location: Russia
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Cool !!!! I start to suspect that you completely were engaged in a medieval theme:) Here to you both magicians and locks and one more fraction with knights. I think soon fights as in Lord Kolets will be:) I love this mod !!!
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Thu May 07, 2009 8:02 am |
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Prunelord
Joined: Mon May 04, 2009 2:01 pm Posts: 22 Location: Australia
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Sweet, downloaded. Trying now.
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Thu May 07, 2009 8:49 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
STOP RIGHT THERE CRIMINAL SCUM! Nice mod, downloading this and castle creation. Pretty unique!
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Thu May 07, 2009 8:49 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Awesome. I couldn't stop playing it. I wanted to leave a comment earlier but I just couldn't stop playing. I've tried it with AAL, Melee masters, vanilla stuff, unitech stuff, etc. I'm going to test this with Wizcorps now.
Crossbows are the wins. It's so powerful you can fight an AAL Marine with it. Way better than many vanilla firearms lol.
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Thu May 07, 2009 9:01 am |
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benjabby
Joined: Wed Apr 08, 2009 5:56 pm Posts: 50
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
This is awesome, I like having wars between knights and wizards Is it possible for you to make a simple peasant unit? And a Demon!?!?
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Thu May 07, 2009 9:18 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Very fun, if slightly overpowered. First weapon I've seen that's non-super and can kill a Darklone Heavy two hits. The actors are very well done as well.
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Thu May 07, 2009 9:29 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
The bows can be tuned downed a bit. They are too powerful sometimes, like killing an AAL marine in a few shots. I just love the sound when the weapons clash each other. Give you real feel on melee combat .
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Thu May 07, 2009 9:36 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
I am having immense fun with duel wielded Fire Sword and Frozen Sword. It makes no sense but it's sparkly so there. Also having fun with dual wielded daggers, I feel like a badass already.
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Thu May 07, 2009 10:00 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
I didn't noticed you can dual wield them! Must try out that 'badassness'.
I decided to fight the knights ninja style, so I armed myself with a katana and shirkens. Great ninja fun. Also, when defending a castle, do remember to equipt your warriors with blue bombs. They fit in well sprite-wise, and you can enjoy the fun of throwing bombs onto attackers' heads. This mod is...Wait, how many times did I priased this mod already?
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Thu May 07, 2009 10:25 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Dayum this is cool! But I feel that it strongly lacks something.
HOLY HAND GRENADES! I'm gonna make one, and maybe with a Black Knight actor to go with it. Wheeee.
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Thu May 07, 2009 10:29 am |
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FoboslC
Joined: Fri Jan 09, 2009 6:00 pm Posts: 31
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant! Did I said brilliant? NO? Well this mod is brilliant!
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Thu May 07, 2009 10:45 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
The Decaying Soldat wrote: I didn't noticed you can dual wield them! Mainly because you can't without editing the files.
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Thu May 07, 2009 11:27 am |
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