DarKlone Technologies (Old)
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarKlone Technologies - Updated 3/7/08
KnightD wrote: You should definitely make armor that comes off. One of which can be the little plume on the back of the heavy's head.
Also, I think the light Darklone, who looks like a ninja, is just begging to be equipped with a katana-esque weapon. As far as my armor goes, refer to my previous two posts. Also, I messed around with making some kind of sword for the exact reason you stated: it'd look good. I mean, the standard clones even look kinda samurai-esque, so it'd work out for both of them. But, I didn't want to make a sword like the ones that have been made in the past, but I couldn't figure anything else out. So, I scrapped the idea for now.
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Mon Mar 10, 2008 12:49 am |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: DarKlone Technologies - Updated 3/7/08
You need help with the sword concept??PLEASE???
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Mon Mar 10, 2008 1:03 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarKlone Technologies - Updated 3/10/08
This is SORT of an update. No new units got added, though the Heavy got tweaked a bit. It no longer has that plume on hits helmet, but the horns are bigger and it can actually fit in corridors without getting caught on the ceiling. Also, the RPGL has a somewhat better sound. And the hover turret and the security drone both have infinite ammo now. That is, they don't have to reload.
The biggest addition is something to put in your Base.rte folder. Its entirely optional, but if you want a challenge, this modification to the game pits you against DarKlones! Dropships will drop either a pair of regular DarKlones, or a single Heavy DarKlone. (don't worry, the regular ones are far more common). In either case, they could come with a variety of armaments. And watch out! They have extended AimDistances, especially the ones with the sniper rifles, or the heavies with the rocket launchers. They WILL fire at you from across the map. The instructions for adding this modification are in the first post. The mod itself is the DarKloneProgram.zip, if you couldn't tell. The instructions are below it in parenthesis.
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Mon Mar 10, 2008 6:20 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: DarKlone Technologies - Updated 3/10/08
First DL of Partial Edit Mod!
This'll be more fun!
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Mon Mar 10, 2008 7:35 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DarKlone Technologies - Updated 3/10/08
.RAR Please!
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Mon Mar 10, 2008 10:41 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: DarKlone Technologies - Updated 3/10/08
Here it is in .RAR format.
Please stop whining and get back to working on AAL.rte now.
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Mon Mar 10, 2008 4:57 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: DarKlone Technologies - Updated 3/7/08
Darlos9D wrote: Also, I messed around with making some kind of sword for the exact reason you stated: it'd look good. I mean, the standard clones even look kinda samurai-esque, so it'd work out for both of them. But, I didn't want to make a sword like the ones that have been made in the past, but I couldn't figure anything else out. So, I scrapped the idea for now. Well, i have an idea for a sword type that hasn't been made yet, but i don't know how well it would turn out. Use it if you want to... Basically, one could make it a throwable TDExplosive, with added emitters to make the blade deadly... And to allow the blade to go through things, make it an attachment. That way it could deflect bullets as well or sumthin'... Anyways, i think i'll be hitting that little download button very soon, so i may fight the DarKlones at some point :3
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Mon Mar 10, 2008 8:21 pm |
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Sheezy
Joined: Fri Sep 28, 2007 3:32 am Posts: 11
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Re: DarKlone Technologies - Updated 3/10/08
WTF? I tried installing it and it didn't work, not crash, but flat out not even loading the darklone rte? The game just ignores the RTE and doesnt load it. How2fix?
Last edited by Sheezy on Tue Mar 11, 2008 12:01 am, edited 1 time in total.
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Tue Mar 11, 2008 12:00 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: DarKlone Technologies - Updated 3/10/08
Make a copy of the folder, called it anything but DarKlones.rte.
Delete the original.
Rename the copy DarKlones.rte.
That should work.
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Tue Mar 11, 2008 12:01 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: DarKlone Technologies - Updated 3/10/08
I think they should be delivered in the darklone drop pods instead of dropships.
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Tue Mar 11, 2008 1:27 am |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: DarKlone Technologies - Updated 3/10/08
I don't remember exactly but did you say at some point there would be an exclusive DarKlone dropship and rocket?
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Tue Mar 11, 2008 4:09 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarKlone Technologies - Updated 3/10/08
C-tron wrote: I think they should be delivered in the darklone drop pods instead of dropships. I tried doing that, then realized there was something wrong with the drop pods: they give Player 1 money when they "return" even if they belong to Player 2. I need to figure out how to fix that. Also, I do plan to make some sort of dropship of my own in the future. These are just a stand-in for the moment.
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Tue Mar 11, 2008 5:27 am |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: DarKlone Technologies - Updated 3/10/08
C-tron wrote: I think they should be delivered in the darklone drop pods instead of dropships. The AI doesn't know to scuttle the useless pods. End result would be enough of them pushing their way to the bottom of the map until spawning them would result in them being removed after falling out of the bottom of the map. In other words, lolno.
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Tue Mar 11, 2008 5:29 am |
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C-tron
Joined: Sun Dec 30, 2007 7:55 am Posts: 165
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Re: DarKlone Technologies - Updated 3/10/08
They have autoscuttle... it's the same reason my mole machines kept disappearing, have you played this build yet? Also I don't find mining fun enough so money isn't an issue for me right now, either surplus or spending, so I'd really love a version that does it, if you'd PM it to me, I'd be really appreciative
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Tue Mar 11, 2008 5:57 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarKlone Technologies - Updated 3/10/08
Yeah, they really need to fix mining, it's retarded right now.
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Tue Mar 11, 2008 7:33 am |
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