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 DarKlone Technologies (Old) 
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Joined: Fri Mar 14, 2008 4:04 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
Well, it works for me now. Great!


((Also, could you add the thing that adds Darklones to the skirmish mode again? That was great...)


Thu Apr 10, 2008 10:57 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
Mabye make custom scenes where they spawn =3


Thu Apr 10, 2008 11:29 pm
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Location: Tallahassee, FL
Post Re: DarKlone Technologies - Updated 4/6/08
Rider wrote:
Maeus wrote:
It doesn't work for me, I'm afraid. It just skips it whilst loading.


I'm having the same thing at a friends place too. It works fine at my own place, PC and laptop (WinXP and 2K respectively), but here (XP) it just skips it entirely...

very strange...

I had the contents of Index.ini commented out in my .rte. Not the best thing to do when I want other people to be able to load it.

I have it like that because I have it set to load within my base.rte for the sake of custom activities. So, I don't need it to load again in DarKloneTech.rte.


Fri Apr 11, 2008 8:42 am
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Post Re: DarKlone Technologies - Updated 4/6/08
How about you make the activities DKlones when they have their Drop ships =3

(So are you planning on tonning down their freakishly strong armour in total ?_?)


Fri Apr 11, 2008 12:28 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
FireBlizzard wrote:
(So are you planning on tonning down their freakishly strong armour in total ?_?)
No, he probably isn't. That's what makes DarKlones DarKlones. They're the original standard for "tough". I'd use them as my skirmish enemies if they weren't so frickin' retarded in the hands of the AI.


Fri Apr 11, 2008 1:55 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
FireBlizzard wrote:
How about you make the activities DKlones when they have their Drop ships =3

(So are you planning on tonning down their freakishly strong armour in total ?_?)

I already downgraded the heavy, and the standards aren't too tough. Even the standard AK can probably take them out in the same number of shots as a heavy coalition. Its just that they're pretty durn resistant to weaker things. Also, a good solid explosion can take out most of my units in one hit.


Fri Apr 11, 2008 6:38 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
Normally I wasn't a fan of your mod because of the sheer volume to it. I only like to keep active mods that expand play options, but not dominate. I eventually caved to my need for new content and retried this new version out.

I trimmed out the most of the mod for my personal use. In fact I just nixed out everything except the actors, the weakest weapons that can be dual wielded, the katana and throwing knives, the grenades, and that gun that shoots land mines.

The landing pod might go too due to "tunneling" abuse.

The small firearms are fun. I especially like the revolver sprite. It reminds me of Malcolm Reynold's gun on Firefly.

The Darklones are great. I loved going through my entire selection of mod guns just to see what could or couldn't kill the heavies. Humourously the first shot I took with a .47 magnum gun (S&W something) blew a perfect hole dead center in a Heavy's chest, but then every proceeding shot ricocheted off without harming it.


Fri Apr 11, 2008 7:38 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
Darlos9D wrote:
I already downgraded the heavy, and the standards aren't too tough. Even the standard AK can probably take them out in the same number of shots as a heavy coalition. Its just that they're pretty durn resistant to weaker things. Also, a good solid explosion can take out most of my units in one hit.


I know what you mean and all =3 Its just at times they should be weaker then they really are =S


Fri Apr 11, 2008 9:32 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
FireBlizzard wrote:
Darlos9D wrote:
I already downgraded the heavy, and the standards aren't too tough. Even the standard AK can probably take them out in the same number of shots as a heavy coalition. Its just that they're pretty durn resistant to weaker things. Also, a good solid explosion can take out most of my units in one hit.


I know what you mean and all =3 Its just at times they should be weaker then they really are =S

Sigh... I dunno. I'd like to make something balanced well against the vanilla CC stuff, but... the vanilla CC stuff just doesn't have a very broad range of things to choose from. I'd like to imagine that in later builds with more complete sets of weapons and units that there'd be some things more readily capable of taking out tougher units such as mine. I suppose I'm trying to make something that might resemble that broader range of equipment, including more powerful and expensive things.

In the future, should CC change to set some more solid standards, such as on explosives and lasers, then I'll probably change my mod to match up against it more sensibly. At the moment, I have nothing to go by besides my gut instinct.


Sat Apr 12, 2008 2:45 am
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Post Re: DarKlone Technologies - Updated 4/6/08
You should rework the old turret into a proper hovertank. M1A4 kinda shaped, but of course extrapolated. Is it possible to have little U shapes for actors to be held in?


Sat Apr 12, 2008 3:47 am
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Post Re: DarKlone Technologies - Updated 4/6/08
C-tron wrote:
You should rework the old turret into a proper hovertank. M1A4 kinda shaped, but of course extrapolated. Is it possible to have little U shapes for actors to be held in?

The turret isn't supposed to be a hovertank. I'll probably make a proper tank when I start doing the "heavy industries" part of my mod later on, along with a weapons platform and probably a mech.


Sat Apr 12, 2008 5:37 am
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Post Re: DarKlone Technologies - Updated 4/6/08
I think that the heavy's armour should be the same toughness as the normal's.
But he would of course have like 250 health and a really high GibWound/ImpulseLimit.


Sat Apr 12, 2008 8:16 am
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Post Re: DarKlone Technologies - Updated 4/6/08
Darlos9D wrote:
Sigh... I dunno. I'd like to make something balanced well against the vanilla CC stuff, but... the vanilla CC stuff just doesn't have a very broad range of things to choose from. I'd like to imagine that in later builds with more complete sets of weapons and units that there'd be some things more readily capable of taking out tougher units such as mine. I suppose I'm trying to make something that might resemble that broader range of equipment, including more powerful and expensive things.

In the future, should CC change to set some more solid standards, such as on explosives and lasers, then I'll probably change my mod to match up against it more sensibly. At the moment, I have nothing to go by besides my gut instinct.


Yeah i see... The original units are way too weak and they dont have any good weapons... So yeah, I see what your thinking a little more clearly =3

So whats the aprx minimum days/weeks till the next big update on the pack ?_?
Id love to see the Dropship soon =3 (mabye itll help me think of a dropship idea for me too XD)


Sat Apr 12, 2008 2:59 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
I really REALLY like the weapons, but the actors, I don't know why I don't like them but I just don't. The sprites are good, even if I don't like them.

EDIT: But I really do like the turrets.


Sat Apr 12, 2008 4:26 pm
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Post Re: DarKlone Technologies - Updated 4/6/08
I figured out why i originally complained XD I wanted to go around killing everything with the normal pistol XD


Sat Apr 12, 2008 4:35 pm
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