[B27] Kloveska Military Force v2.5.1 (Update: 6/13/12)
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Kloveska Military Force v2
The Activities.ini isn't working for me. The enemys don't use the Kloveska stuff. Other than that, the sprites are 8/10, offsets for the Oppresser are exellant, although it can't crouch very well. Total = Great job, 98/100
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Sun Apr 13, 2008 5:46 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Kloveska Military Force v2
A note for the aesthetics on your dropship:
You can add the Velocity variable to any particle. Normally, it's only on craft, but you can use it to make the side hatches "blow" outward more.
Velocity = Vector X = 0 Y = 0
Positive Y for downward, negative for upward. X is standard.
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Sun Apr 13, 2008 5:48 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Kloveska Military Force v2
I tried dropping one of my heavies in your drop pod twice. Both times the game crashed with a weird memory read error the moment the pod hit the ground.
This isn't your fault, of course. Just thought I'd point it out in case anyone else wanted to try it. Maybe the same thing would happen with other large units.
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Sun Apr 13, 2008 5:50 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Kloveska Military Force v2
õ_o
I dropped the massive robot in it, and nothing happened. I wonder what the problem is...
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Sun Apr 13, 2008 5:59 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: Kloveska Military Force v2
CaveCricket48 wrote: The Activities.ini isn't working for me. The enemys don't use the Kloveska stuff. Other than that, the sprites are 8/10, offsets for the Oppresser are exellant, although it can't crouch very well. Total = Great job, 98/100 The Oppressor isn't suppose to crouch. The annoying thing is that there is not a way to turn off an actor's ability to crouch/crawl.
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Sun Apr 13, 2008 6:32 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Kloveska Military Force v2
Winterous wrote: õ_o
I dropped the massive robot in it, and nothing happened. I wonder what the problem is... Well, I dunno then.
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Sun Apr 13, 2008 6:39 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Kloveska Military Force v2
No_0ne wrote: CaveCricket48 wrote: The Activities.ini isn't working for me. The enemys don't use the Kloveska stuff. Other than that, the sprites are 8/10, offsets for the Oppresser are exellant, although it can't crouch very well. Total = Great job, 98/100 The Oppressor isn't suppose to crouch. The annoying thing is that there is not a way to turn off an actor's ability to crouch/crawl. Couldn't you do something with the crawlpaths? To make it the same as walking, or slightly bent down!
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Sun Apr 13, 2008 8:09 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Kloveska Military Force v2
Krumbs wrote: Alaifain what is the name of that thing in your avatar because I see it all the time but I dont know what it's called. I also want to download this but I need a gold mod so me and my bro can play for ages and not waste time gold digging. It's called activities.ini. Change ''player1gold" or some value like that from 2000 to 200000 or some huge number.
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Sun Apr 13, 2008 8:21 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Kloveska Military Force v2
FundsOfTeam1, the variable in question, only applies to single human controlled team matches.
If you have two or more humans pitted against each other, you need a "gold mod".
Guess what, you're in for a treat.
Grif's FOUR LINE GOLD MOD:
AddAmmo = TDExplosive CopyOf = Frag Grenade InstanceName = Gold Maker GoldValue = -999999
AddAmmo has no tabs, all the rest have one.
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Sun Apr 13, 2008 8:58 am |
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Czar Leopold
Joined: Mon Dec 17, 2007 10:19 pm Posts: 104
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Re: Kloveska Military Force v2
Downloaded without second thought. Once again, my evil space-empire shall march across horizland!
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Sun Apr 13, 2008 9:41 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Kloveska Military Force v2
Grif wrote: FundsOfTeam1, the variable in question, only applies to single human controlled team matches.
If you have two or more humans pitted against each other, you need a "gold mod".
Guess what, you're in for a treat.
Grif's FOUR LINE GOLD MOD:
AddAmmo = TDExplosive CopyOf = Frag Grenade InstanceName = Gold Maker GoldValue = -999999
AddAmmo has no tabs, all the rest have one. Yeah, I always used to do ♥♥♥♥ like that before activities.ini.
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Sun Apr 13, 2008 9:52 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Kloveska Military Force v2
Alright, after a nice long glitched battle I have a report of stuff that could be improved and what I liked and not:
Firstly the visor break sound still bothers me alot since its the same when your brain is hit.
Secondly Im not sure whether it was intentional or not, but the Basilisk's cannon can be bought from the menu. (Other guns are not buyable)
Then I highly recommend players avoid playing against kloveska hard mode invasion on very large maps. My units and brain spontaniously exploded from no apperant reason. I even saw some of my coalition soldiers been burried alive by a mysterious power inside concrete until their heads popped off and exploded too suddenly (nothing could have caused it except lag).
Also with the existing vast amount of different infantry units, I think pre-equipping them with the guns (AddInventoryDevice) you suggested on the OP would be great. Faster deploying and if needed, you could buy extra weapons for them and then do whatever you want afterwards.
The minigun should be buyable imo, its a very balanced weapon and with giving it a nice high cost would make it a good buyable weapon.
Otherwise playing against the KMF on hard mode in death setting was very enjoyable with the huge army flooding my small base with their extremely wide and differing attack force.
Awesome mod. You get Over 9000 out of 10.
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Sun Apr 13, 2008 3:51 pm |
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ddgc
Joined: Thu Dec 06, 2007 4:01 am Posts: 63 Location: Alt+F4
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Re: Kloveska Military Force v2
numgun wrote: Also with the existing vast amount of different infantry units, I think pre-equipping them with the guns (AddInventoryDevice) you suggested on the OP would be great. Faster deploying and if needed, you could buy extra weapons for them and then do whatever you want afterwards. Seconded.
Last edited by ddgc on Mon Apr 14, 2008 12:02 am, edited 1 time in total.
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Sun Apr 13, 2008 7:02 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Kloveska Military Force v2
Since im not feelin up too reading 3 pages... Great job =D Ive always loved playing as mercenaries =D
Now I have a team officially labelled as mercenaries =3 *evilish laugh*
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Sun Apr 13, 2008 7:29 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: Kloveska Military Force v2
Different version with all actors equipped uploaded on first post.
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Sun Apr 13, 2008 9:47 pm |
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