[B27] Kloveska Military Force v2.5.1 (Update: 6/13/12)
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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
Caelas wrote: Through major editing, and lack of an oppressor I have successfuly coded my way to being able to play against them. You didn't need to edit it at all. I already set up everything so that you could use them, you just needed to disable whatever activities you were already using. All your major editing was pointless.
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Fri Apr 18, 2008 3:53 am |
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The Sandman
Joined: Sat Apr 19, 2008 1:58 am Posts: 2
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Re: Kloveska Military Force v2
Hi, registered to try and get this mod working. I've done a clean reinstall of the game and the only mod I have on is the Kloveska. Yet I get this error: I feel bad for cluttering the thread up with more 'Help me!" noob requests but I can't find a decent FAQ onto what to do and the Wiki didn't help me either. What I'm trying to do is get the activities to work so I can fight KMF but I can't do it for the life of me. EDIT: So, I fixed my first issue. I did the index.ini incorrectly. But I stumbled onto another error. From what I can tell it has to do with the oppressor and something about its gibs but, other than that I'm clueless. EDIT2: So, I just removed the Oppressor from the Index.ini in Bases.rte and now it works. But I'd still like to try the game with that actor in it.
Last edited by The Sandman on Sat Apr 19, 2008 5:25 pm, edited 1 time in total.
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Sat Apr 19, 2008 5:07 pm |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: Kloveska Military Force v2
The KMF dropship shouldn't be anywhere close to base.rte. Delete all things about KMF in base.rte. then open index.ini in base.rte. look for the line that has Activities.ini in it. Add "//" to the beginning of the line. DOne.
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Sat Apr 19, 2008 5:19 pm |
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Theaveragejoe
Joined: Sun Feb 10, 2008 10:43 pm Posts: 5
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Re: Kloveska Military Force v2
The Sandman wrote: Hi, registered to try and get this mod working. I've done a clean reinstall of the game and the only mod I have on is the Kloveska. Yet I get this error:
[Giant descriptive pictures]
1) Open Kloveska.rte 2) Open Index.ini 3) Copy everything there except DataModule 4) Comment out (place // at the beginning of the line) every line except DataModule 5) Go to Base.rte, open Index.ini there. 6) Paste what you copied below every line except: IncludeFile = Base.rte/Activities.ini If you can't understand that, try this. http://www.datarealms.com/wiki/index.php/Activities.ini_EditingEDIT: Or just do what sixteen said...
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Sat Apr 19, 2008 5:21 pm |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: Kloveska Military Force v2
Kloveska already has all you need to fight these guys. Unless you want to fight them along with other mods. Then do what that guy said.
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Sat Apr 19, 2008 5:30 pm |
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Zero94
Joined: Mon Apr 16, 2007 5:25 pm Posts: 14
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Re: Kloveska Military Force v2
These things rule, but there is ONE expection.
The opressor. It shoots a dropship = Gibs fall and it dies. It gets shot by a MG in the head = Death It duels MPAM, Which costs half of opressors cost. Opressor shoots at MPAM half a clip, and it gets 13 points of damage. IT COSTS 800 OZ AND DIES FROM A FRIKKIN BULLET FROM A FRIKKIN AK-47 THAT HITS IT IN THE HEAD/BODY!!!!
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Sat Apr 19, 2008 6:30 pm |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: Kloveska Military Force v2
Well, I modders have different standards. For example, I could make a gun that kills the MPAM or almost any other mods with one shot. Easy. Or I could make an invincible clone. Easy. Sort of.
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Sat Apr 19, 2008 8:02 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
Zero94 wrote: These things rule, but there is ONE expection.
The opressor. It shoots a dropship = Gibs fall and it dies. It gets shot by a MG in the head = Death It duels MPAM, Which costs half of opressors cost. Opressor shoots at MPAM half a clip, and it gets 13 points of damage. IT COSTS 800 OZ AND DIES FROM A FRIKKIN BULLET FROM A FRIKKIN AK-47 THAT HITS IT IN THE HEAD/BODY!!!! I apologize if you were expecting some crazy uber kill-everything-in-one-shot super unit. I you actually played the game how meant to be played (dig gold, not set starting to some incredibly high number, etc) you'd find that 800 oz is fairly easy to come across. It also has a shield to block said AK rounds, so if you had a little more than half a brain you'd use it. Not to mention that Numgun's mods aren't exactly the most balanced ones around. Theaveragejoe wrote: 1) Open Kloveska.rte 2) Open Index.ini 3) Copy everything there except DataModule 4) Comment out (place // at the beginning of the line) every line except DataModule 5) Go to Base.rte, open Index.ini there. 6) Paste what you copied below every line except: IncludeFile = Base.rte/Activities.ini If you can't understand that, try this. http://www.datarealms.com/wiki/index.php/Activities.ini_EditingEDIT: Or just do what sixteen said... Or, you can do neither. As I said before, everything you need to fight these guys is already set up. All you need to do is disable any other activities you're using
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Sun Apr 20, 2008 2:41 am |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: Kloveska Military Force v2
That's exactly what I said. But he said KMF Dropship in Base.rte. I jus tadded that little instruction in.
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Sun Apr 20, 2008 2:46 am |
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The Sandman
Joined: Sat Apr 19, 2008 1:58 am Posts: 2
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Re: Kloveska Military Force v2
Cool. Thanks guys. Everything worked out. Ya, I guess the pictures were overkill. Excellent mod, balanced just right for a challenge.
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Sun Apr 20, 2008 2:51 am |
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Leevizer
Joined: Fri Mar 23, 2007 2:05 pm Posts: 88 Location: Tampere
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Re: Kloveska Military Force v2
No_0ne wrote: Zero94 wrote: These things rule, but there is ONE expection.
The opressor. It shoots a dropship = Gibs fall and it dies. It gets shot by a MG in the head = Death It duels MPAM, Which costs half of opressors cost. Opressor shoots at MPAM half a clip, and it gets 13 points of damage. IT COSTS 800 OZ AND DIES FROM A FRIKKIN BULLET FROM A FRIKKIN AK-47 THAT HITS IT IN THE HEAD/BODY!!!! I apologize if you were expecting some crazy uber kill-everything-in-one-shot super unit. I you actually played the game how meant to be played (dig gold, not set starting to some incredibly high number, etc) you'd find that 800 oz is fairly easy to come across. It also has a shield to block said AK rounds, so if you had a little more than half a brain you'd use it. Not to mention that Numgun's mods aren't exactly the most balanced ones around. I think he didnt expect a crazy kill everything thing, i think he wanted it to be able to take more damage. I have found out that the shield is too small to protect the oppressor enough (If it aims to a unit near it, the shield lowers anf the head is easy to shoot, even with an ak 47. With that cost, i could take 5-7 Light clones, depending on weaponry, and they could survive for more time. 800 OZ is not very easy to pay for a unit that dies very soon, IF you are playing about an AI in death mode, and because we all know that AI cant dig. It is too weak for a big, killy war machine. PS: The shield doesnt cover the BACK of him, making it very easy to kill, except you have some "Backup" behind it
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Sun Apr 20, 2008 6:42 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
Leevizer wrote: I think he didnt expect a crazy kill everything thing, i think he wanted it to be able to take more damage. I have found out that the shield is too small to protect the oppressor enough (If it aims to a unit near it, the shield lowers anf the head is easy to shoot, even with an ak 47. With that cost, i could take 5-7 Light clones, depending on weaponry, and they could survive for more time. 800 OZ is not very easy to pay for a unit that dies very soon, IF you are playing about an AI in death mode, and because we all know that AI cant dig. It is too weak for a big, killy war machine.
PS: The shield doesnt cover the BACK of him, making it very easy to kill, except you have some "Backup" behind it Have you people ever heard of the term "weak spot"
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Sun Apr 20, 2008 5:56 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Kloveska Military Force v2
Will this have a v3?
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Sun Apr 20, 2008 11:14 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Kloveska Military Force v2
Roy-G-Biv wrote: Will this have a v3? If it isn't compatible with the next release of CC. (I assume). Now stop asking stupid questions. >:(
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Mon Apr 21, 2008 1:51 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
Lambda wrote: Now stop asking stupid questions. >:( I must agree, Roy-G-Biv has been saying a whole lot of stupid stuff, and I'm getting very sick of it. Just think about things before you say them: Do they contribute something valuable/usable to the mod? Does it sound childish? Is it silly? If so, is it funny?
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Mon Apr 21, 2008 7:58 am |
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