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 [B27] Kloveska Military Force v2.5.1 (Update: 6/13/12) 
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Joined: Wed Feb 14, 2007 5:37 am
Posts: 350
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Post Re: Kloveska Military Force v2
FireBlizzard wrote:
This is gonna be a stupid question but, how do I get the activities (Kloveska activities that is) to work ?_?


Go into the Base.rte, open up the index.ini and put a "//" infront of the line directing to it's activities.ini

So it should look like this:
Code:
DataModule
   IncludeFile = Base.rte/Materials.ini
   IncludeFile = Base.rte/Sounds.ini
   IncludeFile = Base.rte/Effects.ini
   IncludeFile = Base.rte/Ammo.ini
   IncludeFile = Base.rte/Devices.ini
   IncludeFile = Base.rte/Actors.ini
   IncludeFile = Base.rte/Scenes.ini
// IncludeFile = Base.rte/Activities.ini


Wed Jun 11, 2008 10:55 pm
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Post Re: Kloveska Military Force v2
In base.rte, comment out Activities.ini in Index.ini.

Add this // to the beginning of the line it's on.


Wed Jun 11, 2008 10:56 pm
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Kloveska Military Force v2
oh, so thats all I had to do ?_? (So I keep Activities - Hard normal then) ?_?


Wed Jun 11, 2008 11:00 pm
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Post Re: Kloveska Military Force v2
FireBlizzard wrote:
oh, so thats all I had to do ?_? (So I keep Activities - Hard normal then) ?_?


Yes, that's all you need to do.


Wed Jun 11, 2008 11:02 pm
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Post Re: Kloveska Military Force v2
Thank you =D Cant wait to go up against the Kloveska (Ill even do the same for some other factions XD)


Wed Jun 11, 2008 11:03 pm
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Joined: Tue Jan 01, 2008 5:56 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Kloveska Military Force v2
Yes, think of base.rte as a mod. If you load activities.ini from base.rte AND Kloveska.rte you will have two activity.ini files loaded (whether they both work or just the first one loaded I'm not sure of). Just comment out which one you'd prefer not to use (base.rte), so the other activities file will load by itself(kloveska.rte).


Wed Jun 11, 2008 11:05 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Kloveska Military Force v2
Ive been loading 3 at a time (Normal, Crobotech, Kloveska) heh, and I wondered why it crashed so much XD


Thu Jun 12, 2008 12:06 am
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Post Re: Kloveska Military Force v2
On a completely different topic, but I feel really bad about what I did to one of your raptors :( . it serves him right for standing on an AAL marines explosive slug though. :twisted:

Image

P.S. Its legs are on the debris just below it.


Mon Jun 16, 2008 2:56 am
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Post Re: Kloveska Military Force v2
^what mod is that planetarium bunker module from?


Mon Jun 16, 2008 3:34 am
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Post Re: Kloveska Military Force v2
CandleJack wrote:
^what mod is that planetarium bunker module from?

Lord Tim's Maproom.


Mon Jun 16, 2008 3:48 am
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Post Re: Kloveska Military Force v2
CandleJack wrote:
^what mod is that planetarium bunker module from?

http://datarealms.com/forum/viewtopic.php?f=61&t=10284


Mon Jun 16, 2008 9:32 am
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Post Re: Kloveska Military Force v2
Whenever I try to fight these guys, my brain always spontaneously explodes after awhile, it gets really annoying.

I think it has to do with the number of units the Kloveska activities.ini spawns at a time, and the spawn interval. There's a reason you only see 1 or 2 units max dropped out of a dropship with the default activities, I guess.


Tue Jun 17, 2008 12:04 am
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Post Re: Kloveska Military Force v2
All I can say is, don't play "Death" with KMF activities.


Tue Jun 17, 2008 1:15 am
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Post Re: Kloveska Military Force v2
I edited the activities, so instead of dropping six Recruits it only drops two of them. Same with Soldiers. Dunno if it'll still make my poor commander fall over dead suddenly though.


Tue Jun 17, 2008 4:32 am
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Location: The place.....y'know....there, no....there.
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Post Re: Kloveska Military Force v2
Awesome, this is nice.

I hope to make my own faction....soon... :grin:


Tue Jun 17, 2008 4:38 am
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