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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
they are ideal as guards, i find.
and i suppose as frontlinemen if the landscape isnt too ravaged/cliffy.
minigun/electrolazer especially.


Wed Sep 03, 2008 8:14 am
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
Wow, cool stuff,
I found a problem when trying too order, the flamethrower aint buy able. (I fixed it my self but I'm just sayin')
also the new clone is epic but I think the softpenetrate2.wav fits its wound sound better. The shogun is slightly weaker than the shinobi, I think you should make the difference more noticeable.
When I downloaded this I was also disappointed you removed the machine gun (its awesome) and I would like too ask if you still have it.
I really love this mod and I would like too continue,
~Roon3


Wed Sep 03, 2008 1:10 pm
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
Does anyone know to fix my problem in the support section, because no one knows, then I CAN'T TEST OUT THE NEW DarkStorm!!

Anyway, looks great and I wish I could test it out, keep up the good work!


Wed Sep 03, 2008 1:18 pm
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
Exalion pretty much nailed it. The Shogun aren't made for going all over the place, but the jump thing is necessary if they want to be any more mobile than a dreadnought. Though if you drop them close to front lines, you're sure to get them to the enemy in a decent amount of time. And they're certainly effective at that point.

I don't want to make something that's powerful AND can fly really well. Since I know everybody with their 9999999 starting gold will use that and nothing else. Look what happened with my old heavy. Nobody talked about my regular DarKlone back in the day, after I released that thing. Now with my current DarkStorm setup, people are already comparing the advantages and drawbacks between the Shinobi and the Shogun. THATs what I was going for.

Man, I can't wait for full Lua. Then I can make their armor weaker, but have it regenerate out of combat. I know I've gotten complaints of the Shinobi being too tough. I actually toned down both the Shinobi and the Shogun yet again, though I haven't released it yet. Now the Shinobi takes pretty much the same number of hits as a coalition heavy. The only difference is that you HAVE to blast through their armor, wheras coalition guys can be shot in their exposed areas at any time. The Shogun can pretty much take twice as many hits as the Shinobi now. (so, twice as many hits as a coalition heavy)

Also, I attempted making a full-out stealth Shinobi, using that weird "null emitter flash" invisibility trick, but it didn't seem to work. Maybe Data fixed that for B21? So, that's something else that'll have to wait for full Lua.


Wed Sep 03, 2008 3:31 pm
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
Darlos do you still have the old machine gun? (D33) if so can you post it? (I'll add it too the index myself)


Wed Sep 03, 2008 3:36 pm
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Location: Behind a DarKlone, trying to pierce its fudging armor!
Post Re: DarkStorm Military Technologies - Updated 9/1/08
And any updates on that custom scene we've all been hearing about so much?


Wed Sep 03, 2008 5:16 pm
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
Roon3 wrote:
Darlos do you still have the old machine gun? (D33) if so can you post it? (I'll add it too the index myself)

The minigun replaced it. Unless you buy it with a Shogun, it functions exactly the same as the old machine gun. It just looks and sounds different. In the future, I want to make it so you can deploy some kind of stabilizer and turn it into a mounted gun that fires as fast as it does when the Shogun uses it.


Thu Sep 04, 2008 1:38 am
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
The minigun's missing something.


Every time i look at it i think "explosive rounds"...


Thu Sep 04, 2008 5:18 am
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
lol go make it yourself.. :P

also activities is coming, im just on the wrong computer. i played with it yesterday, and while its currently pretty basic, its damn fun. ill post soon.


Thu Sep 04, 2008 6:06 am
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
You should replace the jump with a weak jet pack(kind of like the widowmaker's). CC isn't designed for jumping.


Thu Sep 04, 2008 10:02 pm
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
Darlos9D wrote:
I don't want to make something that's powerful AND can fly really well. Since I know everybody with their 9999999 starting gold will use that and nothing else.

I only use 15000..
However, I use those old fusion generators.

Still, I rarely order shoguns.


Thu Sep 04, 2008 11:45 pm
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
I actually think you should add some thrust to the main blast instead of the flash, so it's not so unstable on the come down.


Fri Sep 05, 2008 12:21 am
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
I think someone recommended a grappling hook earlier in this thread. Maybe something more of a grappling anchor cannon would be needed for the Shogun, but, it could help with his jumping problems. I think it's pretty nifty but also annoying in 4 way corridors or T corridors where you have to jump across a ledge; the Shogun tends to hit his head on the roof, and stumble. Usually I can make it across but a few times I have sadly had to leave my units at the bottom of long shafts as useless guards. Might be just me, but...


Fri Sep 05, 2008 2:49 am
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
lol. dont make your base so complex.
also no, dont make the jet float down, its better as a jump damnit ><


Fri Sep 05, 2008 3:34 am
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Post Re: DarkStorm Military Technologies - Updated 9/1/08
Activities anyone?
EDIT:Whoops, Fixed.


Attachments:
Darkstorm.zip [1.29 KiB]
Downloaded 163 times


Last edited by Tea on Sat Sep 06, 2008 12:25 pm, edited 2 times in total.

Fri Sep 05, 2008 7:56 pm
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