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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Gotcha! wrote: There is, but unfortunately people will have to forget about mining gold as well. Heehee. I get the feeling you were experimenting with this...
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Sun Sep 14, 2008 4:06 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Not really, but when you increase the density of the ground, it'll be harder to mine in. (Try digging in the Darkness level.)
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Sun Sep 14, 2008 4:25 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
The only way to fix it (nicely) would be to increase the size of the foot collision groups to match the heft of the actor, keeping it proportional. Not a great fix for something like the MPAM. You could also increase the strength of the ground like Gotcha! said, but you'd need to increase the power of diggers to match. Possibly a good fix for other things too, like kinetics going through bases too easily. It would require a lot of work though, doing all the materials in the game.
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Sun Sep 14, 2008 11:59 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
OR you could make the actors lighter.
This is a problem in real life too, look at cattle. They walk all over the soil, compress it, and then stuff all will grow in it. It's not the game that needs to change, it's the super heavy actors. the vanilla CC actors don't have this problem.
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Mon Sep 15, 2008 12:32 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Eh, I just like the marines as huge as they are. They are ment to be the outdoor big boys that can defend a base against any odds. They dont have much business in bunkers and narrow shafts which limits them to a certain extent.
I will make the marine more armored and more destroyable through attachable armor. Especially the top part where the large shoulders and the head dome will be breakable.
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Mon Sep 15, 2008 9:38 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
So are you going to address the weight issue?
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Mon Sep 15, 2008 9:41 pm |
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dracura
Joined: Mon May 12, 2008 8:44 pm Posts: 65
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Maybe just a slight reduction in marine size? So they don't destroy the ceiling's AS much with their head when they walk.
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Tue Sep 16, 2008 4:07 am |
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Requisite
Joined: Fri Nov 16, 2007 6:32 pm Posts: 211
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
dracura wrote: Maybe just a slight reduction in marine size? So they don't destroy the ceiling's AS much with their head when they walk. numgun wrote: Eh, I just like the marines as huge as they are.
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Tue Sep 16, 2008 4:15 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Requisite wrote: dracura wrote: Maybe just a slight reduction in marine size? So they don't destroy the ceiling's AS much with their head when they walk. numgun wrote: Eh, I just like the marines as huge as they are. Seems like the Techies and Troopers are going to be the only ones to fit through the default tunnels.
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Tue Sep 16, 2008 5:25 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Yes, but we don't give a ♥♥♥♥ about tunnels, it's impossible to walk on dirt with them.
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Tue Sep 16, 2008 5:32 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
numgun wrote: Eh, I just like the marines as huge as they are. They are ment to be the outdoor big boys that can defend a base against any odds. They dont have much business in bunkers and narrow shafts which limits them to a certain extent.
I will make the marine more armored and more destroyable through attachable armor. Especially the top part where the large shoulders and the head dome will be breakable. Sounds good, but make sure you change the weight of the actor, his limbs and his attachables so we don't leave GIANT POTHOLES wherever we walk, as well as the ability to crush through most objects.
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Tue Sep 16, 2008 8:18 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
I think those objects also include guns you want to pick up.
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Tue Sep 16, 2008 4:24 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Love this mod.MPAM is most powerful thing i saw in cortex since build 14.One of my 3 fav mods.
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Thu Sep 18, 2008 2:39 pm |
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Caelas
Joined: Mon Dec 25, 2006 12:04 am Posts: 336
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
Sorry to get off topic, but neoseeker your pics are scary! And the new mech's gun is very fun, It launches the clones it hits.
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Tue Sep 23, 2008 1:01 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: -Alteisen Arsenal Labs- ))AAL Product !VERSION 2!
I agree, Neoseekers pics are so ugly it's offputting.
Also, the MPAM being powered isn't neccesarily a good thing grenade, oh member-of-stupid-comments.
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Tue Sep 23, 2008 8:22 am |
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