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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
ProjektODIN wrote:
ITT: People postulate about "the future" in a silly video game and look even sillier while doing so.

There are already automatic loaders for large things like autocannons and tanks. And reloading the box magazine on a m249 or an m60 is not as hard as it seems.

I'd like to note that flamethrowers aren't used because they are unwieldy--not just to reload--but generally speaking are just dangerous. Get yourself shot and you might take your squad or platoon with you.

That, and I think there's some Geneva Convention garbage about burninating people.

I was about to argue about machine guns, then decided not to. Primarily because the "machine gun" in my mod is actually a minigun with one barrel. Such a thing would probably require a large, external source of ammo in order to offset the high rate of fire (otherwise it'd just run out fast). Rather than put a HUGE magazine on the gun itself, making it seem unwieldy, I decided to do a backpack thing. Which, just like a flamethrower, would be difficult to reload quickly. Then I kinda ran with that idea for all the "heavy" weapons. And you aren't forced to use those weapons either. You can buy an unarmed Shogun and give him something else.

Though now I'm starting to consider replacing the low-ROF version of the minigun that you can buy normally for anybody with some kind of more streamlined SAW, since it'd just look better. I'd simply design it to have some kind of easy-to-reload box magazine, as opposed to a belt of ammo in an attached storage box. (which is NOT a box magazine, exactly)


Tue Oct 21, 2008 2:58 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Ammo belts look cool.
You feel like Rambo when you have an ammo belt on you.


Tue Oct 21, 2008 6:24 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Sorry, I am a total newb here .

Is this mod compatible with 2.1 ?

Thanks !


Fri Oct 24, 2008 7:22 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Yes;
1. It wouldn't be here if it wasn't.
2. Why don't you just find out for yourself?


Fri Oct 24, 2008 7:33 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
All of the mods here are.


Fri Oct 24, 2008 7:34 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Thanks for your answers .


Fri Oct 24, 2008 7:40 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
numgun wrote:
Ammo belts look cool.
You feel like Rambo when you have an ammo belt on you.

Well, thats what the minigun is for.

So, I created a SAW that replaces the low-ROF minigun, which just looks better. I'm also thinking of relegating the electrolaser to being a heavy weapon. I'm sort of dissatisfied with the current explanation for its power source, and its current look. I think it might require a bigger, heavier array. Its destructive capabilities are pretty intense for normal guys to go running around with, anyway.

I'm struggling with the awesome might of the shock mortar as well. Not sure what to do there, though, since its not really crazy to have regular infantry carrying a mortar launcher. I'll have to think about it.


Sat Oct 25, 2008 6:33 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Shouldn't all tengu weapons be made for use while in flight? Also, I think this mod needs a weapon that interferes with robots, dummies, and non-Darkstorm dropships. Maybe some sort of polar ion storm generator. Snow or ice that interferes with dropship engines and robot motor systems would be cooler.


Sat Oct 25, 2008 6:42 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
CandleJack wrote:
Shouldn't all tengu weapons be made for use while in flight? Also, I think this mod needs a weapon that interferes with robots, dummies, and non-Darkstorm dropships. Maybe some sort of polar ion storm generator. Snow or ice that interferes with dropship engines and robot motor systems would be cooler.

Yeah, right, I'll go ahead and code up a weapon that selectively affects only certain actors. Yeah, that's doable.

Also, while Shinobi Tengus are good for flying, that doesn't mean they're deadshots at all times. It's probably hard to shoot people while hurtling through the air and completely unstablized, even for those guys. As for the Shoguns, they aren't really made for aerial maneuverability. Though they do walk kinda quickly to make up for their lack of a flight system. (which is generally replaced by whatever back-mounted ammo system their weapon requires)


Sat Oct 25, 2008 8:29 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
But Darlos, you're forgetting that this is the future!
In the future people can do amazing feats effortlessly!


Sat Oct 25, 2008 8:34 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
that and they are inspired by the ninja. pff, i shoot things while flying with these guys anyway, what are you talking about?
CandleJack wrote:
Also, I think this mod needs a weapon that interferes with robots, dummies, and non-Darkstorm dropships.

what darlos said. you cant code selective things atm, and wheres the fun in disabling stuff. CC is about the splat, to some degree. a robot just falling over would be boring, thats like killing something with a chestshot from an smg..


Sat Oct 25, 2008 9:15 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
I actually really like it when people die without exploding.
But major gory deaths where people are left with one arm and their torso are really fun.


Sat Oct 25, 2008 10:35 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
I thought there was a work around that allowed you to only kill non-human actors. I meant you should give the shoguns all of the weapons that require precise aiming and the tengus should keep all of the weapons that can be used while in flight.


Sat Oct 25, 2008 6:45 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
There's no such workaround, besides days of tweaking to make something that penetrates flesh but not metal.

Even then it's not a good solution.


Sat Oct 25, 2008 6:49 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
J23 wrote:
Grif wrote:
AddActor = AHuman
CopyOf = <soldier name>
PresetName = Preoutfitted <soldier name>
AddInventoryDevice = HDFirearm (or TDExplosive or whatever)
CopyOf = <weapon name>

Easiest place to put it would be the bottom of Index.ini. It'll load and be buyable just fine.


Oh cool, thanks!


Didn't work.


Sat Oct 25, 2008 11:36 pm
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