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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 11/10/08)
Roy-G-Biv wrote: numgun wrote: DSMK2 wrote: Retrieving artifacts spawns "unique" weapons, super weapons not normally buyable. The Current super weapons do not fall into the artifacts category The judgement cannon is more than overkill already not to mention the oldest force gun is really powerful too that I would classify it as a most powerful "standard" gun and anything after it would be a superweapon. Artifacts: Judgement cannon: Obtain the ypsilon cannon remains and send it to space. Force guns: collect at least 5 computer chips. -_-; Those are unlocked through mission completion, or completed certain objectives. Example: Completing all of the first-intermediate missions by yourself without buying any additional units will net you the Judgement. Reaching the vs demons missions nets you the force pulse. Artifacts are more "unique" and can't be brought again, you might end up getting "trash" artifacts that look good, but is really just a stone statue. Functional ones will end up getting replicated (if they haven't been summoned), to a extremely lesser degree, a sweet looking normal above average weapon that at least, works. [EDIT] The current super weapons in the DSTech arsenal are DSTech, meaning, they made it themselves! But its not widespread throughout the faction, super weapons are used in special cases. Lets see... In a small expeditionary mining outpost, do they really need super weapons to defend anything? When it comes to large ones that are mining major materials, at least some units carry super weapons, after all anyone else who controls that mining base, and most likely that anyone else will be using "super" units of their own.
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Thu Nov 13, 2008 3:41 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DSTech Corp (UPDATED: 11/10/08)
numgun wrote: In any case, were all gonna die. Assuming that there's a single human that's going to even complete tasks given to us by DSMK2. Assuming that he gives us nearly impossible tasks to complete to obtain the Hyperweapons. (I personally will call them that because the current weapons are already super)
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Thu Nov 13, 2008 10:14 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DSTech Corp (UPDATED: 11/10/08)
Will you make a gun that nullifies anything it hits?
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Thu Nov 13, 2008 10:22 pm |
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Tendrop
Joined: Sat May 05, 2007 7:21 am Posts: 662 Location: The Zone
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Re: DSTech Corp (UPDATED: 11/10/08)
Needs a battlefield-cleaning Abductor-esque ship.
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Thu Nov 13, 2008 10:34 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 11/10/08)
Or maybe a emp bomb? It spawns 40-50 TDE's during 1 seconds period that dissappear almost instatly. This causes the MaxUnheldDevices to murder any inactive guns around the scene instantly.
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Thu Nov 13, 2008 10:44 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: DSTech Corp (UPDATED: 11/10/08)
Gah! Am I the only one having a bug where the Tantus spawns without it's left-hand engine? The Crumens is fine, on the other hand.
Ed: Nevermind, it's probably just that particular map (SandPass). It seems to be fine on others and in the test areas.
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Fri Nov 14, 2008 4:27 pm |
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KeroroCanti
Joined: Sun Dec 10, 2006 6:19 am Posts: 126 Location: Dimension 56-12
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Re: DSTech Corp (UPDATED: 11/10/08)
This mod is wonderful. I absolutely love all the different mechs and weapons. The turrets are great too, I use them all the time. I also liked the back story, you should really build on this, it's great!
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Sat Nov 15, 2008 3:59 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DSTech Corp (UPDATED: 11/10/08)
numgun wrote: Or maybe a emp bomb? It spawns 40-50 TDE's during 1 seconds period that dissappear almost instatly. This causes the MaxUnheldDevices to murder any inactive guns around the scene instantly. meh, ive never liked this concept, cause you can get around it by upping your maxunhelddevices.. better if he could make an EMP that only killed robots, or things made of metal at least.
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Sat Nov 15, 2008 4:21 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DSTech Corp (UPDATED: 11/10/08)
Impossible, but you can kinda make a weapon that kills only fleshies.
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Sat Nov 15, 2008 4:27 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DSTech Corp (UPDATED: 11/10/08)
i meant with lua checking later. not now, this is good for now.
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Sat Nov 15, 2008 5:04 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 11/10/08)
If I used LUA...
When the emp bomb drops: Circle with a radius r... If distance from actor to center > radius { If actor is in group robots... { actor health -= (distance from center/radius) * actor health } }
Something like that.
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Sat Nov 15, 2008 5:36 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: DSTech Corp (UPDATED: 11/10/08)
Hmmm. You could also adapt that for a neutron bomb that only killed clones/etc. without damaging terrain at all. Though technically it'd also destroy grass/plantlife too, if it was a proper neutron bomb.
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Sat Nov 15, 2008 6:21 am |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: DSTech Corp (UPDATED: 11/10/08)
I loved the mods fancy forts 'n robots, but the terrainraping weapons just.. I HATE THEM!
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Sat Nov 15, 2008 11:51 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 11/10/08)
When it comes to terrain raping... Every time I see a bullet rip though a bunch of actors, yet when it hits the ground it just stops, the very sight doesn't make sense for me! <Someone(s) is going to yell at me for this> Turns out you can steal doors ._. [edit] Can anyone show me shading example for cones?
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Sat Nov 15, 2008 4:20 pm |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: DSTech Corp (UPDATED: 11/10/08)
Craft looks nice. I also just noticed the new grenades. Working on a basic grenade launcher anytime soon?
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Sat Nov 15, 2008 8:28 pm |
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