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Toasty Fresh
Joined: Fri Dec 26, 2008 11:14 pm Posts: 28
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Lovely work there, can't wait.
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Sun Jan 18, 2009 1:32 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
For the unit in between the pilot and marine, maybe you should have some sort of aerial combat suit with an overall similar look to the mecha(with the proper adjustments made for the smaller size and increased flight).
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Sun Jan 18, 2009 4:37 am |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Oh my god oh my GOD oh my GAWD the Marines are so awesome. They're perfect, especially to me. I love visible antennae on military tech and so that whip antenna they've got is just perfect. The whole thing is great, of course, but that little detail just is LOVE for me.
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Sun Jan 18, 2009 4:52 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 [Under work]
After watching Sigg Jones, I finally realized the perfect candidates to suit as the physical examples of the Marines and Pilots. Marines are like Sigg Jones. Pilots are like his trim friend.
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Sun Jan 18, 2009 5:22 am |
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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 [Under work]
Yeah the I'm trying my best to get those walkpaths work properly this time. Thats why I requested those tutorials how to work with them so I could get on with them. After fixing those walkpaths, this faction will be fun to fight against in skirmish. The wierd block in the base is an defencive "Thermal Grid System". It can fire a large beam of energy at 4 directions. These require you to plan ahead when building a bunker with these to get the maximum potential out of it. Theres also a smaller size available. All units will be pre-equipped and you will find absolutely nothing in the "guns" section of the buy menu. This mod will also supply some fun stuff like placable water that you can use to create puddles or oceans and a money cheat so you dont have to make one each time you install CC. Im also designing a few different brain units. One will be a stationary power core with shields and generators to destroy and a mobile brain unit in a form of an elite soldier or something. I agree that the bunker modules look a tad out of place, but no worries, those are only at the beginning of everything. Those modules were originally intended to use as deflection mirrors for the Thermal Grid System so you could make the laser bounce around the base like a laser light bouncing around in 90' angles using mirrors and prisms. CC's physics engine made that fail so I switched to plan B.
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Sun Jan 18, 2009 8:46 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 [Under work]
numgun wrote: This mod will also supply some fun stuff like placable water that you can use to create puddles or oceans This. This means Lua can be attached to bunker modules next build? If so, the mirror thing can be done. At least, I'm pretty sure it can be done. Have the shooter thingamajig shoot a beam, have the mirror sections fire a beam if they get hit by one.
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Sun Jan 18, 2009 8:52 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
I like the new looks of things, really really cool. Those bunker modules look great. A quick question, will the new build fix the fact that having nothing buyable still leaves a ModuleIcon? (It would look strange having the AAL menu icon and no AAL stuff...)
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Sun Jan 18, 2009 8:56 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
If it bothers you that much just add "Buyable = 1" at the end of each gun...
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Mon Jan 19, 2009 12:47 am |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
On one hand, if you release it now everyone will love you. On the other, if you release it when it's REALLY done, we'll love you even more.
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Mon Jan 19, 2009 1:35 am |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
I'll take the first option.
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Mon Jan 19, 2009 1:55 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 [Under work]
I'll take option 1.5; release now, and update as you go.
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Mon Jan 19, 2009 2:19 am |
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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 [Under work]
Roon3 wrote: I like the new looks of things, really really cool. Those bunker modules look great. A quick question, will the new build fix the fact that having nothing buyable still leaves a ModuleIcon? (It would look strange having the AAL menu icon and no AAL stuff...) Yeah thats gone in the next build.
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Mon Jan 19, 2009 8:59 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
sweet, that bug was annoying me..
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Mon Jan 19, 2009 9:29 am |
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Barat!nha
Joined: Tue Oct 14, 2008 7:04 pm Posts: 119 Location: In Malton. Eating brains...
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
I'll take option 1.5, same as Foa, and... OH MY GAWD! The marines... *drools* MUST HAVE!
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Mon Jan 19, 2009 2:08 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
oh, by the way, the pilot needs an outline for his head..
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Mon Jan 19, 2009 3:08 pm |
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