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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 3rd= ))AAL Product
Or maybe spend the three seconds it takes to open up the .ini, make the unarmed versions that are included in the pack buyable and do the same for the weapons... Is it really that hard?
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Sat Feb 28, 2009 8:59 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
NeoSeeker wrote: or make the weapons less droppable and more durable. Youre forgetting that this will affect the activities too. And it would make stuff more overpowered. No.
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Sat Feb 28, 2009 10:39 am |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
2 bugs: The freighter, if told to stay instead of return, will blow up, destroying everything inside and destroying anything around it. Some marines, completely at random, will only face in one direction if left to the AI. I know this probably isn't your fault, but I've never had this problem before. It represents a huge strategic disadvantage.
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Sat Feb 28, 2009 6:15 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Bladecat4 wrote: Some marines, completely at random, will only face in one direction if left to the AI. I know this probably isn't your fault, but I've never had this problem before. It represents a huge strategic disadvantage. Its a bug with the CC, not this mod.
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Sat Feb 28, 2009 6:36 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I thought so. Thanks anyway. EDIT: Also, when is the next release of this mod??? With the ypsilon and all?
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Sat Feb 28, 2009 7:00 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
The Ypsilon doesn't come with this mod, it's part of his other pack of expirimental tech.
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Mon Mar 02, 2009 4:50 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 3rd= ))AAL Product
@TLB: the vomit-info reflex my memory has tells me that nummy is going to be remaking the ypsilon for AAL 3rd as another superweapon, hopefully in a more usable form, with more balance and less rape.
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Mon Mar 02, 2009 6:27 am |
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Czar Leopold
Joined: Mon Dec 17, 2007 10:19 pm Posts: 104
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
The only thing that could make this better for me is if you personally came to my house and made me a bacon sandwich. On that note, code a bacon sandwich.
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Sat Mar 07, 2009 1:30 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Did you say, Geti, that he should make the Ypsilon with more balance?!
That countermines the whole purpose of the mod!
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Sat Mar 07, 2009 6:11 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
The ypsilon is supposed to be a ridiculous space station cannon to be used only when mutual destruction of both sides is an acceptable term of victory! So Zalo, AGREED.
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Sat Mar 07, 2009 6:58 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 3rd= ))AAL Product
im pretty sure numgun has said he'll be reintroducing it as part of this mod, with a more realistic (and usable) firing system. i'd enjoy it more if it wasnt just a ridiculous number of -9s as a sharpness value, and actually something you could use in a multiplayer game. maybe as a surface sweeper or similar. i would personally love a ypsilon ARocket actor that would have retro thrusters that were the cannon, a normal thruster that moved the actor up, and side thrusters that slid it from side to side. when it was purchased it would spawn at a positive Y velocity and only have the option of moving up from then on, but could sweep the surface happily, destroying any resistance. also, possibly a more "uber" version of it that was still balanced by not being able to move while it fired ("laser" emitter also shoots some smaller emitters that make a pile of sharp particles to either side) and a 20 second charge up. that way your friend would have some way of saving their brain from the impending beam of uberkill. just some food for thought
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Sat Mar 07, 2009 9:57 pm |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
this mod is great and I hope your updating it, but.....
The Slayer's legs are too small
Marines/M.P.A.M walk like there something wrong with there legs
I agree that there should be a pack where the units arn't pre-equipped and the weapons are buyable
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Sat Mar 07, 2009 10:16 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I can't imagine super weapons being used realistically in Cortex Command unless it was part of a mission. The theme is mining a planet, not destroying it.
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Sat Mar 07, 2009 10:31 pm |
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cornetto
Joined: Sat Feb 21, 2009 6:53 pm Posts: 53
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
super weapons don't have to cause collateral damage
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Sat Mar 07, 2009 10:41 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 3rd= ))AAL Product
cornetto wrote: super weapons don't have to cause collateral damage But they SHOULD.
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Sun Mar 08, 2009 12:05 am |
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