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 Mad Scientists in Space 
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Joined: Tue Apr 07, 2009 10:23 pm
Posts: 8
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Post Re: Mad Scientists in Space
The mage's fireball looks pretty good, and the masterhand ship is sweet too. Good job.


Tue Apr 07, 2009 10:32 pm
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Joined: Sun Dec 07, 2008 10:29 pm
Posts: 34
Location: Engrand
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Post Re: Mad Scientists in Space
Ridiculously cool, downloading right away.


Tue Apr 07, 2009 11:29 pm
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Joined: Tue Dec 30, 2008 3:44 am
Posts: 9
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Post Re: Mad Scientists in Space
Master hand... Flying rock ship... What's next? Downloading


Wed Apr 08, 2009 12:23 am
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Joined: Thu Jun 26, 2008 8:18 am
Posts: 241
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Post Re: Mad Scientists in Space
I approve of everything... Haven't downloaded it yet, but I approve.


Wed Apr 08, 2009 1:50 am
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Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
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Post Re: Mad Scientists in Space
You could give the mage more spells, like having an icicle gun that shoots iciclese with sharp emitter tips, a gun that shoots a cloud of stones and a gun that just throws everything in one direction...
Yeah, and with a few edits it's not too hard to make the Fireball make the vicinity EXPLODE instead of shoot a fireball...


Wed Apr 08, 2009 1:56 am
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Joined: Fri Jun 29, 2007 6:27 am
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Location: America
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Post Re: Mad Scientists in Space
Goody! Another Zalo mod. Will DL after fixing my cortex command.


Wed Apr 08, 2009 2:16 am
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Joined: Mon Nov 10, 2008 7:28 am
Posts: 71
Location: In that van that says "Free candy"
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Post Re: Mad Scientists in Space
Jesus zalo, ive come back from being dead on the forum for month's and you come out with this?!. Epic.


Wed Apr 08, 2009 3:19 am
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Joined: Thu Jun 26, 2008 8:18 am
Posts: 241
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Post Re: Mad Scientists in Space
Oh and btw, Zalo. Be careful with those infinite ammo weapons. I've done some testing with several different weapon and I've come to a conclusion that it lowers strength and sometimes removes effects. For example, the exploding laser rifle in Crobotech (I think it's the LR-1500?), when set to Infinite no longer explodes.


Wed Apr 08, 2009 3:55 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Mad Scientists in Space
Infinite ammo stops the AI from using the weapon and makes the weapon unable to fire tracer rounds. The tracer problem is what's causing the CRobo thing.


Wed Apr 08, 2009 4:00 am
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Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
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Post Simple.
The reason it can't use a tracer round, is because there is no longer a value for the
amount of ammunition left, so the "RTTRatio" variable can't ratio anything because
the ammunition variable doesn't change.


Wed Apr 08, 2009 4:27 am
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: Mad Scientists in Space
DL'd.

And I don't think mages constitute as Mad Scientists in Space.


Wed Apr 08, 2009 9:33 pm
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Joined: Thu Jan 18, 2007 9:33 pm
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Post Re: Mad Scientists in Space
Roy-G-Biv wrote:
And I don't think mages constitute as Mad Scientists in Space.


If you would take an AK 47 and travel in time to the middle ages, you would be called a magician and probably burned alive (if they caught you :) ).


Wed Apr 08, 2009 10:17 pm
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Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
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Post Re: Mad Scientists in Space
I repeat my statement:
PLEASE MAKE SOME MAGELIKE SPRITES. Or give data that epic legwork. Either way suits me. And also, make a jetpack what is null.bmp and emits null.bmp and call it raw godly power. Attach, and watch the lulz. THEN I admit it is magelike.


Wed Apr 08, 2009 10:46 pm
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: Mad Scientists in Space
Image

How's this for oozing raw power?


Wed Apr 08, 2009 11:40 pm
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: Mad Scientists in Space
Everyone. And if anyone isn't then I'll shoot them with my modified Fireball that pretty much makes them appear to explode. Had tonnes of fun in Body Ladder. Though my modified modified fireball manages to kill my modified Mage (used maxed values on everything pretty much... and lower gravity) if you fire too many close together....


Thu Apr 09, 2009 1:37 am
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