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 So yeah, Build 23's up. 
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: So yeah, Build 23's up.
Areku wrote:
Tested B23, and so far it looks absolutely awesome. :grin:

Just one thing bothers me a little: is it just me or has anyone else noticed that the coalition's drone closely resembles the Arach robot I made in the scavenger faction, both in weaponry and movement pattern? Oh, whatever.


I made it from scratch.
But yes, it was inspired by your arach unit(fun thing to play with), so basically I only took the idea but I did everything else from scratch like the code and sprites.

Also funny that we devs never noticed the acid shells. I did that to prevent the bullet casing from making ginourmous piles and it went without much testing.
whoops.

Also those I agree some of those new skirmish maps need some work.
I've already started doing it and had 2 maps already enhanced, but then Data released all of the sudden without including the latest versions I had commited earlier. On top of that the module icons were reverted to the old basic one. : /


EDIT: I agree with gotcha and I'm aware of it. The dummy assault was kinda rushed since making a bunker that large was pretty pain in the ass.
The mission itself started out as an idea to make a simple assault type mission on a large base without much attention to detail. Same goes for maginot, but I managed to make it a bit more pretty since it was considerably smaller.

I'll see what I can do to improve it. Screenshots at most annoying parts are welcome.

Btw, how do you guys like the new diggers? Not too powerful? Right? : S


Thu May 14, 2009 8:40 am
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Joined: Thu May 14, 2009 8:44 am
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Location: Finland
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Post Re: So yeah, Build 23's up.
A rather interesting way to complete the Giant Crab Battle:
1. Order a empty drop ship
2. Pick up all the crabs with the dropship. Big crab spawns
4. Pick up Giant crab with the dropship
5. Launch drop ship to orbit
6. Profit!
(and no need for a "????" step!)

Easy, fast and even profitable!

The small crabs are free, so you don't get any money from them, but the giant crab is worth something, I think around 200 credits, so you get money for it! I wonder what they are planning to do with it? Eat it? Send it off to the local zoo?

"The alien zoo in sector C-7 is in need of new attractions! Go and pick up some local, interesting wildlife and send them in to orbit! You will be compensated for your efforts!"


Thu May 14, 2009 9:03 am
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: So yeah, Build 23's up.
numgun wrote:
On top of that the module icons were reverted to the old basic one. : /

Except for Wildlife and Whitebots; the ones not used.

I'm not noticing any major change with the diggers, other than the dummy digger's new name.

I haven't played half the new skirmish maps, so I'll go do that before commenting on those.


The train in the station should have doors that open at each stop. Yeah, smashing stuff is cool, but smashing stuff while transporting stuff is awesome. Especially that would mean sometimes you would want the train protected, and other times you would want it destroyed.
It would also be cool if the train respawned.


Thu May 14, 2009 9:19 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: So yeah, Build 23's up.
After playing it:

This was worth the wait.
Apart from all the fact this build opens up modding nirvana, something even more important has occured:
The gameplay has been fixed. It's got the REALLY old-school feel that has been gone for ages, and is found in it's best form in build 14.
What was the problem? It was too easy.
But now, even with unlimited funds, I was eventually over come by enemies, and had my brain destroyed. The diggers are meatier, the guns are more deadly, and it's like build 22 with a shot of soldat.

I have not had this much fun playing cortex command ever, and I don't even have any mods installed yet!!

Nitpicking:
- Peace-maker is a little crazy
- Dreadnought is useless.

And that's it. To top it all off, I even walk more in this build, not sure what was changed there, but walking seems slightly more practical.

TOP WORK.


Thu May 14, 2009 9:50 am
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Joined: Tue Aug 21, 2007 2:55 pm
Posts: 948
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Post Re: So yeah, Build 23's up.
Exalion wrote:
After playing it:

This was worth the wait.
Apart from all the fact this build opens up modding nirvana, something even more important has occured:
The gameplay has been fixed. It's got the REALLY old-school feel that has been gone for ages, and is found in it's best form in build 14.
What was the problem? It was too easy.
But now, even with unlimited funds, I was eventually over come by enemies, and had my brain destroyed. The diggers are meatier, the guns are more deadly, and it's like build 22 with a shot of soldat.

I have not had this much fun playing cortex command ever, and I don't even have any mods installed yet!!

Nitpicking:
- Peace-maker is a little crazy
- Dreadnought is useless.

And that's it. To top it all off, I even walk more in this build, not sure what was changed there, but walking seems slightly more practical.

TOP WORK.


Eh, when the actors were made stronger, some of the weapons were made useless.
Like the rocket launcher.
Show me a person who doesn't die just from the impact of a rocket.


Thu May 14, 2009 9:57 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: So yeah, Build 23's up.
Kallemort wrote:
Like the rocket launcher.
Show me a person who doesn't die just from the impact of a rocket.


Chuck Norris.

Also thanks Exalion, I'll make sure to give the dreadnought some extra strength.


Thu May 14, 2009 10:26 am
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: So yeah, Build 23's up.
make the outer armour gib easier though. the casing never gibs when the dreadnought falls apart. actually, just use some lua to make it gib when its detached.
also, im loving the coalition drones, theyre awesomecool.


Thu May 14, 2009 10:31 am
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Joined: Sun Nov 11, 2007 1:49 pm
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Post Re: So yeah, Build 23's up.
Is it just me or does the map 'Pillar' seem awfully familiar? :smile:


Thu May 14, 2009 1:06 pm
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Joined: Sun May 11, 2008 12:50 pm
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Post Re: So yeah, Build 23's up.
Noticed that too...
Also, some of the maps are kinda meh, and most don't have terrain debris.


Thu May 14, 2009 1:18 pm
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Joined: Thu Feb 12, 2009 1:47 am
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Post Re: So yeah, Build 23's up.
Uhhh... Wait... You can use Lua in skirmish?


Thu May 14, 2009 1:39 pm
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Joined: Sun Nov 11, 2007 1:49 pm
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Post Re: So yeah, Build 23's up.
Yes you can.
Some of the maps are slightly meh, but some of them are really awesome, like that map with the train, and when the Ant map is fixed, it's gonna be awesome.


Thu May 14, 2009 1:41 pm
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Post Re: So yeah, Build 23's up.
war_man333 wrote:
Yes you can.


Data.

I love you.


Thu May 14, 2009 1:42 pm
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Post Re: So yeah, Build 23's up.
3POK_PHALE wrote:
war_man333 wrote:
Yes you can.


Data.

I love you.


But dude this is old news.


Thu May 14, 2009 2:43 pm
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Joined: Sun May 10, 2009 3:19 pm
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Post Re: So yeah, Build 23's up.
The concrete sprayers seem a bit improved.
Image

EDIT: I for one think the dreadnought is still a force to be reckoned with, even more so.


Thu May 14, 2009 2:55 pm
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Post Re: So yeah, Build 23's up.
The shells from the bullets can kill you, which I've pointed out repeatedly before


Thu May 14, 2009 3:21 pm
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