Imperial Forces 0.3 (W40k Mod)
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Imperial Forces 0.3 (W40k Mod)
He doesn't need to add more at this point, what he's got right now is utter ♥♥♥♥ and he needs to improve that to a tolerable point before moving on.
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Tue Dec 23, 2008 7:37 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Imperial Forces 0.3 (W40k Mod)
Agreed. Fix it up, you have a lot of reference to work with.
AND CAN EVERYONE PLEASE STOP DERAILING AND TALKING ABOUT THEIR 40K ARMIES! Yes, it's fun, but it's offtopic (and it makes you all look pretty sad).
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Wed Dec 24, 2008 5:59 am |
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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Re: Imperial Forces 0.3 (W40k Mod)
Well i can say that it is a good mod for CC lot of potential.
But guns... they are almost worthless. They don't do damage almost all. But that should be soon fixed. I hope so.
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Wed Dec 24, 2008 8:58 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Imperial Forces 0.3 (W40k Mod)
I created a check-list, which has been added to. That by no means means that they need to be done in order.
you could fix current content, OR add more, either is fine.
Also adding ranks is pointless, because there still the same guys. this would especially be useless if CC adds ranks based on kills if noone suggested that yet.
adding different unit types, such as adding ogrin or some 40K assassins, or perhaps specific heavy weapons team guys. Don't break into rank, break into squad type, based on the 40K codex(s) adding ranks just creates duplicate entries and clutters space, its kinda useless unless they do different things. also, you could use the addinventory from the activities codes, to force different guys to start with specific weapons, so guard always have lasguns unless you upgrade with a weapons purchase, or heavy weapons teams could always have helguns unless you upgrade to have rocket launcher or a bolter, or some other such stuff (forgive me if the weapon to unit listings are wrong, I don't play guard)
notes: for drop craft, make 1-man drop pods, i've been tempted to make one myself.
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Thu Dec 25, 2008 5:26 am |
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Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
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Re: Imperial Forces 0.3 (W40k Mod)
screw imperial guard make some tyranids and i will love you forever! (hinty hinty modders)
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Tue Dec 30, 2008 9:27 pm |
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Oblivion
Joined: Wed Dec 27, 2006 7:37 pm Posts: 46 Location: In a big white room
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Re: Imperial Forces 0.3 (W40k Mod)
Miles_T3hR4t wrote: Crazy, long-ass, retarded rant Still... Really?
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Tue Dec 30, 2008 10:40 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Imperial Forces 0.3 (W40k Mod)
Manticore wrote: screw imperial guard make some tyranids and i will love you forever! (hinty hinty modders) I think doing that well is impossible till Lua comes out, but yeah, that would be awesome, and fits into the CC universe and gameplay very well (considering the whole hive mind thing) And Miles is right, adding ranks is pointless, use unit purpose instead, and make sure each actor is different to the others in more than sprites. Ronin hasn't, and all it does is clutter up the buy menu.
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Wed Dec 31, 2008 1:56 am |
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Danilreva
Joined: Fri Jun 19, 2009 1:29 pm Posts: 3
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Re: Imperial Forces 0.3 (W40k Mod)
Thanks! I think It's great, but please upload file again (rapidshare can't find it!)
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Sat Jun 20, 2009 7:49 am |
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Droney
Joined: Mon Jun 08, 2009 12:30 am Posts: 15
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Re: Imperial Forces 0.3 (W40k Mod)
i can't download =/ can any give me a hint, it just says error ???
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Sat Jun 20, 2009 3:31 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Imperial Forces 0.3 (W40k Mod)
Rapidshare must have thought it was warez.
Just wait for a reup.
@OP Your choice of hosting sites it terrible. Did you just pick a random result from google?
Last edited by mail2345 on Sat Jun 20, 2009 6:20 pm, edited 1 time in total.
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Sat Jun 20, 2009 5:35 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Imperial Forces 0.3 (W40k Mod)
My mind is blown. People want to voluntarily play this crap?
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Sat Jun 20, 2009 5:43 pm |
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IceSilver
Joined: Fri May 29, 2009 10:53 am Posts: 117
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Re: Imperial Forces 0.3 (W40k Mod)
ProjektTHOR wrote: My mind is blown. People want to voluntarily play this crap? that's what some of my friends say about CC...
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Sun Jun 21, 2009 4:43 pm |
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Thugglez
Joined: Mon Jun 22, 2009 1:58 am Posts: 3
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Re: Imperial Forces 0.3 (W40k Mod)
Hey can someone give me a link to dl this mod (that's not from rapidshare!) because it says the file could not be found. Anyways from the pics they look pretty good.
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Mon Jun 22, 2009 2:22 am |
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Danilreva
Joined: Fri Jun 19, 2009 1:29 pm Posts: 3
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Re: Imperial Forces 0.3 (W40k Mod)
Thugglez wrote: Hey can someone give me a link to dl this mod (that's not from rapidshare!) because it says the file could not be found. Anyways from the pics they look pretty good. I have this problem too
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Tue Jun 23, 2009 8:24 am |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: Imperial Forces 0.3 (W40k Mod)
viewtopic.php?f=61&t=14578Stop asking for it, these are better. Even if there are only two weapons.
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Tue Jun 23, 2009 1:24 pm |
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