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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: idea; Mod wars
While this idea has been around many people's minds, the way CC works now is a little akward to build anything just for a custom game. You have to modify and create self made activity files and then disable any clashing ones and then remember to turn them off if they referenced something that doesnt exist anymore because the user deleted it or deactivated the mod.
If anyone is actually willing to do missions that require certain factions, you are free to use any of my content I've created. BW, AAL and others.
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Mon Jun 29, 2009 10:57 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: idea; Mod wars
The faction that had Sparkle Magic! guns would obviously win against other, less sparkle, less magic factions, wielding puny ini tricks.
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Tue Jun 30, 2009 3:41 am |
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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: idea; Mod wars
We're already supposed to have balance between mods. They're all supposed to be vanilla balanced.
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Tue Jun 30, 2009 3:48 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: idea; Mod wars
The pure factions, yes. The random ones, no. Anyway, Sparkle Magic! fights end up turning into who can use the most hackish things, but offensive uses win in the long term. For an example, hacking can be countered by team tracking, controller jamming can be countered by manual key scans or specificly designed AI. But then you detach their limbs. The defenders check for limbs and reconturct them selves. Simple, constantly detach the weapon... And then you eventually get to the ultimate tool: Code: OldMovableMan = MovableMan MovableMan = nil OldSceneMan = SceneMan SecneMan = nil Enjoy breaking Sparkle Magic!, as the game calls Tox(mo) on all scripted MOs. Hope you rewrote activity functions to hide some code. EDIT: Whoops, CrazyMLC made a good point.
Last edited by mail2345 on Tue Jun 30, 2009 4:41 am, edited 1 time in total.
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Tue Jun 30, 2009 4:25 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: idea; Mod wars
I demand you, at some point in time, create a code that does exactly that. I will take it and apply it to a gun. The Magic Unsparkler.
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Tue Jun 30, 2009 4:34 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: idea; Mod wars
mail2345 wrote: Enjoy breaking all lua mods run on MOs, ? How did you say Sparkle Magic! without it changing it? =P
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Tue Jun 30, 2009 4:36 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: idea; Mod wars
Roy-G-Biv wrote: Roon3 wrote: My Shredders launched out of KloneKannons will tear y'all apart... Does that work against Darlos's old DarKlone heavies? It does now... *Evil laughter*
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Tue Jun 30, 2009 8:04 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: idea; Mod wars
LUA Lua lua
You can just do this yourself with activities
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Tue Jun 30, 2009 5:16 pm |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: idea; Mod wars
As with all fights between more than one person/group, Chuck Norris would win!
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Sun Jul 05, 2009 2:13 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: idea; Mod wars
1nfernal wrote: As with all fights between more than one person/group, Chuck Norris would win! No, Mr. Rogers would. I think the obvious problem with mod vs mod combat is lack of standardized balancing. But I guess even my own mod isn't as balanced as I'd like it, since right now the shinobi is clearly the most powerful unit. I suppose clever application of resources could win out in the end, regardless of faction. Assuming the factions involved each have a plethora of interesting features. Vanilla-style "some dudes with some guns" is probably going to get beat out by any faction with even a few unique attributes.
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Sun Jul 05, 2009 6:57 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: idea; Mod wars
But then there could evolve dynamics where certain factions are specifically designed to trump other factions or are otherwise especially proficient at defeating certain factions. Then it gets sort of screwy. For example, the oft referred to as invincible Darklones get beaten to a pulp by Darkstorm; the oft referred to as ridiculous DSTech can be defeated by something with cheap weapons, fast actors and grenades - cutting off the gold sources needed for the higher up weapons.
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Mon Jul 06, 2009 1:51 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: idea; Mod wars
And then I teleport into your brain room and annihilate you.
As I said previously, Grif wins.
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Mon Jul 06, 2009 2:31 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: idea; Mod wars
I copy MovableMan, and set the original to nil. All Lua for my faction is ran off a global B22 style emulator going though the copy of MovableMan.
It ends up being a fight of who get's to run their Lua first.
And RPS style strategy for entire factions might pose problems.
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Mon Jul 06, 2009 2:38 am |
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IceSilver
Joined: Fri May 29, 2009 10:53 am Posts: 117
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Re: idea; Mod wars
AAL has the benift of having items costing -1000oz and rogue soldiers...
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Mon Jul 06, 2009 10:37 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: idea; Mod wars
MaximDude wrote: Roy-G-Biv wrote: Oh, and AAL would win the war. Hurr Durr Ypsilon cannon. I bet you never tried any of my B14 MapWipes. You're too dangerous to be a society member! are you a society member? I don't think AAL would win the war, they rock but currently aren't the most strong faction in the constant try to balance with vanilla, numgun have made them too weak even for common infantry, I vote fot crobotech, unstopable, even darlos must fear them.
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Mon Jul 06, 2009 12:31 pm |
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