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 Shamsy Electric Technologies - update 26/01/11 
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Joined: Wed Feb 10, 2010 4:06 am
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Location: Comox, BC, Canada
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Post Re: Shamsy Electric Technologies - update 02/02/10
i don't mean to derail/reorient the thread, but those dudes look a lot like Tau from 40K.

Tau = win

If you know you're going to derail/reorient the thread, don't post. - Seraph.

double post merge -Duh

well, i didn't really think it was going to derail it, that was more of a joke...
anyways, instant DL


Fri Feb 12, 2010 10:28 pm
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Post Re: Shamsy Electric Technologies - update 02/02/10
they look alot like Tau from warhammer 40K


Sun Feb 14, 2010 8:31 pm
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Post Re: Shamsy Electric Technologies - update 02/02/10
ShadowDusk wrote:
they look alot like Tau from warhammer 40K

This has been noted as of THE DAWN OF TIME.

Loving the update. Electro guns = fun. However, the Mnewer is still impossible to maneuver up vertical shafts (heh, shaft).


Sun Feb 14, 2010 10:40 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Shamsy Electric Technologies - update 02/02/10
Yeaah, the Mnewer is supposed to be an outdoors-type of mech. Mad Cats can't climb too, hehehe.


Mon Feb 15, 2010 4:51 am
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Post Re: Shamsy Electric Technologies - update 02/02/10
one thing what do I call the folder they go in


Mon Feb 15, 2010 3:04 pm
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Post Re: Shamsy Electric Technologies - update 02/02/10
Make a armored Brainmech for this faction ADD more weapons adn class


Fri Feb 19, 2010 5:02 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
Bumpdate. Now with added laser rapist mech. And did I mention a killer EMP missile now?

I still need help balancing the petsuchos (crab doggie sentry thing), it's currently unmeneuverable. And the arms, I've buffed them as good as it gets, if it's still broken easily I turn to you guys for help.

I have some ideas about brain units, maybe in the form of a VIP or an executive commander or something. Brain-in-a-jar or AI-in-a-comp is too... cliche.


Mon Apr 26, 2010 12:49 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
Alright... it's a cool concept, but the Apis is Completely useless. After just a few shots, it blows its own arms off, without fail.

Fix that, and it would be fine.


Mon Apr 26, 2010 6:27 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
I must say, even though it's useless, the pistol has one of the best feels of any gun I've ever used in CC.


Mon Apr 26, 2010 8:19 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
Really? Try the HMG from the Crobotech. That sound just makes the gun.

Also, Lovin 'the mod.

I really like the heavy robots, They feel very Box+Gun=Destruction type. Like if you were a super-human who wore a (very good looking) Cardboard box for pure awesome value.


Tue Apr 27, 2010 12:00 am
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Post Re: Shamsy Electric Technologies - update 26/04/10
Maybe the petsuchos needs new legs.

See the AA crawler in the Gunship mod. Its leg shape actually contributed quite a lot to how well it traverse terrain, like how the legs lift the body off the ground to reduce body-ground collisions.


Wed Apr 28, 2010 2:07 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
The Decaying Soldat wrote:
Maybe the petsuchos needs new legs.

See the AA crawler in the Gunship mod. Its leg shape actually contributed quite a lot to how well it traverse terrain, like how the legs lift the body off the ground to reduce body-ground collisions.


This. I should start by copying Abdul's AA crawler legs first and see if they fix the problem. If they do, I'll add another name to the credit list, and modify the heck out of the legs.

Also, next up in dev, would be the dropship, and that melee khopesh. Since Duh made that Axe Cop mod with that sweet swinging action, I should be able to learn some stuff from it. Mainly, how to decapitate only when enemy actor's health is below a certain point. I'll reserve another spot on the credits.


Wed Apr 28, 2010 2:39 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
you can make that the executive brain unit call from radio a big bodyguard robot to protect him


Wed Apr 28, 2010 5:26 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
carriontrooper wrote:
Since DuhTLB made that Axe Cop mod with that sweet swinging action, I should be able to learn some stuff from it.

Not gonna lie, I would love to take the credit, but yeah it's TLB's child.


Wed Apr 28, 2010 5:58 pm
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Post Re: Shamsy Electric Technologies - update 26/04/10
Tau? No, these are not tau, I have tau, alot of tau. that unfortunately I may have to sell.
These are not tau, the similarity ends at color and 'they have robots'

This is a very well made mod, It's more than I expected, and I even lolled when I heard the ripped from starcraft voices... GOLIATH ONLINE!... I hated the SC2 ones though because I don't like 80% of the sounds in SC2. but anyway...

Room for improvement though...
The 2nd mech, the one with the incinerator things... It has a tendancy to blow it's guns out of its hands, and even blow its arms off, if you hit something thats on screen with you. I did not test farther distances.

The homing missiles tend to slow down when they activate, and also tend to tip downwards, this needs fixed.

The explosives/detonator is a carbon copy of the red/blue/green detonators, which is all fine because we need more stuff like that... Unfortunately in the process you copyed the lag inducing flames of lag and fail. they don't really do much...

The EMP... I can't seem to get this to work right 80% of the time.


The little robot... It keeps falling over within a few seconds of being bought.

the shells for most of the ammo is acid, you need to make custom shells.

Most of the guns are fairly bland. there are exceptions though, like the energy gun that uses the starcraft dragoon firing noise. also the thing that uses the lockdown noise. Can't quite get them working right though, they tend to.... have to much kickback.


They look good, they sound like starcraft, and they *work*.
Keep it up,


Wed Apr 28, 2010 8:26 pm
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