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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Creeper Vines
Any mods you were using prior to the crash?
Edit: The thorn pods are small spiky circles that have a sickly green color.
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Sun Jun 27, 2010 8:01 pm |
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Kiktamo
Joined: Sat Feb 13, 2010 5:27 am Posts: 23
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Re: Creeper Vines
Hmm? I think it doesn't like the tiberium. Seems to be working fine now.
Edit: nope I started moving toward it and it froze...
It really seems to mess up anytime the actor I control moves near it.
Last edited by Kiktamo on Sun Jun 27, 2010 8:30 pm, edited 1 time in total.
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Sun Jun 27, 2010 8:10 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Creeper Vines
On the most recent crash, all I was using was http://forums.datarealms.com/viewtopic.php?p=304139#p304139. The first time, Shook's Zero Division Rifle had been fired during the battle, with a standard clone. I don't think I've seen the pods, then... or they are very small. I'll have another looksie. Edit: Seen one now! The pods are there.
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Sun Jun 27, 2010 8:18 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Creeper Vines
I'm not getting any crashes. You just walked into the vines, right? Try using it without mods.
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Sun Jun 27, 2010 8:30 pm |
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Kiktamo
Joined: Sat Feb 13, 2010 5:27 am Posts: 23
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Re: Creeper Vines
Alright seems to work fine on a fresh/vanilla install of CC guess I just have to figure out what's causing it to crash...
Maybe it's just something with the tutorial seems to work well even in a modded game on dummy assault..
Last edited by Kiktamo on Sun Jun 27, 2010 8:51 pm, edited 1 time in total.
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Sun Jun 27, 2010 8:37 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Creeper Vines
It crashed for me also when walking into the "Enemies are now approaching the base" part of the Tutorial...
And balance: A Zero Division Rifle shot will bounce off the vines...
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Sun Jun 27, 2010 8:41 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Creeper Vines *Update - Vines will chase you, and spread mor
Barnox wrote: It crashed for me also when walking into the "Enemies are now approaching the base" part of the Tutorial... If it only crashes in the tutorial, I'm okay with that. Barnox wrote: And balance: A Zero Division Rifle shot will bounce off the vines... Dude, the vines have the same strength as dirt. Light Diggers will eat the creeper for breakfast (and maybe lunch). Also:
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Sun Jun 27, 2010 11:12 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Creeper Vines *Update - Vines will chase you, and spread mor
Awesomely fun to play around with. Nice going once again, CaveCricket.
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Sun Jun 27, 2010 11:13 pm |
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locustgate
Joined: Sun Jun 27, 2010 11:07 pm Posts: 1
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Re: Creeper Vines
Works fine for me even with actor+weapon mods. Warning do not deploy X version anywhere nere your base. My base was overtaken in a few secounds. It looks creepy after a bit with the vines growing over all the wreckage and gibs.
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Sun Jun 27, 2010 11:14 pm |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: Creeper Vines *Update - Vines will chase you, and spread mor
These are awesome, especially since they have almost no impact on performance. However, they need to be a bit weaker. Normal weapons barely scratch them, and nuking damaged the vines slower then they were growing.
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Sun Jun 27, 2010 11:34 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Creeper Vines *Update - Vines will chase you, and spread mor
I think I know why the vines seem really strong. It's because when the vines are damaged, re-settle, and turn back into terrain, they don't turn into the whimpy sludge you're used to. They turn into the same material that makes up un-damaged vines. Sooo, yeah.
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Mon Jun 28, 2010 1:55 am |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: Creeper Vines *Update - Vines will chase you, and spread mor
If only there were a way to make it simply 'crawl' around the terrain and into bases, just shooting upwards maybe half an actor height. And if an actor stepped on it, they'd get grabbed and gibb'd. THAT would be pretty damn epic.
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Mon Jun 28, 2010 1:56 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Creeper Vines *Update - Vines will chase you, and spread mor
Ociamarru wrote: If only there were a way to make it simply 'crawl' around the terrain and into bases, just shooting upwards maybe half an actor height. And if an actor stepped on it, they'd get grabbed and gibb'd. THAT would be pretty damn epic. Then theres that plant which grabs you that already exists.
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Mon Jun 28, 2010 1:57 am |
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Kiktamo
Joined: Sat Feb 13, 2010 5:27 am Posts: 23
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Re: Creeper Vines *Update - Vines will chase you, and spread mor
Works great out of the tutorial and actually kind of combines with the tiberium if it's already growing......to create an ecosystem that is trying to do everything it can to kill you.(though the vines do try to destroy the tiberium)
So basically this is the best way to fight a losing war against nature(the X version at least).
Edit/Idea Maybe a version of it that traps an actor and lowers it's health to zero(a plant coffin ore corpse bush or something like that)
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Mon Jun 28, 2010 2:42 am |
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Teh N00b
Joined: Tue Jun 15, 2010 12:12 am Posts: 18 Location: in your bathroom
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Re: Creeper Vines *Update - Vines will chase you, and spread mor
it's really cool!! I tried it in zombie cave, it killed everything!(including my guys...), didn't tried with the tiberium (...yet ). I have a idea, maybe you should try making it grow in diferents ways, a branch release other 2 branches more, and those 2 another 2, etc,etc,etc. 'cause that will make it more spready! ... and killer...!!! gotta say... this is AAWWWSOME EDIT: sorry if I wrote something wrong... my english sucks
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Mon Jun 28, 2010 2:56 am |
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