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 Remote Elimination of Targets & Recon Drone Support 8/12/12 
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Joined: Sun Dec 19, 2010 7:05 pm
Posts: 3
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Post Re: R.E.T.A.R.D.S V1.6 17/12 (Winner of the AI Mod contest) B24
I am sorry, but the mod does not work on Linux due to inconsistencies in capital letters. This is not your fault, Linux is just capital sensitive.

These files are expected, but cant be found:
Charge.wav
Hit1.wav
Hit7.wav
Hit8.wav
RPain1.wav
Sheildbreak.wav
Sheildbreak2.wav
dig.wav
rocketload.wav
rocketoff.wav
rocketon.wav
rocketstart.wav

Please rename the appropriate files so they match the list above. Please note i manually entered the above list, i may have made a mistake, it should be tested.

btw, its "shield" not "sheild". You are forgiven.


Sun Dec 19, 2010 7:36 pm
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Joined: Tue Mar 20, 2007 10:16 am
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Post Re: R.E.T.A.R.D.S V1.6 17/12 (Winner of the AI Mod contest) B24
Migaaresno wrote:
btw, its "shield" not "sheild". You are forgiven.


I always make that mistake. I'll get onto making it linux friendly.

Fixed now. For a moment I accidentally uploaded a broken version, sorry to that one person who ended up downloading it.


Mon Dec 20, 2010 4:39 am
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Location: In heaven, everything is fine.
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
Just DLed this and it reminds me how frustrating these little bastards were back in B23. Always flying everywhere, even if your bunker is in the skies it wouldn't help.

And now you give them rocket launchers? You're mad, Squeegy Mackpy, MAD!

I love fighting against these guys.

EDIT: BTW, the specially designed landing crafts are done very well. I love them.


Mon Jan 10, 2011 4:48 am
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
Your static defences are also now rendered moot with the range and precision of the rocket launcher. Mwuhahaha.


Mon Jan 10, 2011 11:31 am
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
I think the best thing about these guys is they stack, which means they don't have problems getting stuck. I was building an awesome defensive base and these guys were small enough to just walk through them lol.

The only problem is the AI. After going through the base, they randomly stop. Or the one in front stops and blocks everyone else. And they don't use the digger effectively. When there is debris in a hallway, they try to ram through it and not dig.

Maybe you can script an AI, sort of like that one mod. It was called walker something...


Tue Jan 11, 2011 10:47 am
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
Independant R2.


Tue Jan 11, 2011 10:48 am
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Location: 2 Miles underground on some planet in a vault.
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
I downloaded it and tried the skirmish. They have there retarded moments but a pretty effective. I love erm..... hate the longbow one, I had a unit in a pillbox the longbow one shot through the roof as i switched to him, to see my guys head BLOW UP!!!!!!! Anyways they love the digger tool for some reason, I found some digging into a cement box for no reason. I have but 1 request can you make a Ultra R.E.T.A.R.D. , bout twice the size of the rocket but mounts rail-gun of sorts or maybe plasma cannon which punch's holes through the vanilla bunkers in one shot? I hoping for great things in this mod.

P.S. Can you make the rocket R.E.T.A.R.D. smarter? Cause one blew itself and about 20 other drones up trying to destroy a invisible target.


Sun Jan 23, 2011 3:01 pm
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
ludsoe wrote:
I downloaded it and tried the skirmish. They have there retarded moments but a pretty effective. I love erm..... hate the longbow one, I had a unit in a pillbox the longbow one shot through the roof as i switched to him, to see my guys head BLOW UP!!!!!!! Anyways they love the digger tool for some reason, I found some digging into a cement box for no reason. I have but 1 request can you make a Ultra R.E.T.A.R.D. , bout twice the size of the rocket but mounts rail-gun of sorts or maybe plasma cannon which punch's holes through the vanilla bunkers in one shot? I hoping for great things in this mod.

P.S. Can you make the rocket R.E.T.A.R.D. smarter? Cause one blew itself and about 20 other drones up trying to destroy a invisible target.


I would make a larger unit, but part of the reason as to why the AI is so effective with these is due to their size and agility. They're able to be littered everywhere and traverse almost anything by jumping, and a large tanky retard would get stuck and be perpetually awkward for the computer to use. Compare a rocket drone's performance to a micro drones performance. The rocket drone is large, lumbering, and clumsy. A big tanky retard would be moreso. I could make one for human control only, but perhaps when im more motivated.

And yes, retards will become exceptionally retarded when you exceed the MOID limit. They shoot in all directions and at each other, then create floating wounds that don't go away. Try using less of them at once. It's a shame the limit is so low, you can only create a small army.


Mon Jan 24, 2011 8:05 am
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
You could always reduce the moid count they have by changing it into a single Lua propelled sprite.
Or make the weapon a mosr controlled through Lua and the actor not have any arms.


Mon Jan 24, 2011 8:35 am
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
And/or have a check on the craft's create that deletes it(and negates losses).


Mon Jan 24, 2011 9:09 am
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
Lizard wrote:
You could always reduce the moid count they have by changing it into a single Lua propelled sprite.
Or make the weapon a mosr controlled through Lua and the actor not have any arms.

I love having multiple areas to break too much to condense it into one sprite :(

A check before deploying would be useful though, I'll look into it.


Tue Jan 25, 2011 4:56 pm
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
Another idea: Can you add a acid R.E.T.A.R.D. , a flame R.E.T.A.R.D. , and a laser R.E.T.A.R.D..

The Acid R.E.T.A.R.D.
Should be the size of the longbow, but on the back it has a large green tank.
The wounds on the tank should leak acid, much like the floating crabs.

The Flame R.E.T.A.R.D.
Should be the size of the longbow, and have a tank on the back but instead of green it should be red.
When the tank attachable for the flame R.E.T.A.R.D. is gibed it explodes.

The laser R.E.T.A.R.D.
Should look exactly like the longbow but with a glowing weapon.

Also for the new R.E.T.A.R.D. control system idea, I like the lua based one but wouldn't that take a long time? And what good is it to make the actors have no arms and a lua based weapon? If your keeping them as is can you keep them from leap crouching? This sometime puts them in bad cover while they are firing, This is most deadly to the rocket R.E.T.A.R.D..


Tue Jan 25, 2011 5:11 pm
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
ludsoe wrote:
R.E.T.A.R.D.


What do you expect?


Tue Jan 25, 2011 9:27 pm
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
Ludsoe: None of your ideas fit the design premise of the mod and their inclusion would degrade the mod as a whole.
Though a Darkstorm laser-based drone would probably work fairly well.


Wed Jan 26, 2011 6:04 am
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Post Re: R.E.T.A.R.D.S V1.6.2 20/12/10 [AI Mod contest Winner]
I'm just engaging with feedback that will engage people with awesome ideas for mods. :-(


Wed Jan 26, 2011 6:40 am
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