Author |
Message |
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
10 and 11 are Crobotech. They come with different armor variations.
|
Thu Jan 20, 2011 9:46 am |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
piecewise wrote: I have tons of mods and check the mod forum practically everyday, but I don't recognize several of these units. Counting from the left (1. coalition, 2. dummy etc.) I don't recognize 4,5,7,9,10, 15, and 16. Which units are these? Units appear in that order as they're defined in Faction.cfg. 4 - Fisher from Blame! mod 5 - Bear federation 7 - MaximDude Corporation 9,10 - Crobotech 15 - Britannicans from Void Walker Amalgam 16 - Diemos federation You should read the OP carefully, all factions and links to them already there for you convenience
|
Thu Jan 20, 2011 12:35 pm |
|
|
piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
thank you. Where are the alternate armor crobotech btw, couldn't find them, just found old Corobtech versions. Also, the darkstorm file that comes packaged commonly gives units Revolver lasers or other weapons that can't be used without the ammo drum, making most of the weapons they spawn with useless. Someone may wish to change that, simply for balancing sake.
|
Thu Jan 20, 2011 11:24 pm |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
That should be included in Crobotech.
|
Thu Jan 20, 2011 11:26 pm |
|
|
piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Really? I know the armor changes depending on weapon they're given, but none of the ones shown in the crobo pic ( viewtopic.php?f=61&t=17876) show that unit with a red visor and big blue fin things on it's back. Maybe I just haven't given it the right weapon yet. Hopefully Methelina fixes the fishers download soon so I can play those on here too. Really is a good mission, lots of fun, even if the ai tends to get hung up as it enters the base.
|
Fri Jan 21, 2011 3:33 am |
|
|
CheesyErwin
Joined: Thu Jan 13, 2011 4:57 am Posts: 2
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Will someone make a fool-proof guide for inserting mod factions? I can't figure it out myself.
EDIT:figured it out... silly me.
|
Fri Jan 21, 2011 11:04 am |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Here is a collection of every mod featured in Tartarus. It's absolutely huge, so be careful. All mods are accredited with their creators.
|
Fri Jan 21, 2011 7:11 pm |
|
|
piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
After playing this a dozen or more times, testing out all the units, I have to say that the biggest obstacle is that ramp at the entrance. Units just bunch up there, pile on top of each other as they try to maneuver, dig holes in the ground and fall through, or kill each other in their struggles. The only time I came close to losing is when I couldn't get any units because they all kept killing themselves on that little ramp. It gets aggravating because there's nothing you can do about it, it's just the ai being god dang retarded.
|
Fri Jan 21, 2011 11:18 pm |
|
|
Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
^^ So true. Especially as Crobotech because they just make a huge pool of overlapping crobos in there. Because there is someone in front of them they won't go forward, and the first guy is stuck.
|
Fri Jan 21, 2011 11:34 pm |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
piecewise wrote: After playing this a dozen or more times, testing out all the units, I have to say that the biggest obstacle is that ramp at the entrance. Yeah it needs a second, redesigned version. Maybe top-to-bottom ramp, wider corridors, more open space. But still, RETARDS don't suffer from poor AI, they're fast and don't hit each other. Automatically (I like watching this mission, not playing) cut Ronins like butter and even kicked fat dummie's yellow b...brain =) But factions with long-range weapons will likely kick their arses. And crowding is not the biggest problem, a couple of forgotten grenades and everything's clean and shiny. Actors and weapons eating terrain and digging right to the bottom, thats what really spoils everything.
|
Sat Jan 22, 2011 12:37 am |
|
|
piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Roast Veg wrote: Here is a collection of every mod featured in Tartarus. It's absolutely huge, so be careful. All mods are accredited with their creators. Forgot the Fishers. And yeah, it's the items and actors "sliding" or "falling" through terrain which screws things up. It seems like as soon as one guy gets stuck, the rest pile up behind them and eventually start shoving each other through the ground. It's especially annoying with the Apollo guys because their huge weapons dig a trench almost immediately.
|
Sat Jan 22, 2011 12:48 am |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Well the fishers weren't on the OP, now were they? I just followed all the links.
|
Sun Jan 23, 2011 6:45 pm |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Roast Veg wrote: Well the fishers weren't on the OP, now were they? I just followed all the links. Original mod was deleted for some reasons, but I still have it.
|
Sun Jan 23, 2011 9:23 pm |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Right. This should be absolutely everything, including Tartarus itself.
|
Sun Jan 23, 2011 10:44 pm |
|
|
piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Roast Veg wrote: Well the fishers weren't on the OP, now were they? I just followed all the links. They were on Weegee's OP, if thats what you mean. weegee wrote: Updated: Jan 16, 2011 - Multiplayer broken, and it seems forever.- Single activity for everything. - 5 more non vanilla factions bundled: R.E.T.A.R.D.S., MaximDude Corp., Fishers, Bear Federation, Combine. You can send your own faction files if you want them bundled. - R.E.T.A.R.D.S. are awesome at assault, Bears have fancy armor. - You can use * to quickly enable\disable factions in Faction.cfg. Just put it before faction file. - Minor bugfix. But yeah, the original mod was deleted. Thanks for posting it weegee. You may want to put Veg's rar up on the first page as a separate file.
|
Mon Jan 24, 2011 1:57 am |
|
|
|