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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
No thanks Nocifer, I think it should be fine for macs right now.

And as for the Crab Mech, Im planning a long ranged weapon kinda like the Rail Driver but amped up.


Sun Mar 06, 2011 11:14 pm
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
Sounds powerful.
So the mech will work better at long ranges?


Sun Mar 06, 2011 11:25 pm
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
The new version doesn't work on my Mac. Error reading PEnd.wav for the S-88.
I tried both downloads.


Mon Mar 07, 2011 12:02 am
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
Craaaaaaaaaaaaaappppp.

Forgot to use the sounds that Nocifer converted.

Hold on.


Mon Mar 07, 2011 12:14 am
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
http://dl.dropbox.com/u/6574716/SAW.rte.zip
BAM

Thanks to the tireless efforts of Coops, this was a lot easier to convert.


Mon Mar 07, 2011 1:35 am
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
I thank you once again Nocifer.

Enjoy the mod guys.


Mon Mar 07, 2011 1:56 am
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
Well, I just came back to Cortex Command after a long break a couple days ago. Scoured the forums for mods like I always do (Because that's honestly the best part of the game for me). I was unable to find anything that really trumped the mods that had been released back when I stopped (Such as Crobotech), aside from a couple of actors here and there. I gave this mod a shot and I basically spent an entire night having the most fun I've had with this game in a long time. Needless to say, I was impressed.

The actors are amusing and well-sprited, but I end up using the Heavy Unit exclusively, even though I find his glowing antennae a little silly looking. I would probably use the Elite Unit more if he had a jetpack. That jump he has can be a little difficult to use sometimes. I spent like, five minutes getting him over a pile of Drop Crate debris one time, because he seemed to only want to jump straight into the air and simply fall back in the spot he started in. Argh!

The weapons are great! The sprites are well done in my opinion, and the effects (Visual as well as sound) are perfect. The THOR-98 is my favorite. A big stupid powerful marksman rifle. My favorite type of weapon. I love picking actors apart with it and occasionally disarming an enemy and sending the item through his head. <3 I would probably enjoy the MUGA-K2 a lot more if I could actually use it. For some reason, just having it in existence lags up the game to unplayability. I have no idea why.


Tue Mar 08, 2011 2:47 am
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
It seems that you still have the grenades exploding in you're hand problem. Great for suicide bombing, not much else (and I mean reeeeeaaalllly good for suicide bombing, especially the aerosol explosive)


Tue Mar 08, 2011 3:36 am
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
yay update nice looking and the abilitys are cool and welcome back ocular even though i never met you :P


Tue Mar 08, 2011 6:20 pm
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
I love this mod! It's big, it's bad, and it dominates every other faction. There were two things that got my attention (Not in a good way). It would really help if there were descritions on the guns, you could even copy and paste the one's from this thread. The 2nd thing is that the teleporter spawns enemies that attack you! I thought it was going to be a friendly...


Tue Mar 22, 2011 5:09 am
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
I agree. The nameless guns were annoying. Atleast "Full-Auto Assault Rifle" "Pistol" and such would suffice nicely.

Another thing. The heavy troopers sink right down into the ground. Especially in the snow and desert.

And the SAW menu appears everywhere! Under Weapons are the actors, under actors are the craft!

One last thing; The SAW dropship suffers from the same problem as alot of other modded dropships do. It constantly tilts to one side. So one of the upper thrusters to counter this are always pushing.

With a few good tweaks here and there i'd play this mod alot. :)


Tue Mar 22, 2011 1:45 pm
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
I had some free time today. I went back through every single item that was working at the time and added descriptions.

http://www.mediafire.com/?n2rd6163i2xu0rq

If that doesn't work for you just reply to this post.

Edit: Oh and also, the FR-27 is way too overpowered :-(


Last edited by Emogotsaone on Sat Apr 09, 2011 9:30 pm, edited 2 times in total.



Tue Mar 22, 2011 6:08 pm
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
With this update I stripped all the weapons of their description to do them later and put them on my to-do list but I seemed to have passed on that and forgot to get back on it. Otherwise, thanks Emogotsaone for that, I will look over it and make a few tweaks if needed.

As for the FR-27, it's like all the other Kinetic weapons, their power varies and is actually quite random. The type of weapon just gives a limit to how much power they have. You probably just got a string of lucky and well placed shots.

The Heavy Unit is an extremely heavy chunk of metal with all his armor on him which gives him a big mass, therfor he would realisticly sink in. Again I reduced the mass in the previous update but I never checked him in the snow so there could be an issue there.

As for the stray items and actors in different tabs, I didnt put that on my to-do list for the mod as I never remembered or came across it with the previous update but I can fix it in the next update.

The dropship having the orienting issue is an intentional thing. It not being very stable is what I wanted, I liked the idea of the faction more interested in direct arrival than drop off and return.

Same thing with the teleporter, the robot that is teleported is ment to be rogue but what I can do instead is make it so that it spawns a unit on your team but is uncontrollable. I'll want to know if this is what people want instead.

Thanks for the feedback guys.


Tue Mar 22, 2011 10:28 pm
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
I would like that uncontrolable unit for the player side from the teleporter but with the AI like CC48's hunter robot.


Tue Mar 22, 2011 11:29 pm
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Post Re: S.A.W. *(06/03/2011) UPDATE: V9.0.0
Coops9753 wrote:
The Heavy Unit is an extremely heavy chunk of metal with all his armor on him which gives him a big mass, therfor he would realisticly sink in. Again I reduced the mass in the previous update but I never checked him in the snow so there could be an issue there.



That would be perfectly understandable, but the hole they make in the terrain is a very narrow one. Certainly much thinner than the heavy trooper's legs.


Mon Mar 28, 2011 3:44 pm
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