Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
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OliveD
Joined: Sun Jul 29, 2012 2:46 am Posts: 16
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
I'm not sure if I want to remove the crate gibs altogether, I really like how they look littering the battlefield. I'll experiment later with cleanup methods for them, maybe making them sink into the ground and disappear after a little while. In the meantime, here is an alternate file with no gibs in it if you want: Attachment:
Crate.ini [8.83 KiB]
Downloaded 243 times
Overwrite "Loyalists.rte/Crafts/ParachuteCrate/Crate.ini"
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Wed Aug 01, 2012 12:34 am |
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Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
is it just me or do these units seem a little taller then the average CC troops? (guns seem longer too)
Edit: Ohh I get it now, their bodies just have more of a longer and more skinny look to them compared to your average coalition soldier/ronin.
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Wed Aug 01, 2012 1:31 am |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
The loadout.ini should be updated to reflect the fact that the PresetName Militia (Helmet) no longer exists, currently most of the loadout entries drop a bunch of weapons with no actors.
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Wed Aug 01, 2012 3:25 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
I downloaded the most recent version, but I keep getting a crash at Loyalists.rte\Devices\Weapons\Rifles.ini at line 8.
Line 8 is in the middle of coding the rifle round. I tried moving "Rifle.ini" to the end of the list, but it kept finding an error at line 8 in pistols.ini and MG.ini
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Wed Aug 01, 2012 3:21 pm |
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URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Any chance you could up the fire rate of the machine gun? It fires a bit to slowly to feel like a deadly weapon.
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Wed Aug 01, 2012 5:47 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
This mod works well with the SHIELD parachute. Randomly scattering troops all over the map, watch them burst into flames or blown to bits in mid-air, and desperately fighting among superior enemy units.
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Wed Aug 01, 2012 6:33 pm |
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Rainbows
Joined: Sat Dec 17, 2011 10:36 am Posts: 18
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Needs more powerful explosives. The satchel charge doesn't feel like a satchel full of high explosives. The grenades for price are OK but clog up the inventory, having a slightly more powerful bomb to go along wouldn't go amiss.
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Wed Aug 01, 2012 6:42 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Great, no, GREAT art, man! Very nice indeed!
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Wed Aug 01, 2012 10:13 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Hey, it seems that my game crashes every time I the Air Balloon enters the game.
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Thu Aug 02, 2012 2:19 am |
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OliveD
Joined: Sun Jul 29, 2012 2:46 am Posts: 16
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Hey guys, I'm aware of the loadouts problem, looks like I updated the loadouts.ini in my dev folder but not the release one, oops. Will fix in a patch tonight. The machinegun isn't meant to be particularly deadly (nor are any of the other weapons.) It can do a decent job in large groups, though. I am considering buffing the satchel a little bit. It's meant for breaching doors at the moment, and in that purpose it usually works. You're right, though, it is very weak. The grenades might get a bit of a buff/price increase, too, maybe with a random chance to have a short fuse = detonate early (most probably in your actor's hands.) Mr. Fett, I'm not sure what exactly is happening that is making the game crash. Do you have stock B27? If so, I might have broken compatibility again, can't really test as I don't have a stock b27 anymore. I'll have a look at the definitions and get back to you. For the air balloon crash, it works on my end, so I'll need a bit more information to be able to help you. What are you putting in it? Which game mode/activity is this in? What is the MOID count when you spawn it? Ctrl-P to display it, btw. It crashes for me if the ballon tries to spawn after the MOID limit has been reached. I assume it's because it spawns the basket actor then tries to fetch it's MOID, which fails to be assigned, then tries to access an actor that doesn't exist = crash. Could also maybe be a version problem, though I doubt it. I'll check over to make sure. If anyone has both the stock and the new B27 installed, you would do me an incredible favor by testing on both. I'll try to get the old one installed again so I can do it myself later on. Also,if you all could tell me what you'd rather see done first out of the following list (or anything else you might want, really): - Tank variants
- Zeppelin
- More random weapons
- More modules/bits
- Static guns/Mortars
Thank you again for the testing/ideas/feedback!
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Thu Aug 02, 2012 3:31 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
I myself want an easier way to use bayonet.
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Thu Aug 02, 2012 4:19 am |
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Rainbows
Joined: Sat Dec 17, 2011 10:36 am Posts: 18
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
My opinions for that list would be:
First new bunker modules, 2. Zeppelin, 3. Tank Variants, 4. Static guns and such heavy weaponry, 5. Random weapons (and an easier way to use the bayonet, maybe having two different modes rather than bayoneting when the button is clicked) Also they need a concrete and digger for their own faction.
Last edited by Rainbows on Thu Aug 02, 2012 1:32 pm, edited 1 time in total.
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Thu Aug 02, 2012 10:15 am |
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Saven
Joined: Fri Jul 06, 2012 12:44 pm Posts: 56 Location: Missing In Action
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Great mod I love the Steampunk/WWI-ish style of your sprites, which are lovely ! Loyalists feel fun, just like zombie white whale, but have good balanced power in line-ups btw, I'm in love with your bunker modules/bits and i would like to see others
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Thu Aug 02, 2012 11:07 am |
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Timppa
Joined: Thu Aug 04, 2011 1:45 pm Posts: 17
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
I have the same problem with the balloon. If I call it in with a militia actor inside, the game crashes. Coalition light and tanks work just fine. Scene and MOID do not seem to matter. There is no crash message, just CC has stopped working.
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Thu Aug 02, 2012 11:47 am |
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URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
I LOVE THIS MOD. Honestly, this mod is something I will use for a very long time and to top it off it goes extremely well against Unitec Zombie onslaught gamemode. I would definitely like to see some heavier weaponry and some mortars.
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Thu Aug 02, 2012 4:47 pm |
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