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glata10
Joined: Sat Sep 10, 2011 11:24 am Posts: 18
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Really cool mod, but would really like to see some more stuff already.
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Sat Jul 07, 2012 12:57 pm |
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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: [WIP] Extended Core Factions (5.5 items and rising)
Surely you realize that modders aren't robots that are up all day and night working on their mods, riiight?
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Sat Jul 07, 2012 11:05 pm |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Well, Xenoargh is. He just keeps pushing out updates for his mod, day in and day out.
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Sat Jul 07, 2012 11:15 pm |
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Adecristo
Joined: Wed Jun 13, 2012 12:03 am Posts: 20 Location: Poland
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Sorry for no updates, I'm on vacation @ my gf's since a week, I'm getting back home at wednesday and I'll go straight into making the stuff. Wilq, I'm really grateful for sending these ideas, they're seriously inspiring and I guess I'll work on them quite soon - I especially like the power glove idea. I want to expand them right now with some 2-3 items along with another thing or two for the Coalition before making another faction's expansion (which most probably will be Ronin stuff). And to those awaiting the Uzira faction, I'm still thinking it over, but it'll probably be a bit longer since I will work on these. I want a solid base for the mod in terms of smaller additions to all the other factions before making a whole new one, just to be sure I can actually do it. I still have to get to understand merging Lua programming with the game's item / character scripts not to make newer stuff a mess like the turrets. So, see you at wednesday and stay assured that the mod isn't dead, lads. Cheers!
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Sun Jul 08, 2012 3:53 pm |
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XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Well in the story page thing it shows Uzira and the skeletons with the blunderbuss and blunderpop so i think you should just let them use tradestar guns
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Sun Jul 08, 2012 11:24 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: [WIP] Extended Core Factions (5.5 items and rising)
XxMrmechaxX wrote: Well in the story page thing it shows Uzira and the skeletons with the blunderbuss and blunderpop so i think you should just let them use tradestar guns The blunderbuss and blunderpop sucks though. Would be nice to see beefed up versions of these. Ones that rip everything apart at close range.
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Mon Jul 09, 2012 3:00 am |
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XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
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Re: [WIP] Extended Core Factions (5.5 items and rising)
The Decaying Soldat wrote: XxMrmechaxX wrote: Well in the story page thing it shows Uzira and the skeletons with the blunderbuss and blunderpop so i think you should just let them use tradestar guns The blunderbuss and blunderpop sucks though. Would be nice to see beefed up versions of these. Ones that rip everything apart at close range. Your right maybe beef up all the tradestar weapons and make them customized for Uziras faction. Maybe the ultra SMG or the blunderBOOM and the blunderBANG
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Mon Jul 09, 2012 3:43 am |
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Adecristo
Joined: Wed Jun 13, 2012 12:03 am Posts: 20 Location: Poland
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Re: [WIP] Extended Core Factions (5.5 items and rising)
I thought about it too, I think I mentioned it in "to-do list". I especially like the sound of "blunderboom", lo~ The base uzira guys can also be the standard tradestar clones, but a bit buffed up like their weaponry. They're also a nice base for making the armored guys for the faction. So, yeah, making the base of this faction probably won't be as hard as it might seem; of course their weaponry will have sprites a bit remade and there will be some new stuff, not only the tradestar mods. Especially considering the fact I want to give them some melee stuff - swords / maces, plus shields to let them get to the point blank range without being slaughtered as much as they would probably be. And then to extend the faction with their own drop pods, probably modded bunker modules and we're cool. Also, the Uzira herself as the brain unit.
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Mon Jul 09, 2012 10:42 am |
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Wilq
Joined: Sun Jul 25, 2010 2:52 pm Posts: 40
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Good to see you like my Ideas . I'll mess with CC more this week so I may get more Ideas.(Maybe I'll finally do something on my own and send you.) And almost forgot, Browncoats rocket is slighty too weak, either armor is too weak. PS: Do you think I should change avatar? It's quite... epileptic?
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Mon Jul 09, 2012 10:56 am |
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Adecristo
Joined: Wed Jun 13, 2012 12:03 am Posts: 20 Location: Poland
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Wilq wrote: Good to see you like my Ideas :). I'll mess with CC more this week so I may get more Ideas.(Maybe I'll finally do something on my own and send you.) And almost forgot, Browncoats rocket is slighty too weak, either armor is too weak.
PS: Do you think I should change avatar? It's quite... epileptic? I would be very grateful for any stuff you send to enhance my pack, as long as it doesn't stand out as overpowered or underpowered in comparison to vanilla CC / my additions. It might be if it is expensive enough, but keep it calm. I'll buff the armor a bit if you say so, especially because I wanted it to be a bit beefy. Thank you for the feedback! PS. Not really, I actually like it~
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Mon Jul 09, 2012 11:29 am |
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Wilq
Joined: Sun Jul 25, 2010 2:52 pm Posts: 40
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Actualy I'll try to do something for Ronin as start. Something for mercenaries high firepower(It'll be balanced of course, in reality reloading this rifle in combat is nearly imposible - soldiers are instructed to demount internal magazine and run away rather than reloading or taking it with them.) PS: Changed it already, but happy you liked it. PS2: Location: Poland? Rest of conversations as it should be in PM's brachu.
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Mon Jul 09, 2012 12:00 pm |
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Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
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Re: [WIP] Extended Core Factions (5.5 items and rising)
XxMrmechaxX wrote: The Decaying Soldat wrote: XxMrmechaxX wrote: Well in the story page thing it shows Uzira and the skeletons with the blunderbuss and blunderpop so i think you should just let them use tradestar guns The blunderbuss and blunderpop sucks though. Would be nice to see beefed up versions of these. Ones that rip everything apart at close range. Your right maybe beef up all the tradestar weapons and make them customized for Uziras faction. Maybe the ultra SMG or the blunderBOOM and the blunderBANG It would be more realistic to make a "SMG mk2" With perhaps a much bigger clip and maybe higher damage rounds and a slightly longer barrel. For the blunderbuss extensions, maybe try adding a few more Old firearms, like a flintlock pistol, and black powder musket, Tho I really personally don't see how weapons that old fit into a space age game, Ronin weapons I can understand because human weapons like that can be refurbished and sold on the black market and so on being military surplus and all, but black powder weapons and blunderbuss's are a rare thing, It would seem more realistic to make the Seeming undead-like actors from the Uzira faction use more Modernized versions of Weapons from the middle ages, for example things like Electrically charged swords, longbows that shoot arrows made of FRIGGIN LAZORZ, and crossbows that shoot bolts that explode into corrosive acid ( maybe give the faction a few weapons like this as a specialty to give it a little bit of a plague theme), Or maybe at least create a logical explanation for the seemingly Extremely outdated firearms use (blunderbuss) I personally would really like to see a story line behind that.
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Tue Jul 17, 2012 6:34 am |
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XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
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Re: [WIP] Extended Core Factions (5.5 items and rising)
You should make a armored version of uzira and unarmored version for the brain (unarmored would be cheaper)
Because the tradestar clones are your base instead of makeing uzrias army include skeletons maybe make them have skin.
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Wed Jul 18, 2012 1:16 am |
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Avimimus
Joined: Sun Jul 29, 2012 3:41 pm Posts: 4
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Are there plans to add some of the mechs (or the priest-warrior) shown in the intro?
Suggestion:
Assault tanks: - Very limited armour (requiring escort) - Little or no secondary weapon (ie. can't defend self well from infantry) - A primary weapon which has a low rate of fire, but is effective against fortifications - Dummy would carry a Destroyer Cannon that fires three shots quickly (and then has to relaod). Imperatus would have a one shot weapon that fires six small black ballistic (curving tragectory) rocket-propelled chainsaw like weapons. etc.
P.S. It would be nice to see an option to have tanks equipped with very short duration jump-jets (or grapple guns) - this would help ensure that they don't get stuck as easily. Right now a pit can easily doom them.
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Sun Jul 29, 2012 5:34 pm |
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glata10
Joined: Sat Sep 10, 2011 11:24 am Posts: 18
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Re: [WIP] Extended Core Factions (5.5 items and rising)
Is this mod dead? There hasn't been a update for soooooooo long now. What's going on?
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Sun Sep 02, 2012 3:06 pm |
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