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 Untitled Tech 2.5 (B31) [26th April 2015] 
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Joined: Fri Jun 10, 2011 4:37 am
Posts: 201
Location: Oregon, USA
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Post Re: Untitled Tech 1.6
I like this mod, a lot, nice sprites but shouldn't you just make this a fallout mod or something? Like make the Enclave, NCR, and BoS factions


Sat Sep 08, 2012 5:46 pm
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Joined: Sun Jan 29, 2012 7:11 pm
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Location: A little town in Missouri, USA
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Post Re: Untitled Tech 1.6
He doesn't want to make a fallout mod. Read through the thread.


Sat Sep 08, 2012 5:55 pm
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Joined: Mon Oct 11, 2010 1:15 pm
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Location: Finlandia
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Post Re: Untitled Tech 1.7
Updated to 1.7, nothing more to it than it being the current version that I have.

painbringer1998 wrote:
I like this mod, a lot, nice sprites but shouldn't you just make this a fallout mod or something?

PFCDev wrote:
Read through the thread.


I guess, if many people want a Fallout mod, I should start working on one instead. :)

I'll take a break from working on this mod, or modding in general for a while, but I'll see what I'll wrap up for anything I'll release next. I might make a compilation of weapons I couldn't fit in any faction idea at some point. All of your feedback and support is much appreciated!


Sat Sep 08, 2012 6:24 pm
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Joined: Fri Jul 06, 2012 12:44 pm
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Post Re: Untitled Tech 1.7
4zK wrote:
I might make a compilation of weapons I couldn't fit in any faction idea at some point.


Regarding the amazing stuff & effects of the Untitled Tech, that would be cool :D


Sat Sep 08, 2012 6:42 pm
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Post Re: Untitled Tech 1.7
4zK wrote:
I'll take a break from working on this mod, or modding in general for a while, but I'll see what I'll wrap up for anything I'll release next. I might make a compilation of weapons I couldn't fit in any faction idea at some point. All of your feedback and support is much appreciated!


This is a great mod you've made, good luck with whatever you decide to work on next!


Sat Sep 08, 2012 10:35 pm
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Joined: Sun Mar 07, 2010 6:23 am
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Post Re: Untitled Tech 1.7
You're a good modder and a good person, and you're keeping the scene and the game alive. Keep on keeping on, brother.


Sat Oct 06, 2012 1:57 pm
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Post Re: Untitled Tech 1.7
Will do! Update coming soon* after dropship sprites are finished.

*hopefully before 2013


Sat Oct 06, 2012 2:09 pm
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Joined: Tue Jul 24, 2007 1:13 am
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Post Re: Untitled Tech 1.7
you updated for 1.0 right?


Sat Oct 06, 2012 8:23 pm
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Post Re: Untitled Tech 1.7
Not really, but I think the B27 version works just as well with 1.0.


Sat Oct 06, 2012 8:39 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
~BUMPDATE~

I've actually been working on this mod!

Please, give me some suggestions on what I should make next, I'm kind of stuck on making new things now.


Sat Oct 13, 2012 6:59 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
Nice Update :grin: . The new sprite of the Heavy is more in the theme of rust and old welded steel, so that's alright. Also, the dropship is now sexier but maybe a little weak for a metallic carcass covered with plating ? The carabine fill an hole in the weapon family of the mod but I think it deserves more penetration, just a bit. Anyway, If you're out of ideas, I can give you some;
A giant armor-piercing laser ? A shotgun firing nasty shards which ricochet everywhere and gives you multiples hemorrhage ? Some basic ballistic assault rifle with cool upgrades (Grenade Launcher or bayonet or laser pointer...) ? Ion gun which act like a upgraded laser rifle but with EMP capacities ? A revolver which fires alternatively ballistic rounds, EMP rounds and HE rounds ? A tractor beam-like tool which desarms surrounding actors ?... I got a lot of 'em, just ask if you need :D


Sat Oct 13, 2012 7:54 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
Saven wrote:
Nice Update :grin: .

Thanks! :)

The dropship does indeed need some polishing and more gibs, I just wanted to wrap something simple up and give it a unique look instead of a resprite.

I'm not entirely sure about the new rifle's stopping power, but I gave it a lengthy magazine and moderately fast fire rate to balance the power.

On the ideas;

I might look into making turrets at some point, and one of them will definitely be something with big lasers. :grin:

Try the Shattergun, it actually fires rounds that explode into shards now. It's very satisfying to use against fleshy actors :evil:

I'm trying to come up with more unique weapons, and I'm trying to keep the lead weapons below the energy weapons. I'll add more weapons of all kinds once I get more good ideas.

I have thought about making some kind of a remote-hacking device that lets you control robotic enemy units, I'm not sure if my lua skills are enough to make it though. We'll see!


Sat Oct 13, 2012 8:07 pm
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Joined: Sun Aug 28, 2011 1:47 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
I did once make a mod that allowed you to change unit team, but it resulted in crashes, usually after you killed the unit belonging to the original faction of the changed unit. If you are able to make it, Kudos.


Sat Oct 13, 2012 9:31 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
how do we add this to the factions you can use/play against in metagame?


Sat Oct 13, 2012 9:48 pm
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Post Re: Untitled Tech 1.8 [UPDATE]
scrdest wrote:
resulted in crashes, usually after you killed the unit

Let's hope it'll work this time!

NeoSeeker wrote:
how do we add this to the factions

It should be there, look to the bottom of the faction list when choosing one.


Sat Oct 13, 2012 9:52 pm
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