UniTec (1.0.0 - CC1.0) - DISCONTINUED
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: UniTec (1.0.0 - CC1.0)
Hey, Gotcha!, The only think I don't like in your mod is the fact that there are specific characters in it. If you aren't very lazy or don't need to live your life, can you make a standard soldier for S.H.I.E.L.D and UniTec? I don't know if the Zealots guys are characters from somewhere, so I don't want a standard soldier in there.
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Mon Oct 01, 2012 7:39 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (1.0.0 - CC1.0)
I was thinking about giving them random heads, much like the ronin have now, but the sheer disappointment in CC's current development status and the likely event that this will basically be all that data will make of the game severely blew my motivation to hell.
Sorry. Maybe I'll work on it another time, but please don't hold your breath.
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Mon Oct 01, 2012 8:16 pm |
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Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
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Re: UniTec (1.0.0 - CC1.0)
Not sure if I'm right, but I think the MOID limit was removed from the game. I was able to spawn more than 255 without getting anything gibbed in the SandBox Firing range and other activities. For some reason, when I play total dummination in the dummy assault map, the game gibs my brain when the limit is reached. It also happened once when I was playing zombie slaughter on flat zones. I posted it here 'cause I think it has something to do with the Unitec activities.
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Wed Oct 03, 2012 8:43 am |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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Re: UniTec (1.0.0 - CC1.0)
Don't despair Gotcha! The CC 1.0 release on steam has most surely brought in new players that actually like the game (myself included) and your mod is very impressive.
For the sake of campaign harmony I think you need to balance some prices a bit though, the outlaw in particular hits waaaay above the current 300 OZ value. With chaingun-shotgun and missile and such heavy armour I think 600+ Oz is more reasonable as the unit is too cool to nerf instead.
Likewise your gamma class tools are worth more than twice the price of the "heavy" vanilla equivalents.
*edit - there is a bug in the bounty module. On round start it drops Oz to some crazy negative number.
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Wed Oct 03, 2012 9:16 pm |
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StanT101
Joined: Tue Aug 28, 2012 9:48 am Posts: 25
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Re: UniTec (1.0.0 - CC1.0)
Hey Gotcha!, I want to ask you, is it ment not to show some weapons in buy menu(colt m16, mazin nagant, SV dragunov, ITD vector etc.), or is something wrong on my end, either way can you say how to enable them so it is possible to buy them?
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Thu Oct 04, 2012 5:26 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: UniTec (1.0.0 - CC1.0)
Gotcha! wrote: I was thinking about giving them random heads, much like the ronin have now, but the sheer disappointment in CC's current development status and the likely event that this will basically be all that data will make of the game severely blew my motivation to hell.
Sorry. Maybe I'll work on it another time, but please don't hold your breath. Nah, don't be sorry. I can wait. It's your mod, by the way :) StanT101 wrote: Hey Gotcha!, I want to ask you, is it ment not to show some weapons in buy menu(colt m16, mazin nagant, SV dragunov, ITD vector etc.), or is something wrong on my end, either way can you say how to enable them so it is possible to buy them? There is a file inside the UniTec.rte folder, called Presets.bat. You can define which faction's weapons will appear in the game there. And you can do that manually by clicking the Shoplist.ini and defining Buyable = 1 (yes) or Buyable = 0 (no) Do not insert the (yes) or the (no) lol. Also, don't want to be harsh, but that is all in the first post of the topic. Hope I helped :)
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Thu Oct 04, 2012 6:22 pm |
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StanT101
Joined: Tue Aug 28, 2012 9:48 am Posts: 25
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Re: UniTec (1.0.0 - CC1.0)
for some reason presets.bat don't open on me, that's the reason i was asking. EDIT: Nevermind, sorted that out... But is it okay that .bat doesn't open?
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Fri Oct 05, 2012 9:39 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (1.0.0 - CC1.0)
@tankmayvin: Thanks, I'll keep the price of those units/tools in mind. About you going bankrupt, are you playing the metagame (campaign) or are you playing on a skirmish map? If metagame: I've noticed several lua errors already (like using the alternate fire modes on my guns) that do not happen in skirmish. Didn't happen in B27. I don't know how to fix this, sorry. Thanks, data.
@StanT101: Depends on what platform you are. You can only run the bat file from windows. If you're on a mac or linux or whatnot then you can't use it.
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Fri Oct 05, 2012 10:17 am |
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StanT101
Joined: Tue Aug 28, 2012 9:48 am Posts: 25
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Re: UniTec (1.0.0 - CC1.0)
Gotcha! wrote: @StanT101: Depends on what platform you are. You can only run the bat file from windows. If you're on a mac or linux or whatnot then you can't use it. Well, i'm on Windows...
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Fri Oct 05, 2012 12:06 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (1.0.0 - CC1.0)
Then you can run it, unless some missing administrative privileges are throwing dirt in your soup.
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Fri Oct 05, 2012 3:40 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: UniTec (1.0.0 - CC1.0)
Joseh123 wrote: Hey, Gotcha!, The only think I don't like in your mod is the fact that there are specific characters in it. If you aren't very lazy or don't need to live your life, can you make a standard soldier for S.H.I.E.L.D and UniTec? I don't know if the Zealots guys are characters from somewhere, so I don't want a standard soldier in there. I may be misunderstanding your intentions, but each of the individual, named soldiers is effectively a copy of a more generic soldier clone. If you take a look through the presets, shoplists, and whatnot, you can set up a buylist that uses the generic clones, instead of the default special characters.
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Fri Oct 05, 2012 6:55 pm |
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Wake
Joined: Sun Oct 07, 2012 7:43 pm Posts: 1
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Re: UniTec (1.0.0 - CC1.0)
I've got a lot of crash every time I play the metagame with one of the 3 fations, anyone got the same issue ?
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Sun Oct 07, 2012 8:04 pm |
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eddevilish
Joined: Fri Jun 25, 2010 12:41 pm Posts: 20 Location: Blighty
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Re: UniTec (1.0.0 - CC1.0)
There being skirmish activities for all the vanilla factions except the Techion and Imperatus was annoying my OCD mind so I added them. Attached in case other people are like me. On an different note, it's sad to see you downbeat about CC Gotcha. I can only hope that in time you might regain some motivation as Unitec is one of the mods I've always kept loaded.
Attachments:
File comment: Extract to Unitec.rte/Activities
Activities.zip [9.42 KiB]
Downloaded 270 times
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Sun Oct 07, 2012 9:28 pm |
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Captain Oblivious
Joined: Sun Oct 07, 2012 9:59 pm Posts: 1
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Re: UniTec (1.0.0 - CC1.0)
Whilst this is a great mod that adds all sorts of units, weapons, ships and features to the game, I have to say that it really irritates me when units come pre equipped. as a result I shall not be using it, otherwise it's a fantastic mod. Good job and carry on with your work.
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Sun Oct 07, 2012 10:02 pm |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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Re: UniTec (1.0.0 - CC1.0)
Gotcha! wrote: @tankmayvin: Thanks, I'll keep the price of those units/tools in mind. About you going bankrupt, are you playing the metagame (campaign) or are you playing on a skirmish map? If metagame: I've noticed several lua errors already (like using the alternate fire modes on my guns) that do not happen in skirmish. Didn't happen in B27. I don't know how to fix this, sorry. Thanks, data.
The bug with the bounty module happens in skirmish as well as the campaign. The gun bugs only happen in metagame for me.
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Sun Oct 07, 2012 10:36 pm |
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