All credit goes to the original authors. I only made a handful of these, and I'm working through all the mods systematically to get a credit list up soon.
Credit List (WIP)
Advanced Bunker Modules - akblabla A Nice Control Module (Control Room) - piipu Anywhere - ramonimbao Blank - ? Blast Door Blastdoors - Maximdude? BunkerEnhanced - Omni BunkerEn-RSet - Omni Bunkuh - Roon3 CBunkerPieces chamber - ? CombatModules Counter DeepCaves - uberhen (idea), Fat Zombie (concept art), Lord Tim DirtModules Door Module DoorOrientations DuhModulePack - Duh102 EBunkerModules - Eternjc Elevator Extra Bunkermodules - Block Gauntlet - Djinn GravShaft GrifBunker - Grif (MATs by Dal) HaloBunkers - uberhen Incredidoor Laserdoor - Mindbug Manual Door - Azukki Map Room Maproom - Lord Tim Mortar Module - DMeat Passive Defenses - sovietcommando Pieces - Desert Strike - Vixion Pieces - DeepCaves - Lord Tim (map) Pieces - Icelands - uberhen, TLB for scene textures Pieces - Invasion - meleon Pieces - New Mombasa - uberhen Pieces - Sniping Pack - ? Pieces - Waterfalls - Lord Tim Pieces - Tomato - JAGO PremadeModules Regenerators - Grif RocketHangar - Electroclan Rocks - Jack the Llama Commando? SashiModules - Sashi SK-PRR - Djinn Stairs - Azukki StasisGenerator TBunkerTiles - Taehl TeaBunkers - Tea TModules - uberhen/ meloen Trap Modules TrapCo Trench - Aspect (incl Shallow Trenches - uberhen) TroubledWaters - Lord Tim Tunnel Turret Stand VentilationSet - Electroclan Way-Point Teleporter Windows - Kigali
Fri Oct 05, 2012 7:54 am
scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
Re: Ultimate Bunker Module Pack
There goes my loading time! :/
Fri Oct 05, 2012 12:54 pm
kaboomarang
Joined: Tue Jul 27, 2010 6:29 am Posts: 38
Re: Ultimate Bunker Module Pack
Sweet robot-zombie-Jesus! That's a LOT of bunker modules! DLing now and testing, dis gon b gud.
Edit: Wow, just wow. How you managed to find all these awesome bunker module mods is beyond me but I wholeheartedly thank you for bringing all these great, otherwise unused modules to light.
Oh wow. How long did it take for you to get all these? Most of these are from old maps that you can't find anymore.
Fri Oct 05, 2012 3:10 pm
Sticks223
Joined: Mon Oct 01, 2012 3:33 pm Posts: 3
Re: Ultimate Bunker Module Pack
Great job combining all these great older mods, but I was wondering how I can access these in the map editor? I've always liked designed really elaborate bases in the editor and then loading them up and filling them with units, but I can't use any mod files in the editor.
The editor is designed so that you can't add mods that are not in vanilla content or the mod's content files, to prevent dependencies on other mods. You'll have to put a reference to files from this mod into your own mod.
Fri Oct 05, 2012 4:08 pm
logorouge
Joined: Wed Oct 03, 2012 7:33 pm Posts: 6
Re: Ultimate Bunker Module Pack
After trying to activate the elevator ingame for a few minutes, I checked the files and realized it wasn't functional after all. >.> I just happened to be looking for some bunker additions and there it is! Many thanks for these.
Fri Oct 05, 2012 4:49 pm
eternjc
Joined: Sun Aug 05, 2007 7:31 pm Posts: 81
Re: Ultimate Bunker Module Pack
That's a disturbingly epic collection you have there, sir. *I* don't even have my own bunker modules anymore. I swear some of the others pre-date the internet ...
Thank you so much!
Fri Oct 05, 2012 6:44 pm
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: Ultimate Bunker Module Pack
Holy. ♥♥♥♥. ♥♥♥♥.
You even have DEEPCAVES??? God damn uberhen, you are a god.
Fri Oct 05, 2012 9:12 pm
Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
Re: Ultimate Bunker Module Pack
Herr Hen, I came buckets when I tested this out but... Is there any way to make the Metagame able to use these when auto-building bunkers?
Sat Oct 06, 2012 1:38 am
uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
Re: Ultimate Bunker Module Pack
Hellevator wrote:
Is there any way to make the Metagame able to use these when auto-building bunkers?
I've only really ever played Skirmish modes, so I'm not too familiar with how the campaign system works. In my limited understanding, you would have to edit the game files to load these modules as "vanilla" content, like Roast's suggestion. But even then, I'm not sure how the AI would "auto-build" with such drastically diverse modules. Many don't line up perfectly with the standard stuff. If you would like to use these in the campaign, I think you could 1) incorporate the modules you would like to use into the core game files (Base.rte) somehow 2) use the scene editor to place the modules in your desired arrangement on a copy of the campaign map you would like to have them 3) copy all the placement data to the original map you want to have the modules on, and 4) disable the auto-build for that map in the campaign, since everything's all preplaced. Once again, I've no idea if this works, and it seems like it would be a lot of work. I'd suggest that you instead create a new scene of your own and include the modules you want IN the map's .rte, and then enable that map to be used in the campaign.
Geez guys, thank you for all the praise. You were the ones who made all these, the hardest part for me was just sifting through my files finding all this stuff. Since CC was released on Steam, I wanted to save new players from the hassle of searching everywhere for these, and of trying to make them compatible with the newest version. There's just so much great content that seems to be forgotten, broken, or simply gone unnoticed for this game, it's a real shame.
On another note, I'm kind of disappointed at the state Cortex Command is in. I think more focus should have been placed on the mod and community aspects from the get-go. How many mods can you think of that fundamentally changed the way you played the game? Why haven't many of those advances, at least in part, been incorporated into the vanilla game? Some definitely have, but others deserving the nod were passed over. But I understand if Data wished to stay true to his original vision. He worked hard to make the game he wanted to make, and I can definitely respect that. In fact, the nature of this game really allows each of us to make it exactly what we want, given the time and effort it takes, so I suppose you can't fault Data for providing us a stable framework...
I'm ranting, please excuse me. Enjoy the pack everyone.
Is there any way to make the Metagame able to use these when auto-building bunkers?
I think you could 1) incorporate the modules you would like to use into the core game files (Base.rte) somehow 2) use the scene editor to place the modules in your desired arrangement on a copy of the campaign map you would like to have them 3) copy all the placement data to the original map you want to have the modules on, and 4) disable the auto-build for that map in the campaign, since everything's all preplaced.
Actually all the data for the prebuilt modules is stored in Base.rte, so not only would you have to include these modules as in Map Pack 3, but you'd then have to locate the AI design blueprints and edit them to your liking. I can't for the life of me remember where in Base.rte they are though.
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