This faction brings Sergals into the mix. Not the biggest nor the best, it's my first uploaded CC mod. A low tech race, fast on their feet but lacking in jetpacks. Each sergal type can be of any of the colours you see in that image up there. Due to their brutality in combat and low base intelligence, they are permitted by TradeStar to mostly use Ronin-grade weaponry.
What's in this mod:
Actors-------------------
Soldier: More or less a civilian. Sergal's aren't really picky when it comes to who fights. Warrior: The most commonly seen of the Sergal military. Covered in armour. Scout: Fast, has a light jetpack. Covered in light armour. Guardian: Covered in thick layers of armour. Fairly slow, yet has a jetpack. Medic: More or less a Soldier, just has the added advantage of healing others nearby. Commando(NOT SHOWN): To a Soldier as what a Browncoat is to a Ronin light. Advisor: The Sergal 'brain'. Covered in armour and equipped with a jetpack. Flag(NOT SHOWN): Another 'brain'. Protect at all costs!
Gun platform: Represents the Sergal race's first foray into developing their own technology.
Unique weapons-------------------
Sword: Generally useless, but awesome if it hits. Spear: Longer range than sword, cheaper, but weaker. Shield: Great extra defense. (Not shown)
Sergal Rifle: Slow firing and fairly damaging. Hits with enough force to knock enemies around. Sergal SMG(NOT SHOWN): A weak Automatic weapon. Can kill with sustained fire. Sergal Mitrailleuse(NOT SHOWN): Powerful in very short bursts. Has a habit of running out of ammo just when you need it. Sergal Shotgun: Crazy strong but short range. Has a habit of exploding if under too much stress, and if shot at. Sergal Lance Shotgun(NOT SHOWN): A compressed shotgun. Nice range, but shot has little to no spread. Sergal Assault Rifle: An automatic variant of the Rifle. Not as strong, but still fairly good. Sergal Shock Rifle(NOT SHOWN): Essentially a faster firing Assault Rifle. Offset by the increased reload times. Sergal AutoCannon: Powerful and dangerous. A burst weapon that can fire six-round bursts and can fire up to four times before reload. Sergal GrenadeLauncher: Low trajectory and relatively small explosion. Good for firing over cover, and has fairly decent range. Sergal MiniRocket Launcher: Powerful pistol capable of firing up to ten small rockets. Very good at clearing hallways. Sergal Grenade: Explodes on contact! Sergal Trap(NOT SHOWN): Dangerous jaw trap. Can cripple an invasion force if placed just right. Sergal Small Launcher: Fires plain coloured fireworks. Only really damages fleshy actors. Sergal HandCannon: A pistol with devastating rounds. Can fire four times before needing a reload. Watch out for it's explosive gibs! Sergal Jezail: The Sergal race's attempt at their own sniper rifle. Generally inaccurate, though powerful. Sergal RocketLauncher: The Sergaelic attempt at their own bazooka, with a rocket that explodes if it travels too long. Sergal Recoilless Rifle(NOT SHOWN): A powerful artillery weapon. Do not underestimate. {AutoCannon/HandCannon/MRLauncher/Grenade/SMG/LanceShotgun/Mitrailleuse/Commando courtesy of Xn-Dragon}
Unique crafts------------------- Sergal Light Rocket: Heavy and weak, but still quite capable. Could always be used as a makeshift bomb. Sergal Heavy Rocket: Incredibly big and heavy, most of it's size is taken up of engines and fuel.
Faq
THEY ARE TOO SHORT That's how I originally did them, sorry.
WHY WEAKER WEAPONS Because Sergals are not technologically inclined to advance. Expecting quality ranged weaponry is a pipe dream.
WHY DO YOU KEEP SAYING SERGALS LOVE EXPLOSIONS It was stated somewhere that the average intelligence of a sergal is around a 14 year old boy. Take that as you will.
THESE RANDOM HELMETS ARE TERRIBLE AND UNBALANCED See above
WHATS WRONG WITH JETPACKS Low tech = inefficient jetpacks in this case
THESE JETPACKS ARE NOT INEFFICIENT If I could, I'd make these jepacks only usable while on the ground.
THESE SERGALS ARE NOT NEW AGE The old age sergals are somewhat more interesting to me personally, but ymmv. Things are looking more likely to go new age now.
WHERE IS GENERAL RAIN This takes place in an alternate future, after her reign.
WHY IS THEIR ARMOUR SO TOUGH Because you are fighting them.
WHY IS THEIR ARMOUR SO WEAK Because you are playing as them.
WHERE ARE THE SOUTHERNS For now, Southern Sergals are just a colour change.
WHERE ARE OTHER RACES There really isn't enough info for me to get their weaponry and troop types right. At least for now.
WHERE JAVELINS I gave up, sorry.
WHY NO FREQUENT UPDATES Work and illness take up most of my time these days. I am still working on the mod, just nowhere near as much as I could beforehand.
For those who like these sort of things (I know I do)! If you are unable to download from mediafire, please recommend a new host that doesn't require a premium account.
V2.0 -Commando added, courtesy of XnDragon -Commando given male nightmare voice -SMG added, courtesy of XnDragon -Mitrailleuse added, courtesy of XnDragon -Lance Shotgun added, courtesy of XnDragon -Traps are added at last! Cheap and devastatingly effective in the right situations -Grenade is back to explode on contact -Sniper is now a Jezail, and has less range -Recoilless Rifle added at last! -Shock Assault Rifle added -Shotgun slugs fire further now -Warrior jetpack is now weaker -Scouts are much more able at aiming -New pinned brain added(unfinished) -MiniRocket launcher now has a different sprite -The Boomfest Revisited activity now has custom music! -The Boomfest Revisited actor is now a different sergal unit for every difficulty -Faction LUA updated to hopefully be rebalanced properly -Several other miscellaneous changes, many courtesy of XnDragon
V1.9 -Back colours are finally fixed. Turns out I needed some extra code from the AI scripts. -Medics were given their proper feet and back colours. -Soldiers have been repriced to 30, while medics are at 100. -Basic Loadouts now include the rockets. -Warriors naturally use jetpacks now. -Activities now actually show up. -The .LUA for UL2 and VW is now is up to date and includes the rockets. -1.9a uploaded, restored the index file somehow missing from 1.9.
V1.8 -Many weapon adjustments and balancing, courtesy of XnDragon -Two Rocket Crafts and new weapons added, courtesy of XnDragon -Two new activities added, courtesy of XnDragon -Sergal Medic added, courtesy of XnDragon -UT2K4 voices are now default, as per request -Several new gun sounds, courtesy of XnDragon -Alternate sound patch now updated
V1.7 -Multiple new sounds, courtesy of XnDragon -New sound patch out, using voices extracted from UT2K4 -Shotgun shot was made to fly longer -New rifle added -Rifles have had their sprites edited, courtesy of XnDragon -Shotgun given temporary sprite replacement -Warriors no longer use jetpacks (but can be added back in with slight editing if you like) -Advisors given their missing feet. -1.7a uploaded, included the wrong shotgun and rifle inis -1.7b uploaded, balanced out the rifles, fixed a typo, and added new sounds courtesy of XnDragon
V1.6 -Most Actor sprites edited to look closer to newage style, plus random elements added to other units. Not finished with this -Several weapon sprites edited to look closer to newage style. Not finished with this -Weapon bullets edited. They shouldn't disappear in view now -Several amounts of balancing done to the various weapons -Offhand weapons added, but not perfected -Some new questions added to FAQ
V1.5 -Both Rifles and the Cannon have had their bullet-strength/weight/sound edited -Cannon gib was given to the MRLauncher -MRLauncher sound/weight have been edited -Sniper pricing and weight have been edited -Sniper ordered according to price -Smoke added to various guns -faq edited to include some important info regarding graphics
V1.4 -Both Cannons and Rifle have been altered for balance -New muzzle flashes added for several weapons -Loadouts have been fixed (They were broken!) -Added a little more to the faq
V1.3 -New weapons have been rebalanced -Several new sounds added -Unfinished weapon removed -Several weapon descriptions have been changed
V1.2 -New sprites added for Grenades and Grenade Launcher Grenades -Four new weapons added (AutoCannon/HandCannon/MRLauncher/Grenade) -Rocket Launcher rebalanced -Weapon names changed for easier reference
V1.1 -Sprites have been reshaded -Sergal heights have been fixed -Sergals should now be able to crawl properly -Rocket launcher has been changed -Jetpacks are now much more inefficient
V1.0 -Actual release
Thank you list: Data - for Cortex Command Mick39 - Sergal creator Bad Boy & p3lb0x - For the randomising attachables script Xn-Dragon for much help with the various sounds and sprites Anyone else I forgot. Please let me know if you did, my memory is terrible.
Attachments:
File comment: For those who can't download from Mediafire. Sergal 1.1.rar [647.47 KiB]
Downloaded 733 times
File comment: For those who can't download from Mediafire. Sergal 1.2.rar [722.17 KiB]
Downloaded 505 times
File comment: For those who can't download from Mediafire. Sergal 1.3.rar [830.59 KiB]
Downloaded 509 times
File comment: For those who can't download from Mediafire. Sergal 1.4.rar [832.94 KiB]
Downloaded 492 times
File comment: For those who can't download from Mediafire. Sergal 1.5.rar [883.46 KiB]
Downloaded 508 times
File comment: For those who can't download from Mediafire. Sergal 1.6a.rar [888.68 KiB]
Downloaded 530 times
File comment: For those who can't download from Mediafire. Sergal 1.7b.rar [1.93 MiB]
Downloaded 1192 times
Last edited by omegadrace on Tue Jul 08, 2014 4:49 am, edited 37 times in total.
Pros: Excellent sprites for all original work. Randomized color script adds uniqueness to an attack force, and to the mod in general.
Cons: All firearms are copied directly from the Ronin arsenal, adding to the relatively short load time for the mod. I recommend flat out removing firearms from this mod, or replacing them with original designs.
Fri Mar 01, 2013 4:46 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
Harzipan wrote:
All firearms are copied directly from the Ronin arsenal, adding to the relatively short load time for the mod. I recommend flat out removing firearms from this mod, or replacing them with original designs.
I was thinking of giving them low-quality weapons that aren't Ronin. Should I?
Give them throwing weapons [thrown devices] that have some generic lua script that replaces the thrown item after a few seconds.
Fri Mar 01, 2013 5:24 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
Alright, I've got most of the new weapons done, but I'm having a little bit of trouble with a javelin. Trying to do it as a TDExplosive results in no damage being done at all, the javelin itself rotating too much, and the javelin not getting stuck in the ground. Trying to do it as an AEmitter from a HDFirearm is exactly the same only without the rotating too much part, and no gravity. Any ideas?
There was a tag, that orients objects to their velociy vector... and you could add sharpness TDExplosives, the stone [a ronin tde?] is one of the examples you can use. :o
I think Online tech is the latest example with replacing TDE scripts, or something, though there are probably several others.
Fri Mar 01, 2013 4:34 pm
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
I used the OrientToVel tag but it didn't want to work, and I gave it lot's of sharpness but the javelin still bounces around.
The problem with the using the same functions as the rock is that it doesn't damage anyone I throw it at, and even if it did, it would gib which would destroy the javelin.
Fri Mar 01, 2013 5:29 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Sergal Faction
So increase the Javelin's GibImpulseLimit.
But physical projectiles that wound/etc. by pure impact force are a pain to handle in general. A decent chunk of scripting'll probably be needed to make it work nicely.
Fri Mar 01, 2013 7:47 pm
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
Really. Anyway, I'm giving up on the javelin.
Link will be updated with the other new weapons when mediafire decides to start working again. New version uploaded. Looking for feedback on weapons, please.
Sat Mar 02, 2013 12:28 am
SharpenedOnTheDawn
Joined: Fri Sep 23, 2011 8:18 pm Posts: 26
Re: Sergal Faction
so feedback
first complements: so the actors sprites are great, and the shotgun feels amazing with its sound and kick.
and now criticism: the rest of the weapons don't feel very good, the rockets slowly plod through the sky, the grenades basically tumble out the launcher and the rifles bullets are much too slow for the damage they do.
i know you want the weapons to be shoddily put together but it would be better if they had more daka.
also the shotgun's firing rate is to low meaning there is a large delay between finishing reload and firing.
also it may only be me but i always feel that brown armor in cc looks like paper bags (rather than leather which is what i presume you where going for). What would be cool is if, like the ronin, their armor was cobbled together from remains of other factions (maybe dummy or techion armor casing).
just a few suggestions of mine, thank you for taking the time to read and i hope you find them useful.
Sun Mar 03, 2013 4:12 pm
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
Thank you for the feedback!
I suppose I can increase the speed of rockets and rifle bullets a little bit, and increase the shotgun ROF slightly. I've also increased the grenade-launcher's firing velocity now, so it should go a bit further.
Now, about the armour. It was supposed to be a yellow-ish metal, but: a) I'm not that good at spriting. and b) The hitsounds weren't working the way I mean't. I've adjusted the hit sounds for the armoured sergals now, so now they sound properly protected.
I will be uploading a mini-patch for feedback on the changes soon.
Mon Mar 04, 2013 2:24 pm
Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
Re: Sergal Faction
Will there be claws in which to rape my enemies with?
Wed Mar 06, 2013 12:14 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
Unfortunately no. I could give it a try, but I'd need to know other opinions on it before doing so.
the modified weapons feel wonderful, the fact that sergals firing the shotgun can be sent flying backwards is both hilarious and useful for additional jumping power. The kick on the rifle/sniper is real nice too.
I think you may have forgotten to change the sounds for the armor-hit in the patch(i'm presuming the changes where in the actor folder which was not in the patch) however i may have just missed them.
Its always great to see a non-human mod for CC, for a sci-fi game there really aren't enough of them.
Thu Mar 07, 2013 1:18 pm
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
No, you're right. I forgot not to remove the armour sounds damn it. Anywho thank you for the feedback! It's sad that not many others are providing as well, though. And I really agree with you on the idea that there is not enough non-human races around. My next mod (older and mostly finished actually!) will be of a computer virus gone mad, using characters from a specific yet relatively obscure game.
First post has been updated appropriately. Screenshots for units and such have been added.
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