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 A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes 
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Joined: Wed Apr 13, 2011 12:38 am
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
The Dummynought is actually pretty cool except its about as stable as an SUV balanced on a toothpick and as heavy as... A heavy thing.

Addendum: When aimed at the ground, the gravity gun has a chance of gravittying the wielder right through the terrain.


Fri Apr 05, 2013 2:26 am
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
Agreed, perhaps make the dummynaughts leg base larger? As in longer


Fri Apr 05, 2013 3:01 am
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
Feedback:




Words of warning, throw only 2 of these at once (or one really. the X ones)

333-500 fps ----> 30-50-60-100fps(min-max 1-3 secs)

So becarefull with that.

Otherwise they function 100x better than before. In speed, growth, intelligence. Which is insane.

I would request that somehow, if you wanted to, create Acid or Gas pods. I'm sure lag would be insane. And maybe add lua to the gas particles for a chance to zombify non Dummy/Imperatus, or maybe all actors and corrupt them.

I'll be testing this further.


Fri Apr 05, 2013 4:35 am
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
The download link wont work..


Fri Apr 05, 2013 1:41 pm
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
Try this.


Fri Apr 05, 2013 2:12 pm
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
Oddly no, is anyone else having this problem?


Fri Apr 05, 2013 2:25 pm
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
This maybe?


Fri Apr 05, 2013 2:54 pm
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
There we go. Thanks cricket.
UPDATE: The blue creeper vines would be perfect if they had higher material strength. They do a great job at catching actors and things but a bad job at keeping them since they have such a short life span and they can be easily broken.


Fri Apr 05, 2013 3:29 pm
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
Loving the update by the way dude. Very nice.

That missile launcher, the one you can control. Fantastic!


Fri Apr 05, 2013 7:40 pm
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
Hey there CC48. I've always enjoyed the Overwatch Pulse Rifle flechettes (although mixing an rifle and frag nailer code would a similar trick). Another was the Laser Mine launcher iirc


Fri Apr 05, 2013 9:32 pm
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Data Realms Elite
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
CCS, just load an anti-personal mine into a VE Grenade Launcher, though I prefer to load it with Cluster Mine Bombs, though it destroys the floor quickly... Cave Cricket, how about walls that regenerate? Much like Grif's or so on's wall building mod.


Fri Apr 05, 2013 9:40 pm
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Post Re: A Chorus of Crickets - Update 5 - Boomerangs and More Creep
Can you add more actors, Just a dummynought is just kind of boring, have some variety in your troops to make them fun in metagame.


Sat Apr 06, 2013 1:55 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
Image

Anti-Creeper bomb is now in. Gravity Gun reliability improvements, Creeper Vine material durability increase, and other changes here and there as well.



halo117 wrote:
Can you add more actors, Just a dummynought is just kind of boring, have some variety in your troops to make them fun in metagame.

This isn't meant to be a faction/tech. It's meant to be a collection of mostly weapons and tools.

Foa wrote:
Cave Cricket, how about walls that regenerate? Much like Grif's or so on's wall building mod.

sproginator wrote:
The blue creeper vine seems to be more spindly, tentacle like. I'm more looking for a blob expanding foam like deal

I'm looking into it. Issues being how to get these done properly without lagging too much.

CCS wrote:
Hey there CC48. I've always enjoyed the Overwatch Pulse Rifle flechettes (although mixing an rifle and frag nailer code would a similar trick). Another was the Laser Mine launcher iirc

As Foa has said, the VE Grenade Launcher loaded with the vanilla mines work well. Though, I am thinking about the flechette rifle, I'm just figuring out how the reload and ammo preservation will work.

Jackslancer wrote:
I would request that somehow, if you wanted to, create Acid or Gas pods. I'm sure lag would be insane. And maybe add lua to the gas particles for a chance to zombify non Dummy/Imperatus, or maybe all actors and corrupt them.

I considered damaging spore pods, but like you said, would make things a tad laggy.

Hellevator wrote:
Addendum: When aimed at the ground, the gravity gun has a chance of gravittying the wielder right through the terrain.

I improved the Gravity Gun's user detection this update, hopefully that fixes the issue. The Gravity Gun really needs a re-write of the script though, which may take a bit of time.


Sun Apr 07, 2013 12:25 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
CaveCricket48 wrote:
...Anti-Creeper bomb is now in.


Thank god. I remember playing this the first time it was released and the feeling of regret as I played around with the "X" variants...Apparently, napalm is fertilizer to vines.


Sun Apr 07, 2013 3:29 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
Yes, please, thanks for the Anti-Creeper Bomb

Putting down X is fun for a while, until you realize that YOU CANNOT ESCAPE


Sun Apr 07, 2013 3:49 am
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