Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Sergal Faction
I've borrowed sounds from several other games. Just give credit where it's due, be willing to replace the sounds in the unlikely event you do get asked to by the owner, and you should be fine.
Sat Sep 14, 2013 10:56 pm
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
Ah alright. The next update should be out shortly, and the alt. sound patch too.
Sun Sep 15, 2013 4:32 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
And done. Update 1.7 and the sound patch is out. First post updated accordingly, and will update the feature images when I can. Please let me know if I've screwed things up again.
Another thing; It's not too obnoxious adding the new links to the post declaring them, is it?
Sun Sep 15, 2013 5:57 am
LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
Re: Sergal Faction
Hey is it possible to include a skirmish for this? I would love to defend against these kitties.
Sun Sep 15, 2013 9:41 pm
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
I do intend to get some skirmishes done eventually, but for now you'll just have to make do with adding sergal to your constants.lua.
Mon Sep 16, 2013 11:49 am
CCS
Joined: Thu Jan 07, 2010 1:54 am Posts: 99 Location: St. Elsewhere
Re: Sergal Faction
I have to say the Sergals @ v1.6 feel great and are at a happy medium. This is a nice milestone for the faction and I recommend putting this one as a foundational save when you feel you have found something to improve on.
Tue Sep 17, 2013 12:55 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
Were there any particular aspects that were balanced well? I need info!
From what I've read from the few who've sent me feedback, 1.7a is not very balanced at all, so I'll get the next update out asap.
1.7a crashes upon loading the Sergal data file for me. It's apparently looking for 'Base.rte/Devices/Sound/DeviceSwitch1.wav'.
Tue Sep 17, 2013 9:00 pm
Keralastic
Joined: Wed Aug 28, 2013 12:50 am Posts: 19
Re: Sergal Faction
I got that too, I get the feeling there's a typo somewhere in the code.
You can make a "Sounds" folder and put DeviceSwitch1.wav in there as a temporary fix though, it'll boot up just fine.
Wed Sep 18, 2013 12:11 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
Whoops, it was a typo! Just change the sounds.ini in the sergal folder for now; FilePath = Base.rte/Devices/Sound/DeviceSwitch into FilePath = Base.rte/Devices/DeviceSwitch For each deviceswitch sound.
It's weird that I don't suffer the error, despite having the exact same code and file structure.
Wed Sep 18, 2013 6:36 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Joined: Thu Jan 07, 2010 1:54 am Posts: 99 Location: St. Elsewhere
Re: Sergal Faction
omegadrace wrote:
Were there any particular aspects that were balanced well? I need info!
That's the thing - the whole 1.6 edition is perfect. From the last feed back I gave the launchers are now more useful and the sergal rifle become more of a staple (ROF and sound is satisfying). I personally still love the autocannon and the actors have the right amount of armor and lightness. The handcannon is a joy to use (great accuracy and power for its class) and looks the part. Added the sprites, from the devices to the custom head pieces, all look nicely and fitting.
Why this is so is for the solid feeling the above creates and, that a Sergal faction has choices with each weapon class. I can at least say I can use all the weapons in a pinch even if not the best choice - a mark of good design. Also the weapons don't overlap each other in their roles: i.e. Handcannon and Sergal Rifle share accuracy but one is semi and the other auto, etc.
Now I would have to test the launchers and close up fighting again but 1.6 is solid.
===
Now pinging from my second to latest post, If you want to add more robustness - again the (powered) bayonet rifle and various lightweight and strong shields do the trick. The multi-rocket launcher can be the recoiless rifle with heavy rounds, the current ones with more bullet drop. Rocket launcher made smaller and lighter to be a medium in the explosive range and the "heaviest" a Mitrailleuse which is a volley gun for indirect fire.
Mon Sep 23, 2013 1:36 am
omegadrace
Joined: Sat Nov 10, 2012 3:31 pm Posts: 114 Location: Australia
Re: Sergal Faction
And the next version is uploaded. Sorry about the massive delay, it took much too long due to certain irl circumstances. Feedback please. Keep in mind that I am highly likely to screw this release up, so please let me know if so as I'm finding it supremely difficult to concentrate on CC right now (if needed, the next update will have to wait until the weekend. Sorry guys ).
CCS wrote:
Now pinging from my second to latest post, If you want to add more robustness - again the (powered) bayonet rifle and various lightweight and strong shields do the trick. The multi-rocket launcher can be the recoiless rifle with heavy rounds, the current ones with more bullet drop. Rocket launcher made smaller and lighter to be a medium in the explosive range and the "heaviest" a Mitrailleuse which is a volley gun for indirect fire.
Hmm. When I get the time, I'll look into doing weapons like this. For the balance, is the 1.8 version as well off as 1.6?
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