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Author Topic: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed  (Read 26819 times)

zimer02

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #30 on: February 12, 2013, 08:14:39 pm »

Odd indeed,

anyways I going say that the fire superheroes are a TAD bit overpowered considering I killed 36 generics with one fire guy
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #31 on: February 12, 2013, 10:07:45 pm »

Odd indeed,

anyways I going say that the fire superheroes are a TAD bit overpowered considering I killed 36 generics with one fire guy
But just try managing friendly fire in fort mode or if you have any as companions in adventure mode. I think that might balance it. Needs testing.
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Rocktomato

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #32 on: March 15, 2013, 11:05:50 am »

Great mod, however i'd like to know - how do you breathe fire as a Flamer? Typical ranged aiming doesn't work for that class.
« Last Edit: March 15, 2013, 11:21:53 am by Rocktomato »
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tahujdt

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #33 on: March 15, 2013, 12:56:19 pm »

If this mod gets much better, then I will start a ps238-themed fort.
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Putnam

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #34 on: March 15, 2013, 03:13:31 pm »

Great mod, however i'd like to know - how do you breathe fire as a Flamer? Typical ranged aiming doesn't work for that class.

The same way you breathe fire as any other creature--with the "x" reactions/interactions menu.

Urist Mcfortwrecker

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #35 on: June 12, 2013, 06:53:39 pm »

if your thinking of flying, you should know that flying is seriously bugged atm, just look at the MLP mods and you'll see the problems with flying
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #36 on: June 12, 2013, 07:19:12 pm »

Oh, I know the problems with flying. That's why I want to restrict it to one or two classes of supers. Flying creatures in forts get stuck on top of walls because they require a non-flying path to path somewhere. It works fine in adventure mode, though.
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Deepblade

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #37 on: June 21, 2013, 10:19:33 pm »

So, not that this totally happened to me or anything. But, is there a way to make ice encasement not kill the supers but render them unconscious for a short time?
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #38 on: June 21, 2013, 10:32:15 pm »

Unfortunately, no. The mighty ice slays even things it logically shouldn't. Like Bronze Colossi.
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NRDL

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #39 on: August 27, 2013, 03:26:15 am »

PTW
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #40 on: August 27, 2013, 04:12:43 am »

Can I get some fort mode feedback please? I'd devote more time to this mod, but I have no idea what else needs work at the moment.
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Shadowscynthe

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #41 on: November 02, 2013, 08:42:05 am »

I like it- I put a goblin on team 2 in arena and about 50 superspeed heroes on team 1... then after that gory mess I multiplied goblins.
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