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Author Topic: Cortex Command - What do you mean data released version 1.0?  (Read 191844 times)

Kagus

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Dummy dropships are still the most resilient things in the game, so far as I know.  Unlike the MkII dropship that just has the engines on the outside, the dummyship is actually built properly and has protective casings.  Sure, I can take them out just fine, but that's because I know how to shoot.  Also, the HSR can shoot straight through the casing and trash the engine.

Rocket launchers actually work just fine, as do bazookas.  You just need to aim them properly and they can take out a dropship in one hit (again, engine shots).  But yeah, the flak cannon is a joke...

You really should try the revolver cannon sometime.  If its raw destructive power doesn't destroy the engine, the pure impact force can push dropships into each other or tilt them out of control.  It really is quite lovely...  Only problem is a shorter view range than other guns.

Sean Mirrsen

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Since the gun fires at 120 RPM, that was actually around 10 crabs exploding. It's just crabs loaded with one grenade each.

And the Rocklet Launcher is the best defence against dropships. Bonus points for being an actual AI rocket - it tries to self-right and fly up, almost succeeding at certain angles (and on looping maps) and resulting in a speedy flying inconvenience for any dropship coming in or out.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Duke 2.0

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 I have a mod that makes anti-air sites that launch a rocket into the air and after like two seconds it starts to home in on nearby enemy dropships. The only downside is that there are a ton of effects on it I would like to strip off, but I'm not sure how.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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PTTG??

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Btw:



First attempt at a to-scale pixel dwarf.

I was wondering how long it would take to dwarf out these things. Of course, we'll need dwarf-scale fortress parts. And weapons. Maybe coins that are thrown like grenades and have insane piercing values?

Of course, you'll definitely need a pick for digging.
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Sean Mirrsen

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Btw:



First attempt at a to-scale pixel dwarf.

I was wondering how long it would take to dwarf out these things. Of course, we'll need dwarf-scale fortress parts. And weapons. Maybe coins that are thrown like grenades and have insane piercing values?

Of course, you'll definitely need a pick for digging.
*nods*



It's all just so I get a feel for the scale of parts. It's a long way from a concept image to an actual actor in-game, because there's somewhere between a shitload and a fuckton of things that need to be made for any given character. It's good when some can be reused, like some basic gibs from the vanilla set, but a lot of things will have to be custom-made for each addition.
« Last Edit: December 18, 2010, 03:43:18 pm by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

breadbocks

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It seems like Sean Mirrson has modding down. May be you should make all the images, then hand them over to him to make live.
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Myroc

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Sean, do you by any chance take requests? I want a gun that shoot Dropship rocket motors.
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Jacob/Lee

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Crab gibs make extremely deadly shrapnel, like tip over rockets and kill soldiers deadly. Load about 4000 funds of standard bombs, 500 in explosive charges and add a ton of crabs, load it in a dropship and it will fall like a brick as soon as you buy it, then it will crash and create a giant frag grenade.

breadbocks

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Hey, Sean, can you mod this to make dropships instead?
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JacenHanLovesLegos

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and create a giant frag crab grenade.
Fix'd.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
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Solifuge

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Livestreaming a bit of Cortex Command 24 Multiplayer this evening.
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breadbocks

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Livestreaming a bit of Cortex Command 24 Multiplayer this evening.
Not enough CONCRETE-BIES!
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Akura

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Played the demo, and learned that a crate full of crabs is a great way to bring down a dropship or two. The resulting lag also makes aiming at the engines easier. Don't even need explosives for it.
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Jay

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Sean, do you by any chance take requests? I want a gun that shoot Dropship rocket motors.
I'll do you one better.
Jaycraft.rte version 0.001
-DropNade Launcher
+ Shoots entire dropships, similar to the flak cannon, but oh-so-much better.
-DropNade
+ Same thing, in grenade form.
-GoldNade
+ Silly grenade that makes a large explosion of harmless gold particles.

Absolutely no balance to it at all, but I don't rightly care.  It wasn't meant to be released.
EDIT: Outdated.  See later post.
« Last Edit: December 21, 2010, 07:47:01 pm by Jay »
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Duke 2.0

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 Alright, I have a Mod form the forums that basically launches a homing rocket at enemy dropships. There is a huge problems of too many effects and junk that pollute the scene and make it lag terribly. I was wondering if somebody could warn me of any issues with looking in there, finding the various smoke and particle emitters and unnecessary gibs, and removing them? Do I have to go to an index and remove them from there as well? All I need is the projectile launching into the air, turning into a rocket and homing in on a victim. the first-stage container should just disappear, and all smoke effects other than from the rocket itself and the explosion should be gone.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO
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