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 CC Build 30 Info: Lua Draw Functions 
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: CC Build 30 Info: Map Seam Bug Fixed
Old mods with build 30: Should be fine.

Old mods with build 31 and up: I have no idea.


Tue Feb 11, 2014 2:10 am
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Post Re: CC Build 30 Info: Steam Trading Cards
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SOON


Wed Feb 12, 2014 12:47 am
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Post Re: CC Build 30 Info: Steam Trading Cards
Adjusting for parallax when coordinating fire, even? Very nice. :grin:


Wed Feb 12, 2014 1:24 am
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Post Re: CC Build 30 Info: Steam Trading Cards
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Wed Feb 12, 2014 3:00 am
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Post Re: CC Build 30 Info: Squad Mechanic
Colour me stupid, but question(s) about that feature: Will it also apply for AI controlled actors?
And if it does; will it work that if you set the current leader actor of that group to 'AI GoTo' then switch to something else, the remainder of the group will inherit the GoTo command should the leader die?


Wed Feb 12, 2014 6:53 am
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Post Re: CC Build 30 Info: Squad Mechanic
Finally cortex command moves towards the squad-based paradigm that we've been waiting for a return of.
Though, originally, the squad-based-ness came from the fact that you could only handle around 5 or so bodies, and this is even with mining/sentry modes. Nothing was greater than lasting very long because of your squad against many ai.
(Also the degradation, and attrition caused thereby.)


Wed Feb 12, 2014 8:40 am
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Post Re: CC Build 30 Info: Squad Mechanic
So uh, Arcalane, Space Hulk mod? *hint* *hint*


Wed Feb 12, 2014 10:04 am
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Post Re: CC Build 30 Info: Squad Mechanic
Lizardheim wrote:
So uh, Arcalane, Space Hulk mod? *hint* *hint*


Space Hulk scenarios, really! It would need Genestealer actors and almost certainly custom tiles. :roll:

...that might actually be a neat basis for a game mode/scenario mode, similar to Void Wanderers. Assemble a crew and explore randomly-generated spaceships looking for loot. Why limit the fun to just the Space Marines? ;)


Wed Feb 12, 2014 2:18 pm
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Post Re: CC Build 30 Info: Squad Mechanic
So can you like, download this somewhere?


Wed Feb 12, 2014 5:27 pm
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Post Re: CC Build 30 Info: Squad Mechanic
In the future when Build 30 is released.




It's an event viewer of the updates we devs do to the game, both code wise and content wise.

CCSource is retro terrain engine (Cortex Command engine)
CCData is Cortex Command content
C2DSource is Crush 2D engine (Planetary Pioneers engine)
PPSource is Planetary Pioneers content, if I'm not mistaken.

It's not a concrete changelog, more of a constant information update stream and a way for people to get a window to development.


Wed Feb 12, 2014 5:40 pm
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Post Re: CC Build 30 Info: Squad Mechanic
Sweet! I'm loving the new stuff!

Since the devs seem in the mood for granting requests: It's a bit odd that there's no decent way of equipping actors in the base game, specifically in "build a base and then defend it" activities. Dropping weapons near actors is pretty clumsy, since the actors only pick up 1 weapon automatically, instead of a full loadout. The deployments from the metagame can't be used either, since that would require choosing a faction.

But I can think of a few way to solve it:
-Make it so that weapons placed in build mode near actors get added to the actors inventory, instead of placed in the world (This would be my preffered method, but I'm not sure about the feasibility)
-Adding pre-equipped actors to the base factions (I'm not a big fan of this, but it would solve the problem.)
-Change the AI so that actors automatically pick up a full loadout when the activity state goes from building to playing. (Pretty decent solution, but how do you determine what a full loadout is, what if you want to equip actors with grenades and how would it work for multiple actors in close proximity.)
-Add Weapon package items, that when placed near an actor automatically equip it with a full loadout, chosen randomly from the actor's module. (This is the method that I use myself, using very simple lua code based on GetEntityDataLocation and AddInventoryItem(RandomHDFirearm(weapon type,Module)). It does have it's problems, like how do you determine the gold cost for an item that gives actors a random primary and secondary weapon?)

Anyway, it's not a big problem, hardly top priority, it's just something that's currently a bit clumsy in the base game, while (I think) it could be easily solved.


Wed Feb 12, 2014 8:17 pm
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Post Re: CC Build 30 Info: Squad Mechanic
clunatic: This is already implemented, you can equip actors in scene editor and when placing units in skirmish etc. Also 'Test Scene' is finally fixed and relevant.


Wed Feb 12, 2014 8:24 pm
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Post Re: CC Build 30 Info: Squad Mechanic
Nice! Very nice indeed! Just curious, but how will it work? Just by placing weapons near them?


Wed Feb 12, 2014 9:00 pm
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Post Re: CC Build 30 Info: Squad Mechanic
By clicking on them when some item is selected.


Thu Feb 13, 2014 3:29 am
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Post Re: CC Build 30 Info: More Squad Mechanics!
Devlog post on the squad mechanics, explains how it works.


Thu Feb 13, 2014 7:01 am
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