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 Tek Troopers - Updated 9/29/2012 - CC 1.0 
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Joined: Tue Jun 05, 2012 3:11 am
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Post Re: Tek Troopers - Updated for Build 26
Any chance of an update? Id like to see the lightning gun and radiation sprayer a little less.. rapey


Sun Jul 01, 2012 7:27 pm
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Post Re: Tek Troopers - Updated for Build 26
Blaze80 wrote:
Any chance of an update? Id like to see the lightning gun and radiation sprayer a little less.. rapey

But that's what makes it hilarious to use.


Fri Aug 10, 2012 3:33 am
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Joined: Tue Aug 12, 2008 8:07 am
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Location: Deep within a bunker. You aint gettin mah brain!
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Post Re: Tek Troopers - Updated for Build 26
The Filesmelt link seems to be broken. Unless it just isn't working for some reason, since I can't get to it.


Sun Aug 19, 2012 6:26 pm
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Post Re: Tek Troopers - Updated for Build 26
Yep, broken. Filesmelt is notoriously bad about keeping files around.


Sun Aug 19, 2012 7:34 pm
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Post Re: Tek Troopers - Updated for Build 26
Does anyone have the latest build of tek troopers? Possibly with like.. a mediafire link to go with it?


Mon Aug 20, 2012 11:41 am
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Post Re: Tek Troopers - Updated for Build 26
Evasez wrote:
Does anyone have the latest build of tek troopers? Possibly with like.. a mediafire link to go with it?

Link worked just fine for me.
I'll upload it it to mediafire too and post it in the OP.


Mon Sep 10, 2012 4:26 am
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Post Re: Tek Troopers - Updated for Build 26
Looking great as ever!


Mon Sep 10, 2012 7:40 pm
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Post Re: Tek Troopers - Updated 9/29/2012 - CC 1.0
Dropping in to say this works flawlessly with official build 1.0.


Sat Sep 29, 2012 9:06 pm
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 Re: Tek Troopers - Updated 9/29/2012 - CC 1.0
Any chance to tweak this so that the Troopers show up as a tech in the campaign?

*edit, ha super easy fix involves adding "Tech" to one line..... :lol:

does eventually need a loadout.ini file though.


Wed Oct 03, 2012 7:46 am
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Post Re: Tek Troopers - Updated 9/29/2012 - CC 1.0
tankmayvin wrote:
Any chance to tweak this so that the Troopers show up as a tech in the campaign?

*edit, ha super easy fix involves adding "Tech" to one line..... :lol:

does eventually need a loadout.ini file though.

Not quite sure what you mean by that. Could you explain a bit more? I haven't exactly made anything for over a year, so not sure what you're talking about. What's it supposed to do?


Thu Oct 04, 2012 7:02 pm
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Post Re: Tek Troopers - Updated 9/29/2012 - CC 1.0
whitty wrote:
tankmayvin wrote:
Any chance to tweak this so that the Troopers show up as a tech in the campaign?

*edit, ha super easy fix involves adding "Tech" to one line..... :lol:

does eventually need a loadout.ini file though.

Not quite sure what you mean by that. Could you explain a bit more? I haven't exactly made anything for over a year, so not sure what you're talking about. What's it supposed to do?


To have a mod faction show up as a selectable technology in the campaign/metagame you need to have the word "Tech" in the ModuleName field in index.ini

That is I made the following tweak to your index.ini :

Code:
DataModule
//      Made by: Whitty ©2008-2009 SRC
//         CREDITS:
//         Control, for the hard work on the GIFS up until the final version.
//         wutangfan1990 for the acronym (Technologically Enhanced Killers).
//         Numgun and his MPAM for a template.
//         NeoSeeker, CandleJack, Darlos9D, and Thanatos, and others for ideas.
//         The wonderful testers I had early on.
//
ModuleName = Tek Troopers Faction Tech
   IconFile = ContentFile
      Path = Tek Troopers.rte/ModuleIconNew.bmp
//


Ideally you also have a loadouts.ini file which tells the game what it should drop during the initial landing in a campaign battle (some form of brain bot with some guns/tools and maybe an AA acrab). It also sets presets in the buy list for various troop loadouts. You don't need this file, the game will use a default one but it's nice to have. I tried to make one but I'm getting an error that the delivery craft is undefined. Did I screw up referencing the drop pods and/or actors in your mod?

Code:
AddLoadout = Loadout
   PresetName = Default
   DeliveryCraft = ACDropShip
      PresetName = Tek Troopers.rte/Tek Dropship
   AddCargoItem = AHuman
      PresetName = Tek Troopers.rte/Tek Scout
        AddCargoItem = HDFirearm
                PresetName = Tek Troopers.rte/Tek Pistol

AddLoadout = Loadout
   PresetName = Infantry Brain
   DeliveryCraft = ACRocket
      PresetName = Tek Troopers.rte/Tek Pod C
   AddCargoItem = AHuman
      PresetName = Base.rte/Brain Robot
   AddCargoItem = HDFirearm
      PresetName = Coalition.rte/Assault Rifle
   AddCargoItem = HDFirearm
      PresetName = Coalition.rte/Auto Pistol
   AddCargoItem = HDFirearm
      PresetName = Coalition.rte/Pulse Digger
   AddCargoItem = ACrab
      PresetName = Anti-Air Drone

AddLoadout = Loadout
   PresetName = Installation Brain
   DeliveryCraft = ACRocket
      PresetName = Base.rte/Rocket MK1
   AddCargoItem = Actor
      PresetName = Base.rte/Brain Case
      
AddLoadout = Loadout
           PresetName    = Tek Annihilator and MG on pod
           DeliveryCraft = ACRocket
               PresetName = Tek Troopers.rte/Tek Pod C
           AddCargoItem  = AHuman
                         PresetName = Tek Troopers.rte/Tek Annihilator
         AddCargoItem  = HDFirearm
                         PresetName = Tek Troopers.rte/Tek Annihilator MG


Thu Oct 04, 2012 11:04 pm
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Post Re: Tek Troopers - Updated 9/29/2012 - CC 1.0
Yeah, please make this an actual faction with loadouts? Love the sonic cannon btw. Most fun yet XD


Tue May 14, 2013 12:35 am
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Post Re: Tek Troopers - Updated 9/29/2012 - CC 1.0
RaiouSergal wrote:
Yeah, please make this an actual faction with loadouts? Love the sonic cannon btw. Most fun yet XD

Would totally do that if I knew how to. I haven't done any real work in years so I've more or less forgotten it all.


Tue Jun 25, 2013 9:21 pm
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Post Re: Tek Troopers - Updated 9/29/2012 - CC 1.0
If you want I can make an unofficial loadout.ini file for this mod. That is if the author doesn't mind.


Wed Jul 03, 2013 10:20 pm
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Post Re: Tek Troopers - Updated 9/29/2012 - CC 1.0
I love this mod! I truly believe that your mod has the potential to be one of the best mods for CC. If you would just take the time to fix some of the bugs and balance some of the weapons and prices, then this could be as good as the UniTec mod. Thank you for taking time out of your life to make such a great mod. :)


Sat Jul 06, 2013 7:07 pm
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