View unanswered posts | View active topics It is currently Wed Oct 23, 2019 3:47 am



Reply to topic  [ 108 posts ]  Go to page 1, 2, 3, 4, 5 ... 8  Next
 Melee Master Arms (v0.02b 2:53 5/8/09 GMT) 
Author Message
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7094
Location: b8bbd5
Reply with quote
Post Melee Master Arms (v0.02b 2:53 5/8/09 GMT)


Image
Melee Master Arms


Story stuff later. Most people don't care too much about it for the initial release anyway.

Included:
5 knight actors
2 "brain" precious objects
Image
3 ranger actors
Image
10 ranged weapons
16 melee weapons
6 shields
2 digging tools (I'm telling you right now, these are useless as weapons)
Image
1 stone drop box
Image
Activities utilizing all actors (not all weapons, yet)


Best used in conjunction with Castle Creations Ltd. and WizCorp.

NOTES:
-AI is pretty stupid. numgun's suggestion helped a bit, but the knight attackers tend to sit in one place and swing ineffectually.
-Very close to lagless. About on par with vanilla CC for orphaned particle lag, as in, little to none.
-You can just hold down the fire button for all the melee weapons. Suggested by Gotcha!, it makes fighting easier.

Credits: Gotcha! for most of the sprites (you can tell which brain object was made by me), numgun for AI suggestion, whoever invented the muzzleflash fake melee

Download:
Mediafire
OR
Attachment:
MeleeMaster.rte v0.02b.rar [654.22 KiB]
Downloaded 5752 times
(+226 DLs)

Versions:
v0.01: Release
v0.02: Rebalanced the bows a bit
v0.02b: Made the AI actors Buyable = 0. Should've done that before.


Attachments:
MeleeMaster.rte v0.02b.rar [654.22 KiB]
Downloaded 870 times


Last edited by Duh102 on Sun Sep 13, 2009 2:23 pm, edited 6 times in total.

Thu May 07, 2009 3:44 am
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1966
Location: The Netherlands
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Note that some weapons are updated sprites from Ultima 7.
A lot of them seemed to fit in with CC perfectly, so it was just a matter of polishing them up. E.g. big credits to old Origin as well. :grin:


Thu May 07, 2009 6:46 am
Profile

Joined: Fri Apr 10, 2009 9:13 pm
Posts: 13
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Is there an activities or whatever, so the AI uses it?


Thu May 07, 2009 7:05 am
Profile
User avatar

Joined: Thu May 07, 2009 7:42 am
Posts: 47
Location: Russia
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Cool !!!!
I start to suspect that you completely were engaged in a medieval theme:)
Here to you both magicians and locks and one more fraction with knights. I think soon fights as in Lord Kolets will be:)

I love this mod !!! :D


Thu May 07, 2009 8:02 am
Profile ICQ
User avatar

Joined: Mon May 04, 2009 2:01 pm
Posts: 22
Location: Australia
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Sweet, downloaded.
Trying now.


Thu May 07, 2009 8:49 am
Profile
User avatar

Joined: Sun Nov 11, 2007 1:49 pm
Posts: 785
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
STOP RIGHT THERE CRIMINAL SCUM!
Nice mod, downloading this and castle creation.
Pretty unique!


Thu May 07, 2009 8:49 am
Profile
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Awesome. I couldn't stop playing it. I wanted to leave a comment earlier but I just couldn't stop playing. I've tried it with AAL, Melee masters, vanilla stuff, unitech stuff, etc. I'm going to test this with Wizcorps now.

Crossbows are the wins. It's so powerful you can fight an AAL Marine with it. Way better than many vanilla firearms lol.


Thu May 07, 2009 9:01 am
Profile
User avatar

Joined: Wed Apr 08, 2009 5:56 pm
Posts: 50
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
This is awesome, I like having wars between knights and wizards
Is it possible for you to make a simple peasant unit?
And a Demon!?!?


Thu May 07, 2009 9:18 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Very fun, if slightly overpowered. First weapon I've seen that's non-super and can kill a Darklone Heavy two hits.
The actors are very well done as well.


Thu May 07, 2009 9:29 am
Profile WWW
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
The bows can be tuned downed a bit. They are too powerful sometimes, like killing an AAL marine in a few shots.

I just love the sound when the weapons clash each other. Give you real feel on melee combat :D.


Thu May 07, 2009 9:36 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
I am having immense fun with duel wielded Fire Sword and Frozen Sword. It makes no sense but it's sparkly so there.
Also having fun with dual wielded daggers, I feel like a badass already.


Thu May 07, 2009 10:00 am
Profile WWW
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
I didn't noticed you can dual wield them! Must try out that 'badassness'.

I decided to fight the knights ninja style, so I armed myself with a katana and shirkens. Great ninja fun. Also, when defending a castle, do remember to equipt your warriors with blue bombs. They fit in well sprite-wise, and you can enjoy the fun of throwing bombs onto attackers' heads. This mod is...Wait, how many times did I priased this mod already?


Thu May 07, 2009 10:25 am
Profile
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Dayum this is cool! But I feel that it strongly lacks something.

HOLY HAND GRENADES!
I'm gonna make one, and maybe with a Black Knight actor to go with it. Wheeee.


Thu May 07, 2009 10:29 am
Profile YIM WWW
User avatar

Joined: Fri Jan 09, 2009 6:00 pm
Posts: 31
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!Brilliant!
Did I said brilliant? NO?
Well this mod is brilliant!


Thu May 07, 2009 10:45 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
The Decaying Soldat wrote:
I didn't noticed you can dual wield them!
Mainly because you can't without editing the files.


Thu May 07, 2009 11:27 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 108 posts ]  Go to page 1, 2, 3, 4, 5 ... 8  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.027s | 14 Queries | GZIP : Off ]