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 Melee Master Arms (v0.02b 2:53 5/8/09 GMT) 
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Duh102 wrote:
Right now I feel like crap.
get well soon.
Duh102 wrote:
I bet it's the swine flu. I should probably go find a nice casket. Do you think they take Visa?
eh, maybe. id take cash just in case.

good to hear something that explodes might be coming ^^


Fri May 08, 2009 12:34 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Can you set the AI walkpath ones to Buyable = 0?


Fri May 08, 2009 3:13 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
metal chao wrote:
AI walkpath ones to Buyable = 0?

Done in 0.02b.


Fri May 08, 2009 6:47 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Duh102 wrote:
Prunelord wrote:
Is it just me or is the dl link for v0.02b just text and not an acutal link.

Hm, don't know how that happened. Fixed.

Geti wrote:
it would be nicer if things moved faster and fell faster.
and some bombs would be cool.

I'll see what I can do.
The Decaying Soldat wrote:
kamikaze style.

That would be pretty fun, wouldn't it? Probably in next update.

Right now I feel like crap. I bet it's the swine flu. I should probably go find a nice casket. Do you think they take Visa?


nah, its no worse than the normal flu, UNLESS! you have the mexican strain. youl still almost defently live if you have it, which you probably dont.

Uh, offtopic etc don't do it....


Fri May 08, 2009 8:32 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Very fun mod to play.

The Broadswords are very weak in comparison to the shortswords, and that's not taking the shields into account, which make the shortswords have even more of an advantage, though. The broadswords are almost unusable.


Last edited by darkguyhades on Sat May 09, 2009 3:04 pm, edited 1 time in total.



Fri May 08, 2009 9:37 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Nice work. I like the sprites. Definitely something I'll be playing with for a long time to come :D

I have a suggestion: A very cheap, weak, slow unarmored knight, like a knave or such. Would be the perfect suicide attacker with a glass sword. :D


Sat May 09, 2009 12:06 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
And why only black knights???
It is possible both white, and crusaders :)


Sat May 09, 2009 4:59 am
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
-_-"
It's a simple recolour; with permission I might do it after I'm done with this release of the Tau mod.
Might take ten minutes at most.


Sat May 09, 2009 3:14 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
411570N3 wrote:
with permission I might do it

Permission granted, if you do it. Tell me and I'll include it.


Sat May 09, 2009 3:35 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
I'm tempted to take off all of the limbs off one of the black knights and put the caption on

" 'Tis just a flesh wound!"

EDIT:
Image


Last edited by Disst on Sat May 09, 2009 3:59 pm, edited 1 time in total.



Sat May 09, 2009 3:38 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Make some special units, like a hooded rogue-type character that has a rapid fire 3-shot throwing knife that is called Jack of Blades. And give him an uberawesomeleetsauce dagger. Call it a stiletto, because that was originally what they were. Daggers, that is.

And maybe an awesome mage called the Queen of Ice, and a fire one called the King of Fire. They would make great brain units. They would have to have unique spells though... maybe you could give the queen of ice an endless gust, and the king an endless fireball, IE infinite Ammo.

Only the Jack of Blades was my best idea, if I could attach an undamaged face to a mage hood, give him a cape and leggings, leather shirt, etc, and give him a belt of knives, that would be epic. I also thought we could make a necromancer, which would be a simple matter or making a death book that shot zombie and skeleton pellets.

You don't have to use these ideas, naturally. The mages were just a filler for my idea, remember. I would really like to see the Jack of Blades done. I've already made a copy of the Throwing Knife to be called jack of blades and shoot 3 knives simultaneously, although I think all 3 separately but really fast would look better.


Sat May 09, 2009 3:46 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Oh my, this mod gives CC a whole new feel. For a while I thought I was playing another game.
Very well done, you should make something like a ballista or a cannon.

EDIT: Here is a cannon. Though it wasn't made by me, you could ask him and give credits to him. It could use a resprite to fit in with the castle though.

Here be the link: viewtopic.php?f=61&t=11394&start=75
At the bottom of the page.


Sat May 09, 2009 8:14 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Duh102, I love you.

This mod is awesome. I just hope there can be some lua in the future of this mod to ensure that the AI aren't fudgetards with the melee weapons.


Sun May 10, 2009 3:30 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Bump for mod progress report. I did a bit of messing with the arrows GlobalAccScalar, and added a new weapon with a few different types of ammo. The Ballista, with a round solid shot, a bomb shot, and a chainshot. Soon to have raeptastic arrow too, and grapeshot.


Mon May 25, 2009 9:23 pm
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Post Re: Melee Master Arms (v0.02b 2:53 5/8/09 GMT)
Duh102 wrote:
whoever invented the muzzleflash fake melee

That my boy was Piezo (or Peizo? I can't remember how to spell it.). With his lightsaber mod. It was also on automatic fire.


Mon May 25, 2009 9:57 pm
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