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 The Cordyc (7th strain) 
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Joined: Tue Jul 21, 2009 4:36 am
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Location: The place where asses go to be bad
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Post Re: The Cordyc are coming... (5th strain)
Homeworld 2 ftw!


Mon Jul 19, 2010 2:36 pm
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Joined: Tue Dec 22, 2009 5:36 pm
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Post Re: The Cordyc are coming... (5th strain)
cheremenin wrote:
I think unit-spamming factory is not only problem here...
When brain Signal Node dies, game crushes... Everytime...
It can easily resist giant damages, but when it dies, game slows down to 0, then crushes...
But entire mod is very cool, i like how they can easily live inside a tiberium, not dying.


Same here, every single time it crashes right back to desktop.


Tue Jul 27, 2010 5:32 pm
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Joined: Fri Jun 04, 2010 8:57 pm
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Post Re: The Cordyc are coming... (5th strain)
So, i see this mod is dead.

User warned for pointless necro - Seraph


Sun Oct 17, 2010 7:21 pm
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Joined: Mon Apr 13, 2009 12:27 pm
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Post Re: The Cordyc are coming... (6th strain)
Bumpdate!
Now with factory dropship-thingy.


Mon Jan 10, 2011 11:44 am
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Post Re: The Cordyc are coming... (6th strain)
Played it, loved it.

The stationary brain is done very well, I like it. The new sprites are very cool, especially the balloon puppet and its new weapon. Good to see a working dropship too. There are bugs and nip-picks here and there, but I still love this mod.

I never got hold on how to create units with the mother brain and the dropship. Hole E? Or down and E? I dunno.


Mon Jan 10, 2011 4:15 pm
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Post Re: The Cordyc are coming... (6th strain)
You know what you should do carrion? You should do a mission where you have to invade a cordyc hive.
Though, it'd be pretty hard considering how damn overpowered their guns are.


Mon Jan 10, 2011 4:18 pm
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Post Re: The Cordyc are coming... (6th strain)
Not to mention the Cordyc themselves are indestructable...


Mon Jan 10, 2011 7:04 pm
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Post Re: The Cordyc are coming... (6th strain)
I love this mod! Now I wanna make a zerg faction to pit this against.


Tue Jan 11, 2011 12:00 am
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Post Re: The Cordyc are coming... (6th strain)
it says you need resources is this just money? because i want to use the factory things


Tue Jan 11, 2011 9:36 pm
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Post Re: (Mod Contest Entry : Biological) The Cordyc (6th strain)
wooden wrote:
it says you need resources is this just money? because i want to use the factory things


Yep, it's the gold.

Anyway, bump for mod contest entry.


Mon Jan 17, 2011 3:37 pm
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Post Re: (Mod Contest Entry : Biological) The Cordyc (6th strain)
I haven't played with this yet, but you've captured my attention. This looks awesome, but it could use something else, maybe some way of combating infection. Perhaps something you could do to make healing an actor, like with a medic bot, undo the effect? Not after they've changed, though, that might be kind of ridiculous.


Mon Jan 17, 2011 7:04 pm
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Post Re: (Mod Contest Entry : Biological) The Cordyc (6th strain)
It would be cool if they had something to destroy doors with though, otherwise, my love for this mod is the strength of a coursing river, yet mysterious like the dark side of the moon.


Tue Jan 18, 2011 4:35 am
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Post Re: (Mod Contest Entry : Biological) The Cordyc (6th strain)
Unfortunately, the Cordyc infection is very powerful, and thus, no medical cure is available. The good news is, a good door can hold their unending waves.

Okay, so I already tried upping the grenade particles when the bomb puppet blasts, but no dice to doors. Oh well, let it be decided that doors are the Cordyc's natural (?) enemy. Hohoho!


Tue Jan 18, 2011 6:17 am
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Post Re: (Mod Contest Entry : Biological) The Cordyc (6th strain)
you could probably add a brute cordic to take down the doors in melee :D
and give them a digger to harvest ore when there isn't any enemy close to infect


Tue Jan 18, 2011 7:31 am
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Post Re: (Mod Contest Entry : Biological) The Cordyc (6th strain)
Nah, a foot thick door should be enough to hold back some alien invaders imo.


Tue Jan 18, 2011 3:12 pm
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