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 Faction: Lizard Men UPDATE: 11/28/2011 
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Joined: Fri Apr 30, 2010 2:12 pm
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Post Re: (WIP) Faction: Lizard Men UPDATE 7/24/10
They look so funky and entertainment :grin: good job on those actors!


Fri Nov 25, 2011 12:27 pm
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
Wow, nice! Update!
But, did you remove the other factions or...
Wait, I just DL'd it, still have to test it. Give me an hour or two.

(had to make it, sorry, but at least it's not a bump...)


Tue Nov 29, 2011 4:26 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
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Location: In your office, earning your salary.
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
Very good.

My only complaints are the lack of Module Icon and the Assault Slugger, you could change the weapon's ROF when you equip the flechettes instead of the slugs. You could also make the claw re-appear if you drop it or lose it.

But for anything else, it's very cool.


Tue Nov 29, 2011 9:00 pm
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
Hmm...
That rocket thingy...
Is it going to be craft of their own?


Also, I somewhat like the fact you "simplified" their...types.
It was hard to choose which color was the best one.

Also, I think Elites have badass armor.


Mon Dec 26, 2011 2:40 pm
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
I must say, I was pretty happy to hear that the lizardmen have returned! I kinda wish there was still multiple colors, but just blue is fine. I really like the new weaponry, especially that crossbow weapon and it's moderate riccochet. can't wait for the new sprites on that sheet you posted to be implimented, particularily that chamelon lizardman (I have quite the affinity for chameleons! :grin: ). but, yeah, with some of the ideas, new and old, I think are quite clever, such as that suggestion back from the earliest post here of the thermal weapons... unfortunately, much of the previous release contnet slips my mind, so I can't remember if you ever did that, but I remember charging in everywhere as a lizardman armed with flamethrowes and magma bombs and such, so that just makes me even more unsure... >_< I had an idea myself (not sure if it's been reccomended before, but...) if you do bring back the other colors (or make more or something) I cind of like the idea of each color having thier own kinds of weaponry, but I can't seem to find much reasoning behind this idea anywhere in this brain of mine... and before I start ranting too much, I'll wrap this up with a simple: great job, haven't run into any glitches, and I look forward to the continuation of one of my favorite factions! keep up the awesome work! :smile:


Thu Dec 29, 2011 7:44 am
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
Well, this mod rocks....but has there been any progress?


Tue Mar 13, 2012 10:41 pm
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
i like it :)


Thu May 31, 2012 10:42 pm
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Location: Deep in the land where T-rex Wield Katanas and sniper rifles
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
If you are still trying to get the chameleons to turn invisible check out the darkstorm files you might find the coding in there, and maybe you could have the tri horns have a sort of abilty using the same for the steal button being a ram of sorts that has a Medium-long recharge time to make it so it can't be spammed. and great mod


Fri Jun 22, 2012 7:26 pm
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Joined: Sat Oct 20, 2007 11:17 pm
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
Very sorry for the bump, but I love this mod yet I'm experiencing a problem (probably because it was built for a different build). When I use any lizard, except the heavy, the game lags up and goes into slow motion. As soon as the actor dies, it all returns to normal. Any chance of getting an update, or could I at least be told what to do with my files to fix this problem? Any help is very much appreciated.

As a side note, I find this error very weird as I'd expect the heavy to be the only one to lag as he seems to be the only one with an animated tail, yet its the other way around and every other actor is causing the lag.


Fri Oct 05, 2012 9:55 pm
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
is the console spamming an error message of any kind? It is probably lua related. This mod is, and has always been a stand alone mod and not dependent on anything in the main CC files.

I am working on an update but very slowly. Hopefully before Thanksgiving but don't hold your breath, sorry to say.


Fri Oct 05, 2012 11:35 pm
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
Hooray for over-a-year-old bumpsday!

Anychance you are still working on this mod? :/
I remember playing it back in the day, but I doubt it's functional in 1.0...

(will check ASAP)


Sat Dec 01, 2012 10:05 pm
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
I remember this mod, liked it quite a bit.

Anyhow, as long as there's no lua, it should function. Common exception to this is if it references a vanilla sound as most of those have been moved, but that's an easy fix of moving the appropriate sound.

Obviously, you'll have to make loudout texts and change it's name to Tech for it to be a Metagame faction.


Sun Dec 02, 2012 2:33 am
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
if you find it doesn't work i have a fiddled with version that does.


Sun Dec 02, 2012 2:46 am
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Post Re: Faction: Lizard Men UPDATE: 11/28/2011
SharpenedOnTheDawn wrote:
if you find it doesn't work i have a fiddled with version that does.


Ooh, I'd love an upload (or PM) of it! Again, the only problem I'm experiencing is a weird slow down with most guys, I think it has something to do with the lua but I'm too awful at handling lua to take the risk of messing with it.


Sun Dec 02, 2012 5:47 am
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 Re: Faction: Lizard Men UPDATE: 11/28/2011
here you go, I think this is almost the same as the original, although i believe i changed the claws to re-gen and fiddled with the sick bolter. also there's a meta-game load-out.


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Sun Dec 02, 2012 12:10 pm
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