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 thesoupiest's Combined Forces - R.I.P. 
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Data Realms Elite
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Post Re: thesoupiest's Combined Forces - Release 4 (6/17/11)
Hey, winning or losing, you still got one of the favorite mods in here.


Sat Jun 25, 2011 8:48 pm
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Post Re: thesoupiest's Combined Forces - Release 4 (6/17/11)
I've been spending a fair bit of time making the mod easier for me to work on. This has been done chiefly by relocating several recurring effects used across each of the .rte's into a single non-.rte folder that will be mandatory to download no matter which mods are installed. It simplifies things for me greatly, because I no longer have to copy assets over and over and line them up in the right order just to get the effect that I want.

Speaking of effects, I've been changing a lot of the gunfire visuals, Green Storm specifically. Their guns no longer produce smoke on firing. I was toying with the idea of their guns producing sparks - tiny yellow MOPixels with small glows, but ultimately realized that the Green Storm doesn't use flintlocks and thus it wouldn't make sense. I've also reworked their muzzle flashes to be supported by the new asset system. Non-tracer rounds are also even smaller - now only three pixels long.

I've also made some of my own explosion tools. Not quite pleased with the existing explosion trail, I've made my own small and big variants, which are most notably seen in the Heavy Rocket Projector's explosion. They fly off in all directions and bounce around, making explosions much more exciting. If anyone knows how to prevent an AEmitter from disappearing after sitting still on the ground for too long, please reply and tell me. It'd come in handy for making new explosion effects.

I have all of my future design plans saved in an Excel spreadsheet, and that's been getting hit with the fix stick for quite a while now. There are several existing weapons that I have deemed unsatisfactory, and will be replaced in the coming releases with new weapons which I think will be more unique.

Also, my office chair has broken slightly. It used to not lean to either side; now it does - dangerously so to the right, as a piece of metal snapped.


Mon Jul 04, 2011 11:08 pm
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Post Re: thesoupiest's Combined Forces - Release 4 (6/17/11)
thesoupiest wrote:
Also, my office chair has broken slightly. It used to not lean to either side; now it does - dangerously so to the right, as a piece of metal snapped.


BE CAREFUL SOUPY!!!!!!!

This single folder for effects thing will shave minutes off of designing things - and those minutes will add up.
Less frustration is also a good thing.


Mon Jul 04, 2011 11:49 pm
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Post Re: thesoupiest's Combined Forces - Release 4 (6/17/11)
I don't quite understand the Lazarus Brigade...

What are they and how did they form?


Sun Jul 10, 2011 1:54 am
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Post Re: thesoupiest's Combined Forces - Release 4 (6/17/11)
The Lazarus Brigade is my expansion on the Undead faction. The story is that they are the immortal bodies of a small army of marauding raiders. They utilize strange necromantic powers and wield ancient weaponry.


Sun Jul 10, 2011 3:17 am
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Post Re: thesoupiest's Combined Forces - Release 4 (6/17/11)
Hey!

I have been playing around with your Green Storm stuff and really like it, I have some suggestions though.

Insane blood-loss, it appears that when a unit(heavy or light) looses a limb or two, he sprays insane amounts of blood all over the place, aswell as dying really fast, faster than normal coalition troops.
I had a heavy troop loose a couple of limbs and he was thrown across the map, covering the entire ground for 20+ meters with a thick layer of blood, it looked pretty crazy.
Personally I would prefer it if they had similar blood-loss and health loss as the normal coalition units.
As it is now, the heavy trooper is not really more efficient than the normal coalition heavy soldier.

And the heavy trooper jetpack, he can barely move his fat ass on the ground, so when you try to use the jetpack to help him out, he only digs a hole for himself lol :P
Should increase the strenght of the jetpack or something.

Also, I don't know about others, but it would be preffered if units came without a pre-determined base weapon, let the player select the main weapon instead?

Great mod! Keep up the good work!


Tue Aug 02, 2011 8:08 pm
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Data Realms Elite
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Post Re: thesoupiest's Combined Forces - Release 4 (6/17/11)
Well, now we have a new build.

What will happen now?


Fri Aug 05, 2011 11:30 pm
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Post Re: thesoupiest's Combined Forces - R.I.P.
Do check the first post.


Mon Aug 08, 2011 7:35 pm
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Data Realms Elite
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Post Re: thesoupiest's Combined Forces - R.I.P.
Oh god. ;n;
It was fun while it lasted. Farewell, then.


Mon Aug 08, 2011 7:38 pm
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Post Re: thesoupiest's Combined Forces - R.I.P.
These are the best who go first. T_T


Mon Aug 08, 2011 7:51 pm
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Post Re: thesoupiest's Combined Forces - R.I.P.
I'd that you'd lost your steam, but this is sad nonetheless.
Goodnight sweet prince!


Mon Aug 08, 2011 8:51 pm
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Post Re: thesoupiest's Combined Forces - R.I.P.
Code:
File Details:
Filename: The Final Works of thesoupiest.rar
Size: 0 KB, Type: rar
Date Posted: Monday, 8th August 2011, 14:27


NOOOOOO It's broken! '_'


Mon Aug 08, 2011 9:21 pm
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Post Re: thesoupiest's Combined Forces - R.I.P.
It's not broken anymore, try again.


Mon Aug 08, 2011 10:15 pm
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Post Re: thesoupiest's Combined Forces - R.I.P.
Your mods were distinctive, polished, and enjoyable. Thank you for your contribution, and fare thee well in your future endeavors.


Mon Aug 08, 2011 10:36 pm
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Post Re: thesoupiest's Combined Forces - R.I.P.
Doesn't work for me. Something about a ronin pistol reference I think. Or not being able to find a bunch of paths.

Farethewell, soup.


Tue Aug 09, 2011 8:10 am
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