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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 1 (2/6/11)
What? I mean, this one hasn't been updated in a while, and I think that after all this time it should get an update.
I guess.


Mon Feb 14, 2011 12:12 am
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Post Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
If anything, the ImpulseDamageThreshold of the Derelict Robot, the Lazarus Brigadier and the Lazarus Revenant should be increased - they take damage falling out of dropships.

Which I've said before.


Mon Feb 14, 2011 12:49 am
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Post Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
Well isn't that expected, seeing as they are both broken down and decaying?


Mon Feb 14, 2011 12:53 am
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Post Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
Gameplay should take precedence over 'canon'. If it is intended to be able to be deployed from a dropship, it should be able to do so without taking damage.


Mon Feb 14, 2011 6:21 am
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Post Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
Well, that's true.
Anyway, I prefer to unload them from a drop crate, in that way the don't take damage.
At least they shouldn't.


Mon Feb 14, 2011 6:24 am
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Post Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
The Revenant, for a price tag of 150oz, is a pretty powerful unit. Its machinegun is strong enough to take down a T-800 Terminator. So I don't really care about how fragile it is.

The Fallen Bridager however, might need a cheaper price or slightly better durability. Even if it's canon that it's 'decaying', there are two sides for interpretation. It either means it is highly fragile due to the decaying flesh, or highly durable because it's technically not alive and ignores a lot of damage.


Mon Feb 14, 2011 6:43 am
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Release 2 is out.
Those of you with complaints about the durability of the Fallen Brigadier, Lazarus Revenant, and Derelict Robot were not alone - I, too, had problems with it and finally overcame my urge to just say that it's how they are meant to be.
Some less important features were put on the back-burner - the Carbine and Pistol sprites will be revamped at a later date. I instead took priority over releasing new content.
I had an issue with the Antimatter Charge concerning self-referencing. It was ironed out for release. If anyone knows very clever methods of referencing, please PM me to help me with the matter.
Until Release 3, I'll dangle a little juicy bit of meat for you all to talk about.
Quote:
Image


Mon Feb 14, 2011 12:27 pm
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Post Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
killowatt wrote:
Jizzzzzzzzzzzzzzzzzzzzzzzzz

^What he said^

I no longer have any major complaints. I'll go over the weapons again and see if there's any niggles with their use, but I don't think there are any glitches left.


Mon Feb 14, 2011 12:52 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
There seems to be a Problem with SA.
It tries to load Base.rte\Devices\Diggers\DiggerSound.wav. But It has the wrong slashes.
Where to fix this?


Mon Feb 14, 2011 1:09 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Go to WB in SA.rte, find the .ini file, press command-F and type
Code:
\
in the find box and
Code:
/
in the replace box.


Last edited by [Insert Name Here] on Mon Feb 14, 2011 1:22 pm, edited 1 time in total.



Mon Feb 14, 2011 1:16 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Thanks.
It was in ShadowAspect.rte/WB/WB.ini


Mon Feb 14, 2011 1:18 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
And thanks for warning me.

FREAKIN' BACKSLASHES, THESOUPIEST. FREAKIN' BACKSLASHES.


Mon Feb 14, 2011 1:22 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
This release has some great stuff, but some nit picks too.

Rotary laser has a much better visual now. Like it.
Heavy trooper looks beefier, jetpack is easy to manage. Good.
Rocket rifle is fun to use. The damage is just right, justifying a large clip when compared to other rocket launchers. Barrel seem a little narrow for a launcher. Could use one more pixel.
Antimatter charge is a good way to dig through bunkers, though not very new.

Nitpicks:
I've had incidents of the Revenant's ribcage got destroyed, leaving the jetpack hanging in mid air in the last release. Dunno if it's fixed here.
Also, now that the silent machine gun is added, the SA's machine SFX doesn't sound right. Too quiet.

The biggest problem I have with this update is the Blast Pistol. It's essentially a cheaper, downgraded version of the Riot Gun with nothing new. In canon, it's what Trade Star does, selling generalized/downgraded versions of weapons from all factions (Flak cannon vs Coalition version, AK-47 vs YAK-47, Whitebot's laser technologies, etc). However, it's a mod and it should go wilder. Like, what if the Blast Pistol sprite is actually a one-shot multi-launcher? It can launch both shotgun shells and signal flares. Then you've got yourself both the Riot Gun and the Fireworks Launcher for the price of one, only downgraded.


Mon Feb 14, 2011 1:24 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Actually, the base.rte weapons are just leftovers from earlier builds.


Mon Feb 14, 2011 1:28 pm
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Post Re: thesoupiest's Combined Forces - Release 2 (2/14/11)
Well, Data did added the laser and blaster to the list in later builds. Though they could be Whitebot stuff with no where to go. (EDIT: No wait a second. Those two ARE TS weapons. That's why I thought the rest are also TS stuff.)

I've always thought those belonged to Trade Star.

Aaaaaaanyway... :-(
I still think the Blast Pistol's role duplicates too much with the Riot Gun. And something has to be done.


Mon Feb 14, 2011 1:32 pm
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