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 - Red Gear Army - Version 5.1 - 17/01/2017 - B 32 
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 - Red Gear Army - Version 5.1 - 17/01/2017 - B 32
Red Gear Army, a humanoid race that likes the color red. A lot.

--------------------Updates--------------------
V5.1!
Build 32 Compatible!
Actor Updates
Fancy new sprites all over
Reworked effects
New Comabt Medic actor class
New Ranger actor class
Demolition actor class split into two
Overshield added to Heavy actor class
Marksman actor class gets aim bonus with all RGA ranged weapons
Weapon Updates
New RG-704T SMG
New RG-704L Battle Rifle
B-01 and Med-Pack functionality seperated.
Crafts Updates
None
---------------------Actors--------------------

Image

Actor costs include weapon costs. Clean actor price reduced.

Combat Medic
Purpose: All around use soldier. Well armored and agile. Equipped with Med-Packs.
Cost: 300 Gold
Equipment: RG-704L, RG-704T, 3 Grenades
Ranger
Purpose: Light infantry, special operations unit. Equipped for close and long range combat.
Cost: 350 Gold
Equipment: RG-713, RG-104, 3 Med-Packs
Heavy Soldier
Purpose: Heavy unit equipped with shield-generating armor. Press [Z] to toggle overshield.
Cost: 450
Equipment: RG-713M, RG-925, 3 Grenades
Demolition
Purpose: Trained to blow stuff up. This includes the enemy.
Cost: 350
Equipment: RG-713G, RG-925, 3 Grenades OR
Equipment: RG-704T, RG-LAUNCHER, 3 Grenades
Marksman
Purpose: Specializes in long range killing. Watch their heads pop! Marksman gets an aiming range bonus with all RGA ranged weapons.
Cost: 350 Gold
Equipment: RG-16, RG-704T, 3 Grenades
---------------Weapons/Tools---------------

Image

RG-104: Standard issue RGA sidearm. High accuracy combined with high power PLUS a full-auto mode makes this pistol a great sidearm.
RG-713: Standard issue RGA Assault Rifle. Has an under-barrel grenade launcher variant (RG-713G).
RG-713M: LMG variant of the RG-713 uses a heavier barrel for increased cook-off resistance. 100 round magazine.
RG-704T: RG-713 with a shortened stock and barrel, chambered to fire RG-104 rounds.
RG-704L: RG-713 with an advanced stock and longer barrel, chambered to fire larger rounds. Medium range rifle.
RG-925: Medium range, semi automatic shotgun. Ideal for corridor combat.
RG-16: Long range sniper rifle that fires armor piercing rounds.
B-01 Grenade: Standard pull and throw grenade.
Med-Pack: Throw-able Med-Pack.
RG-LAUNCHER: Launches a shaped charge rocket. Useful as an anti-air cannon or bunker breacher.
Binoculars: Allows actor to see long distance enemies before they see you.
---------------Crafts-----------------

Image

Guided Missile: Load up with your favorite type of explosive and fly into enemy target(s). Great for taking down dropships or large groups of enemies.
Jericho Missile: Shares the same chassis as the standard guided missile but when scuttled, deploys eight small rockets that lock onto enemy targets and destroys them. Great for taking out dropships or large groups of enemies.
RGA CDS: Compact Delivery System (CDS) designed to get your soliders in to the battlefield easily and safely.


KNOWN BUGS: The grenades might explode violently when shot.

CREDITS: Azukki and Lizard for the visible inventory mod. CaveCricket for the dual fire mode mod. Contrary for pistol sprite found in sprite dump. 4zK for sniper aim bonus script. ryry1237 and abdul alhazred for overshield code.

>>>>>>Download Link<<<<<<


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Last edited by Pantera1993 on Tue Jan 17, 2017 8:05 pm, edited 23 times in total.

Thu Jul 07, 2011 6:32 pm
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Post Re: -RGA Faction- Build 24 Revision 1.0
These look interesting, I'll try them tomorrow.

Also I love the way that Drop Rocket looks.


Edit: These are quite good.
Just the Guided missle needs more boom. (Hiting something directly with a rocket is kinda hard.)
And the Drop Rocket could use some gibs.


Fri Jul 08, 2011 3:21 am
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Post Re: -RGA Faction- Build 24 Revision 1.0
nice job! i really like them!

one thing though. all the guns remind me of a "shotgun" type gun, maybe try adding some stocks? other than that i love these little dudes!


Sun Jul 10, 2011 10:24 pm
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Post Re: -RGA Faction- Build 24 Revision 1.0
>Load up your favorite explosives

I haven't even downloaded this yet and I'm gonna give it a five out of five. :D
Also, everything just looks fantastically sprited. Great job.

I'm also troubled about the 150 HP rocket. I mean I'm all up for doing it your way, but it's not good for my cheating habits.


Last edited by Mackerel on Tue Jul 12, 2011 11:32 pm, edited 1 time in total.



Tue Jul 12, 2011 10:53 pm
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Post Re: -RGA Faction- Build 24 Revision 1.0
Guns aren't crazily overpowered, soldiers make sense, the grenades may have a short TriggerDelay but it's pretty ok, the only thing I didn't understand is why does the rocket have 150 HP? I keep making profit just buy buying one and returning it!

But I liked this factions, I liked the sprite style.

EDIT:

Well, after playing some more with this I have some stuff to say:

-The blaster SMG and the assault rifle are basically the same thing. You should make the assault rifle more accurate and stronger or make the smg less accurate and less powerful.
-Having all actors pre-equipped make almost useless having those extra weapons. You should make a special "multi-purpose" soldier that comes empty.
-The crasher cannon isn't very powerful, you should strengthen up the explosion of the particle. That, or it seems to bounce from some things.
-The heavy rifle needs some more punch.
-The missile is a bit hard to control if you equip it with many bombs.

And some notable thing I have to say, guns are pretty balanced aside from the listed things, they don't rape terrain at all, they are pretty nice.


Tue Jul 12, 2011 11:20 pm
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Post Re: -RGA Faction- Build 24 Revision 1.0
The next update is going to be all about polishing the weapons, and adding a few extra nice things :P It'll be out soon, I'm just working on a couple things before the next release.

EDIT: After looking at the code for the rocket, I realized the the ImpulseDamageThreshold and GibImulseLimit were both set to 99999! Lmao, that's gonna be fixed in the next release too :P

EDIT..Again :P : Version 1.1 is UP! Tell me what you think!!! :D


Wed Jul 13, 2011 4:39 am
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Post Re: -RGA Faction- Build 24 Revision 1.1 Updated 13/07/2011
First things first, why did you put AddToGroup to all the gibs? They fill all my buying menu in the bunker building phase D=

Now, everything seems much better except for a couple of things:
-The Crasher cannon now is very powerful, but it kinda rapes terrain. But this doesn't matter though, it's intended to be fired against dropships in the air.
-The grenade launcher now is almost the same thing as the crasher cannon, the grenade is fired too fast. It should be fired slowlier (?) and it should make an arc, just like most grenade launchers.
-The grenades rape too much terrain for being just grenades.
-The sniper rifles rape too much terrain too (the compact can go through a conrecete wall, probably more). I don't think that this is a major problem, but it is one.

But the mod evolved pretty good, I liked a lot the demolition soldier and the new sounds, and also the new sprite of the assault rifle.

Also, the balancing between both guns was pretty good, now I can tell which is the SMG and which the AR.

Edit:
I forgot to say, the retro thrusters of the rocket aren't on the sprite, they are floating like 5 pixels under the main thruster.


Fri Jul 15, 2011 7:19 am
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Post Re: -RGA Faction- Build 24 Revision 1.1 Updated 13/07/2011
You should improve the sprites.
-Make less solid black lines. In CC solid black is used for details, not as a base of the sprite.
-Use more color variation. Try adding some colors in between dark brown and bright red. When a sprite only uses a few solid colors it can be hard to make it look good unless you're making an NES sprite.
-Brighten up the weapons. They're too dark and look very unattractive, add something to make them pop out. Just because this is a war-based game doesn't mean it has to be GRIMDARK DULLSHADE - THE GAME. (that should totally be a game BTW)
-Use less checker patterns (dithering?) on everything. there everwere////. man,

Other than that though I like the sprites on the rockets and the guns are good, except for visuals.


Fri Jul 15, 2011 10:43 am
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Post Re: -RGA Faction- Build 24 Revision 1.2 Updated 26/07/2011
Alright new version is up, tell me hat you guys think! Make sure to completely delete the old RTE and replace with the new one!

Hope you guys like it :)


Tue Jul 26, 2011 5:49 pm
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Post Re: -RGA Faction- Build 24 Revision 2.0 Updated 26/07/2011
The Jericho is pretty nice, but I still can't stress how much you need to fix those sprites.


Tue Jul 26, 2011 7:09 pm
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Post Re: -RGA Faction- Build 24 Revision 2.0 Updated 26/07/2011
I suggest a higher blast radius on the grenade launcher.
Can be anything, like an airblast or anything. Just make it biggah.

Edit: Grenades in general need to have a higher explosion.


Tue Jul 26, 2011 10:22 pm
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Post Re: -RGA Faction- Build 24 Revision 2.0 Updated 26/07/2011
Now it looks and works better. Except for one detail, the particles of the crasher cannon sometimes bounce back, killing the user and everyone near.

EDIT:

Fixed the lua of the visible inventory, just add an end at the end of the script.


Wed Jul 27, 2011 9:37 pm
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Post Re: -RGA Faction- Version 3.0 Updated 01/08/2011
Alright version 3.0 is up! Have fun blowing things up and let me know what you think!!

And thanks Asklar. I figured it out myself too, but if I had seen your post in time, it would have saved me a lot of time :P


Mon Aug 01, 2011 8:09 pm
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Post Re: -RGA Faction- Version 3.1 Updated 01/08/2011
Glad you took out many of the units, they were spamming a lot the buy menu.

And good thing you used an underslung grenade launcher. And the new mortar is awesome, how it works and the sprite.
And the new sprite for the jericho is cool too.

My only complaint is still the crasher cannon, the explosion sometimes bounces off from the targets.

And why don't you make a pistol as a secondary weapons instead of the SMG?


Mon Aug 01, 2011 10:18 pm
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Post Re: -RGA Faction- Version 3.1 Updated 01/08/2011
Yeah I'm thinking of getting rid of the crasher cannon altogether, it's useless with the new mortar cannon. (Plus I never use it :P)

I've really been considering a pistol for a while now, I'll probably have one made with the next release.

What's really fun is if you add like 5 rounds to the mortar magazine and make it full auto. It's like raining fury, so much fun :P


Mon Aug 01, 2011 11:05 pm
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