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 Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012 
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Joined: Mon Oct 08, 2012 1:04 am
Posts: 17
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
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but it's the main thing that makes this faction a pain in the ass and Fun to play



It really isn't.

It's pretty much the opposite of fun, it's not a challenge, it's a hassle, a pointless time extender.


Tue Nov 06, 2012 1:42 am
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Joined: Sun Oct 07, 2012 8:05 am
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
While I don't mind them being jump-less for player use (I rather like it, it forces you to trench fight) I would like a version where they all have very basic jet packs for the AI.

The AI just don't work with out a jetpack.


Tue Nov 06, 2012 2:39 pm
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Joined: Mon Oct 15, 2012 5:21 pm
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Location: Somewhere in Germany
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
True, though the Combine Mod works out without Jetpacks, only Jumppacks.
Also, i just realized that the Loyalists look alot like the Prussians in WW1


Wed May 08, 2013 6:12 am
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Joined: Sat Apr 06, 2013 3:14 am
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Location: Lost in a place called "Oklahoma"
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
I really love these guys, but they really do need a jump to be more threatening.
Currently when I play against them they all get stuck in one big hole and then the moid (think that's what it is) limit gets reached, and people start exploding.
It makes it not as FUN as I would like since it makes them my initial moments are spent taking out their flag waving brain (I dare not give him a digger yet).


Wed May 08, 2013 5:14 pm
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Joined: Tue Feb 28, 2012 3:50 am
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
I can't See the Shots that you have took.

Could you Tell me an Reason why


Sat May 18, 2013 5:22 am
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Joined: Sat Dec 17, 2011 10:36 am
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
Use "open image in new tab" to see them.


Sat May 18, 2013 11:24 am
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Joined: Wed Sep 19, 2012 6:33 pm
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
Instead of ladders... What about men?
Being cheap as cheap can be, they could just go to a wall, grab wathever gun they have, and make them shoot themselves. Because seriously, what use are the men that won't go over that wall? I mean, i'm asuming you tend to keep some extra soldiers protecting your brain.
Maybe, instead of the men, make the guns have that option, or make a special kind of unit that serves no purpose other than being a ladder for the rest of the army.


Sun May 26, 2013 11:42 pm
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Joined: Sat Jun 16, 2012 10:36 pm
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
Can you make a game mode where only these guys attack you forever? I need something to test guns on.


Fri Jul 19, 2013 5:11 pm
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Location: Burrowed, waiting for you to come by.
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
OliveD wrote:
Please don't reuse my art assets.
You can use my code and definitions and such all you want, however. Mention me if you want.postimageLoyalist Air Balloon



Bold and underlined for you.


Tue Aug 20, 2013 2:09 am
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Joined: Sat Aug 24, 2013 8:26 pm
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Location: Actually, the real killer is behind you
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
Chronometer wrote:
OliveD wrote:
Please don't reuse my art assets.
You can use my code and definitions and such all you want, however. Mention me if you want.postimageLoyalist Air Balloon



Bold and underlined for you.


pls


Fri Nov 15, 2013 11:35 am
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Location: Actually, the real killer is behind you
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
OliveD wrote:
Posting to request feedback.

Jump function is still not going in. I know, you guys want it bad, but it's the main thing that makes this faction a pain in the ass and Fun to play, so I'm not getting rid of that just yet.

Things I've thought of to try to counteract the jump issue:
-The loyalists now have a bomb called "Ladder" that spawns, well, a ladder. It's easy to walk through it, though, and if I make it out of Test, it becomes an impenetrable barrier, not exactly what I want. Suggestions?
-The air balloon can drop horizontal bridge sections. Maybe also pillars. Same issue as above though.
-Haven't tried this yet, but I could use Lua to make loyalists able to climb on each other. It wouldn't work very well and would prevent troops from being stacked in small places, though. Feedback required.
-Thinking of making scripted bridge building that doesn't require physically putting down a gravity affected object, so you can extend your bridge over indefinite lengths over enough time. Section by section, you dig?

Other things, I may make a loyalist unit with a jetpack, like I've mentioned before I think. I'm trying to find a solution that works for all troops first, but, it'll be coming eventually.



How about letting you be able to order huge big towers, that troops can get in the bottom, and come out the top

Kind of like what they used in the medieval times to get over castle walls?


Fri Nov 15, 2013 11:41 am
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Joined: Fri Oct 18, 2013 2:49 pm
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Location: Gretin
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
I suggest to make an milita assault rifle.

20 or 30 rounds :o ( make it over-heatable )


Fri Nov 15, 2013 12:20 pm
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
I'm no expert, but is there any way to directly affect how much an actor deforms terrain when it's moving? I imagine the lack of jumping would be less of a problem if the actors were less likely to dig themselves into holes, and climb over things more easily.

Just making the actors lighter might help too, Skeletons are pretty amazing at climbing.


Sat Nov 16, 2013 3:40 pm
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Joined: Tue Dec 03, 2013 11:26 pm
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Location: Hunched over a laptop
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Post Re: Loyalists.rte - Militia Faction [WIP] Patched 10.07.2012
Someone posted this on the steam workshop,

It works ok, but the tank crashes the game when it dies. Something to do with how the tank uses lua to switch weapons.

I edited the file so that it cuts out the lua and can still use the main gun, If someone wants to fix this properly that be great.

Otherwise, here is my quick and dirty patch.


Attachments:
File comment: removes the broken weapon script
Tank.ini [32.48 KiB]
Downloaded 443 times
Sat Jun 13, 2015 7:47 pm
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