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 Sergal Faction 
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Joined: Sat Nov 10, 2012 3:31 pm
Posts: 114
Location: Australia
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Post Re: Sergal Faction
And just to prove that no, I haven't abandoned it: I've updated the mod with some fixes.

Back colours are finally fixed. Turns out I needed some extra code from the AI scripts.
Medics were given their proper feet and back colours.
Soldiers have been repriced to 30, while medics are at 100.
Basic Loadout now includes the rockets.
Warriors naturally use jetpacks now.
Activities now actually show up.
The LUA for UL2 and VW now is up to date and includes the rockets.


Sun Feb 16, 2014 8:08 am
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Joined: Sun May 16, 2010 5:03 am
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Post Re: Sergal Faction
1.9 is missing the Index file, though the index file from 1.8 works with it.


Sun Feb 16, 2014 7:10 pm
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Post Re: Sergal Faction
Whoops. Fixed it.


Sun Feb 16, 2014 9:58 pm
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Joined: Tue Apr 24, 2012 12:43 pm
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Post Re: Sergal Faction
just sayin', this is a single frame after shooting the shotgun into a heavy's face. yes, that is his head. XD
Attachment:
one frame. sergal shotgun..JPG
one frame. sergal shotgun..JPG [ 20.16 KiB | Viewed 9052 times ]


Thu Feb 20, 2014 5:00 pm
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Joined: Sun Jul 06, 2008 3:26 am
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Post Re: Sergal Faction
Hey, just wanted to say that I hope you can get this put together for the workshop on steam now that that is avalible, If it is small enough to fit obviously but still, This mod also....is -really hard- to play in unmapped lands 2 XD


Mon Apr 14, 2014 4:44 am
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Joined: Sat Nov 10, 2012 3:31 pm
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Post Re: Sergal Faction
My pc has been playing up constantly, but things are now starting to improve after a slight gpu upgrade.
It isn't that I don't want to upload it to the workshop, it is just that for varying reasons I'd rather not have it associated to my Steam account.
Also what do you mean by hard to play? As in a proper challenge, or that some things just don't work?

debruynvince wrote:
just sayin', this is a single frame after shooting the shotgun into a heavy's face. yes, that is his head. XD
Attachment:
one frame. sergal shotgun..JPG

Heh well the point of the shotgun is that it is high strength. :P

Finally, an update coming soon depending on how I'm feeling.


Tue Apr 15, 2014 7:59 am
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Post Re: Sergal Faction
As in I got absolutely destroyed by dummies in an early game assault...>.> but Meh, Maybe I am just a horrible player. But you start with only the unarmored troops and well, it's a bit hard to stand up to even the lightly armored enemies with them unless you can kill them -really quickly-


Tue Apr 15, 2014 10:58 pm
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Joined: Sat Nov 10, 2012 3:31 pm
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Post Re: Sergal Faction
Ah. Sergals have a major expansion bonus (bases are cheaper? Not sure how it works exactly), but need time to get their military going properly. I could adjust it so that medics are available at the start too. Change the ActUnlockData line from 500 to 0 on the medic and tell me if it makes it easier please. :)
Next update there is going to be a few new weapons (and a device that may really help your soldier survivability!).


Wed Apr 16, 2014 10:23 am
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Post Re: Sergal Faction
omegadrace wrote:
Next update there is going to be a few new weapons (and a device that may really help your soldier survivability!).


schweet. love this pack, but survivability vs basically every other faction has been a problem.


Wed Apr 16, 2014 3:23 pm
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Post Re: Sergal Faction
Just a quick question; If I was to give the soldiers a weak jetpack, would that disrupt the spirit of the entire thing? I feel that some people may avoid running them simply because of that lack of a jetpack.


Sat Apr 19, 2014 7:23 am
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Post Re: Sergal Faction
I feel like it'd probably be better to just give the Warrior back its weak jetpack, and give the Scout a longer vision range to differentiate it more from the Warrior.

Soldiers should always be the "bare minimum" cheap horde unit, they'd probably be too strong for the cost if they were more mobile than they are.


Sat Apr 19, 2014 12:13 pm
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Post Re: Sergal Faction
Righto. Update is out now, quite a few changes in this one:

-2.0 UPDATE-
Commando added, courtesy of XnDragon
Commando given male nightmare voice
SMG added, courtesy of XnDragon
Mitrailleuse added, courtesy of XnDragon
Lance Shotgun added, courtesy of XnDragon
Traps are added at last! Cheap and devastatingly effective in the right situations
Grenade is back to explode on contact
Sniper is now a Jezail, and has less range
Recoilless Rifle added at last!
Shock Assault Rifle added
Shotgun slugs fire further now
Warrior jetpack is now weaker
Scouts are much more able at aiming
New pinned brain added(unfinished)
MiniRocket launcher now has a different sprite
The Boomfest Revisited activity now has custom music!
The Boomfest Revisited actor is now a different sergal unit for every difficulty
Faction LUA updated to hopefully be rebalanced properly
Several other miscellaneous changes

As always, feedback is welcome.


Sat Apr 19, 2014 3:08 pm
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Post Re: Sergal Faction
Well that ballooned quick, lol - first time back in a while and boom, update when me page uploads <:3C.

Nice work, will check it out o7


Sun Apr 20, 2014 8:23 am
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Post Re: Sergal Faction
I need to try the Newest update, but I will say the AI has no clue what to do with a soldier on some maps, If your on a map with lots of steep hills and the like, soldiers, especially in unmapped lands or Void Wanderers, are basically unable to do anything from getting stuck and unable to make it up a hill. I have even gotten unable to get to a place, and had to 'shoot through the ground and bunker' with an assault rifle, just brute force through everything to get the assassination, because I couldn't actually climb the mountain to get to the entry I was going to use during a game of void wanderers.


Sun Apr 20, 2014 10:26 am
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Joined: Wed Jan 23, 2013 10:05 pm
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Post Re: Sergal Faction
Wow, nice to see so much expansion done for this mod. Glanced at it along while ago, but now I think it will be worth downloading. (Finally, a worthy foe for my Ronin expansion!)


Fri Jul 04, 2014 12:41 pm
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