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 YARR! PIRATES! 
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Data Realms Elite
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Post Re: YARR! PIRATES!
Arr, matey, can I ask o' ye te give a bit a more description? Cannae download 'n play on me phone, arrr.
Pictographs of ye guns 'n soldiers'd be great, matey. Arrr.


Mon Mar 11, 2013 10:36 pm
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Post Re: YARR! PIRATES!
Miggles wrote:
Cannae download 'n play on me phone, arrr.


how??????


Tue Mar 12, 2013 4:25 am
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Data Realms SUPER Elite
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Joined: Thu Jun 03, 2010 10:06 pm
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Post Re: YARR! PIRATES!
Major wrote:
Ok I'll decrease the particle count on the rifle rounds and decrease the lifetime on the shrapnel as well. Any other guns specifically? These guys use exactly the same wounds 'n' stuff as the Ronin and are much easier to get headshots on, so I don't see why they should feel tougher, and by not armoured well what do ya mean? They're armoured pretty similar to the Coalition.

Cheers for da feedback.

Damn Foa, completely outta tha blue! That would be a long and hard task and I'm not sure I feel like that right now. :S


Really? Huh. They seem to take more hits. Maybe it's just because the weapons I'm testing my own weapons and I just haven't balanced those right, but Ronin seem to go down significantly faster than these dudes.

I was thinking Browncoat armored, as in armor armored.


Tue Mar 12, 2013 2:19 pm
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Location: On a little island called Puerto Rico
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Excuse me major, your mod is Dam good as are all of your mods really. I was going to say they look pretty but pirates aren't pretty, Arrgh matey(I swear if someone corrects me on the spelling of the Arrgh I'm going to punch your forehead through the internet and I'm not going to say sorry. I'm in a bad mood. :x )

The only bug that I noticed was the fact that the FN's grenade launcher mode lua does not work.


Tue Mar 12, 2013 7:25 pm
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Location: Auckland, NZ
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Post Re: YARR! PIRATES!
@Foa. I meant the fact that I'd have to trawl through all of his code to fix things and he probably codes slightly differently and my OCD'd make fix it all, etc. It just doesn't feel like it would be fun, sorry.
@Miggles. I'll be sure te include the pictographs when I have more fine goods t'be givin ye.
@Non. Mebbe 'tis just the Privateers sheer bravado. an' drunkeness that be keepin' they alive longer.
@Grim. Ta very much kind sir, I did be noticin' the broken gun after I put it up fer sale an' have fixed it already, but thank ye fer yer tryin' t'alert me t'the fact. I'll give ye the fixed gun when I give ye the rest of me fine goods I have liberated.


Tue Mar 12, 2013 9:26 pm
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DeepThroatX wrote:
Miggles wrote:
Cannae download 'n play on me phone, arrr.


how??????

Cannae means "cannot" in piratespeak


Tue Mar 12, 2013 10:38 pm
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Sprites are very nice, as always. Is that an NCR ranger helmet?

A few of the gun sounds need more pow and less pfssh. They also tend to lag a bit, there's probably a tiny bit of silence at the beginning of most of the sound. They are very nice though.

Is it just me or do the actors not care that much about impulse damage? It seemed impossible to get their head off without making holes into it.

(opinion based on one game of dynamic warfare against these, which I happened to lose)

EDIT: stop spelling "powerful" with two l's, it drives me crazy.


Tue Mar 12, 2013 11:07 pm
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Post Re: YARR! PIRATES!
I don't know why, but playing with this mod bumped my FPS up quite a bit.


Wed Mar 13, 2013 3:30 am
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Post Re: YARR! PIRATES!
Update time!

-Added Rocket.
-Added Crate.
-Added Brainbot.
-Fixed GibImpulseLimits on the infantry.
-Updated Campaign and Space Pirate Raid.
-Decreased power of the BnM 4 sniper rifle
-Decreased range of all explosives.

I be thankin' ye all for supportin' this 'ere mod.

@4zK: At the moment I haven't access to yonder fanciful sound makers, I be trawling though the webs for me sounds, but thankee for the compliment and I have fixed them rapscallions gibblets.

@DogBoy: Aarrr, we pirates make everything run faster by givin' it copious amounts of grog! Yarr!


Wed Mar 13, 2013 9:58 am
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Wed Mar 13, 2013 2:16 pm
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Post Re: YARR! PIRATES!
Major wrote:
Update time!

-Added Rocket.
-Added Crate.
-Added Brainbot.
-Fixed GibImpulseLimits on the infantry.
-Updated Campaign and Space Pirate Raid.
-Decreased power of the BnM 4 sniper rifle
-Decreased range of all explosives.

I be thankin' ye all for supportin' this 'ere mod.

@4zK: At the moment I haven't access to yonder fanciful sound makers, I be trawling though the webs for me sounds, but thankee for the compliment and I have fixed them rapscallions gibblets.

@DogBoy: Aarrr, we pirates make everything run faster by givin' it copious amounts of grog! Yarr!


whens it ready?


Sun Mar 17, 2013 1:13 am
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Post Re: YARR! PIRATES!
Now...? The version in the OP should be the latest one. Can someone tell me if I have the wrong version in the OP?


Sun Mar 17, 2013 5:48 am
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Data Realms Elite
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Post Re: YARR! PIRATES!
You have the right version.


Sun Mar 17, 2013 10:15 am
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Post Re: YARR! PIRATES!
Ta very much.


Sun Mar 17, 2013 11:49 am
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Post Re: YARR! PIRATES!
I'd like to see you making the Redcoat Colonial Militia.
YARR HAR HAR and more pirate stuff.


Mon Mar 18, 2013 6:33 pm
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