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Warmonger
Joined: Fri Mar 02, 2012 7:00 am Posts: 11 Location: California, U.S.A
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 Re: Systemworks Technologies
Nice! The decay crate will be handy as hell with them Ronins.
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Mon Oct 21, 2013 6:49 am |
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Silent00
Joined: Tue Oct 15, 2013 8:13 am Posts: 93
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 Re: Systemworks Technologies
those emergency case you got there. its kinda sort of useful though
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Mon Oct 21, 2013 12:09 pm |
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Chiko
Joined: Thu Oct 04, 2012 9:21 pm Posts: 94 Location: Chile
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 Re: Systemworks Technologies
Good to see this is still floating around. Been modding other games lately but I will come back to this one, eventually. 
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Tue Oct 22, 2013 12:38 am |
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Epicnator
Joined: Fri Oct 18, 2013 2:49 pm Posts: 100 Location: Gretin
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 Re: Systemworks Technologies
Chiko wrote: Good to see this is still floating around. Been modding other games lately but I will come back to this one, eventually.  Add steel-plated series of firearms when you get back.
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Tue Oct 22, 2013 7:23 am |
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Chiko
Joined: Thu Oct 04, 2012 9:21 pm Posts: 94 Location: Chile
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 Re: Systemworks Technologies
Epicnator wrote: Chiko wrote: Good to see this is still floating around. Been modding other games lately but I will come back to this one, eventually.  Add steel-plated series of firearms when you get back. I'll think about it. I'm trying to avoid turning Systemworks Technologies into a faction and adding their own weapons is a really big step towards accidently turning it into a fully fledged faction. D:
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Wed Oct 23, 2013 6:40 pm |
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Epicnator
Joined: Fri Oct 18, 2013 2:49 pm Posts: 100 Location: Gretin
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 Re: Systemworks Technologies
Chiko wrote: Epicnator wrote: Chiko wrote: Good to see this is still floating around. Been modding other games lately but I will come back to this one, eventually.  Add steel-plated series of firearms when you get back. I'll think about it. I'm trying to avoid turning Systemworks Technologies into a faction and adding their own weapons is a really big step towards accidently turning it into a fully fledged faction. D: You could make them an international company.
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Thu Oct 31, 2013 11:24 am |
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Chiko
Joined: Thu Oct 04, 2012 9:21 pm Posts: 94 Location: Chile
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 Re: Systemworks Technologies
I'd like this to be in the steam workshop... but how the hell do I submit something there? D:
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Sat Apr 19, 2014 4:53 pm |
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Corpsey
Joined: Sun Jul 22, 2012 3:06 pm Posts: 128
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 Re: Systemworks Technologies
On the Cortex Command main menu;
Game Editors -> Steam Workshop
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Sat Apr 19, 2014 8:05 pm |
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Chiko
Joined: Thu Oct 04, 2012 9:21 pm Posts: 94 Location: Chile
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 Re: Systemworks Technologies
It's been ages but I finally dragged myself to update this mod. The new changes are:
-Added a new material, Plasteel. It's stronger than Metal but weaker than Mega Metal. -All drones and crates are now made of Plasteel. -Added a new tool, Cleaner. It's used to clear rubble, corpses, scrap metal or similar waste from bases. It can harvest Gold and Plasteel for money.
Edit: Is there a way to make the not raise this tech's prices? For instance, the Soldier Drone goes from 125 to 500 but only in campaign mode. I'd like to prevent that somehow.
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Sun Jan 01, 2017 12:59 am |
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Hoovytaurus
Joined: Mon Dec 21, 2015 9:30 am Posts: 78
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 Re: Systemworks Technologies
Chiko wrote: bananapuddin wrote: The breach crate is way too breach-y. It punches through entire bunkers and I have no control over where to stop it. I think you should tone it down a little bit. Hmm... I could also add the option to open the crate with a button. When the Crate opens it stops breaching so that might help a bit. I tried like making it stop breaching once it reaches open space again but I couldn't managed to make that work. this can be done by having a 3 stage system stage 1: thing that drops out of sky, detects when its close to land and turns into stage 2: stage 2: high sharpness, penetration, detects when its NOT close to land (when the floor below it disappears it means it ate up the roof and is now in the room) turns into stage 3, has timer to do whatever its supposed to do if it remains in stage 2 for too long (cant go thru land and fall out of map) stage 3: waits a bit then does whatever its supposed to do this can be seen on that one uhh, General-something (general systems?) mod, it has a bunker buster that works just like this
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Fri Jan 13, 2017 11:24 am |
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Chiko
Joined: Thu Oct 04, 2012 9:21 pm Posts: 94 Location: Chile
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 Re: Systemworks Technologies
Well, that could work but the open on command button kinda solves it in a different fashion. Also, I found a couple of old mods I made but never uploaded. Blockworks and Earthworks. Blockworks was new bunker modules like shooting posts, guard towers and pillboxes but reinforced with metal materials. It also included big modules; a fort and an outpost. Earthworks was more like makeshift tunnels you could place anywhere, placeable dirt, rocks and sandbags. It was more like for terrain repair after lots of combat over the same battlefield. Here's a pic with two of the modules.  They look practically the same as vanilla ones but are metal reinforced. I will try to add useful modules like bottlenecks and stronger brain rooms. I will also try to make them a bit more unique looking so they are not just stronger vanilla modules.
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Fri Jan 20, 2017 2:59 pm |
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