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 -AAL Experimental Tech- ))AAL Product [v2] 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post -AAL Experimental Tech- ))AAL Product [v2]
))AAL Mod Pack: AAL Experimental Tech/Old AAL


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AAL Experimental Technology v2

______________________________________________________

This is the first phase of my plans on remaking the entire AAL faction.
The mod pack you see here is a collection of the favorite old AAL mods.
They have now been classified as "Experimental Tech" due to their
behaviour and funcionality that is not suitable for a proper faction,
so consider this a pack of random mods rather than an official part of AAL.
It basically an expansion to it. The items in this pack are not part of
the "real" AAL military faction that I will start making after releasing this.
______________________________________________________


Now what does this pack include:
-AAL Bombs-
-Barrett m82 sniper rifle-
-m763 "Avenger" shotgun-
-Exorsism Guns-
-JoLaG-
-AAL "Streaker" rocket launcher-
-Stakelauncher-
-Instagib rifles-
-Laser Trip Mine layers-
-Maxiblower-
-"SpitFire" flamethrower-


All of the above are now standalone and seperated from the main AAL.rte
and every mod has been remastered and some parts have been changed
dramatically and lot of code has been optimized. The most notable change
is in the AAL Bombs that has some new additions and alot of new tweaks
and features.

Feel free to try these all and experiment what each of these mods do incase youre not familiar with these.

Credits: Everyone.


______________________________________________________

==Download AAL Experimental Tech here==

______________________________________________________

UPDATE: Bugs fixed and suggestions implemented!

Enjoy and please leave comments!



-Alteisen/Numgun


Last edited by numgun on Sat Jun 28, 2008 3:22 am, edited 1 time in total.



Fri Jun 20, 2008 12:07 am
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Sorry, but I still have my converted b18 releases of these, along with the ones in your old pack!

Can't wait for that new remake though, hope it's awesome. :wink:


Fri Jun 20, 2008 12:13 am
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bbbzzz234 wrote:
Sorry, but I still have my converted b18 releases of these, along with the ones in your old pack!

Can't wait for that new remake though, hope it's awesome. :wink:


numgun wrote:
every mod has been remastered


If your going to use them you should probably use Numgun's most current version, since he has been improving them.


Fri Jun 20, 2008 12:56 am
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bbbzzz234 wrote:
Sorry, but I still have my converted b18 releases of these, along with the ones in your old pack!

Can't wait for that new remake though, hope it's awesome. :wink:


Yeah, I can't wait either. Oh, man, it's gonna be great! :grin:


Fri Jun 20, 2008 1:09 am
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Edit: Okay, now that the download link is working, I can review this stuff.

Bombs: More bombs than you can shake a stick at! There's a wide range of power in these explosive delights for all my explosive needs. Some of them lag my computer to Hell as well as chew the scenery more than Jack Nicholson, but I can always use the less extreme ones. If you (numgun) specifically request it, I will individually review each and every bomb, but I'm not going to do that unless you'd like to know how they perform on my midrange PC.

Barrett: This powerful sniper rifle easily goes through six feet of concrete with enough power left over to kill or seriously wound the poor sap who thought he was safe in his bunker. I like the beefy sound effect for this gun. The one flaw is that it seems to not have enough kick. A Light Coalition trooper can fire this gun as though it's a .22 varmint gun.

Avenger: I really like this much better than the previous version. It's powerful, but feels much less imbalanced than I remember it being in the last one. It still shreds the default actors at any range, but it's nicely balanced against the more powerful modded factions.

Spitfire: An excellent short- to mid-range weapon. It looks good and doesn't lag my computer unlike certain other mods' flamethrowers. My only gripe is that I think it shouldn't damage terrain as much as it does. A flamethrower shouldn't cut through a foot of concrete bunker wall in under ten minutes.

Option Turrets: I don't see these in the topic, but they're showing up in my buy menu under "robots". I love the laser turret, its bouncy lasers make defending tight or convoluted passages almost too easy. I'm not as fond of the pulse turret, if only because it penetrates too much terrain, IMO. With its perfect accuracy, it's easy to cut a 1-pixel-wide hole to the outside of your base and destroy all opposition from underneath thirty feet of solid rock.

Stakelauncher: Nice. I didn't notice much change from the last version, but it's a great concept and it works as intended, both as a weapon and as a way to create your own ladders in long vertical tunnels. (edit) This weapon is a perfect complement to the Concrete Gun, using these two tools in combination, you can create nearly anything you can imagine.

Streaker: This is possibly my favorite weapon out of this pack. It's heavy enough for its size and has the correct balance of power vs. danger to the user.


Last edited by RedSonSuperDave on Sun Jun 22, 2008 6:06 am, edited 2 times in total.



Fri Jun 20, 2008 2:05 am
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I still think the ypsilon and zorneous deserves to be in the "Other" AAL pack.
But still, remastered old pack.
DL'd, because it HAS to be good.


Fri Jun 20, 2008 2:40 am
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numgun mod = good
Dare to prove me wrong?


Fri Jun 20, 2008 2:49 am
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Atleast the remastered Experimental Tech doesn't go to waste!... HUZZAH!


Fri Jun 20, 2008 4:56 am
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Foa wrote:
Atleast the remastered Experimental Tech doesn't go to waste!... HUZZAH!

I mean, why would numgun kill the Ex. tech?
The ypsilon, the zorneous......, the AAL bomb......

Oh, and numgun, do you plan on making us DL both the AAL-Ex tech and the AAL-Neo tech to enjoy ALL of your campaign?


Fri Jun 20, 2008 12:19 pm
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Before posting comments "this stuff is old" I suggest you try this out first.

For your convinience, I will list the changes I made. (Atleast the ones I remember still.)

-AALBombs have been redesigned into 3 different types to suit each bomb for your advantage. Instead of them all being impact bombs, now the majority have been changed into either grenade or a beacon.
Beacons will stay pinned at the point you threw them and activate after a few seconds. Nades (grenades) will have a delayed trigger that allows you throwing some of the bombs down a shaft. These will also activate in a few seconds as the default grenade. And finally the old type bombs that upon contact with anything will detonate. This all allows more tactical use of bombs.
-Meteor Nade now showers burning meteors over a large area from above.
-Ice Bomb is now using a better system to trap units within ice.
-Black Nade now annihiliates anything except terrain.
-Flamer Nade redone
-Zorneus is now stronger
-Undead Nade redone, and new sprites
-Majority of the glows for the pack have been redone
-Neutron Beacon has now a new clean shield sprite
-SpitFire has been devolved to its original state and made stronger
-Avenger has been balanced and it no longer a rapegun
-Jungle Bomb has been disabled due to bad funcionality and lag
-Ypsilon Nade improved
-Several sounds have been improved (notably chainsaw and clusterbomb)
-FireMines no longer burn
-Homer has been converted to AAL Streaker rocket launcher (It was left out of the official AAL due to redesigned army structure)
-Cluttering bunker editor menu section removed
-Option Beacon redone and now uses the pulse laser turret
-CHRG Option turret removed for being a ♥♥♥♥♥
-White Phosphorus Bomb renamed to Wolcano Nade
-Ape Bomb removed to save space and nerves (horrible bugs and it sucked)
-Xenon Nades final explosion redone
-Knocker bomb recoded
-TONS of useless code removed and alot of stuff loads much faster now
-Fixed hive and zombies being too weak on undead nade
-Fixed Option turrets weakness
-Fixed Zorneus minion skeletons being too tough
-Removed blaximillian and maximillian for good
-Quake Bomb redone
-Anything else I might have forgotten about


Roy-G-Biv wrote:
Oh, and numgun, do you plan on making us DL both the AAL-Ex tech and the AAL-Neo tech to enjoy ALL of your campaign?


No, this is just a fun expansion to it and wont have its role in the campaign in any possible way.


Fri Jun 20, 2008 3:28 pm
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This all added? I downloaded it earlier than you post this (up) :P


Fri Jun 20, 2008 4:16 pm
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No thats just the listing of changes I made to this mod already. These items in the pack are indeed old, but I just posted that to convince people to try the pack and give some comments on the changes.


Fri Jun 20, 2008 4:20 pm
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I couldn't post this in the other thread since it was closed. I recently encountered problems with the last one not loading anything but the MPAM Weapons. At first, it all did until I decided to uncomment out all the weapons for the MPAM that were commented out before, but now nothing will load. Any solution? I can't figure this out.


Sat Jun 21, 2008 2:17 am
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Thanks numgun, now I can use (some of) the AAL stuff again. I'll test this now!


Sat Jun 21, 2008 6:39 am
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Hey dude that's great, I thought you were just going to forget about these.
I'm glad that AAL is going more serious though.


Sat Jun 21, 2008 10:26 am
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