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 Crobotech Beta 3.2 
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Joined: Mon Mar 26, 2007 1:15 am
Posts: 593
Location: UK
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Post Re: Crobotech Beta 3
Oh... I bet it's not Mac compatible, what's the important change again?


Fri Feb 19, 2010 4:44 pm
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Post Re: Crobotech Beta 3
Mostly just changing \ -> /


Fri Feb 19, 2010 4:46 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: Crobotech Beta 3
Ah, bubsy, nobody can touch you graphically. You used to make me feel a little inadequate, but now I've come to accept it.

This mod will certainly be a staple of my future gaming, especially due to it's more balanced form. Could you perhaps enlighten us with what you're planning to do with it next, since it's a beta?


Fri Feb 19, 2010 7:00 pm
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Joined: Thu Apr 30, 2009 9:57 pm
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Post Re: Crobotech Beta 3
Duh102 wrote:
Mostly just changing \ -> /


Okay, thanks for that. I'll get back about the mod itself once I get this working :D

Got it working, it's truly an excellent mod. I haven't gotten to doing much with it, though... I noticed that the plasma gun, I think, has a strange offset issue. I can't shoot it without hurting my unit and damaging the weapon.


Fri Feb 19, 2010 7:23 pm
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Post Re: Crobotech Beta 3
Yeah, I was gonna say b-b-b-BACKSLASH! But someone else got there before me. Epic otherwise.


Fri Feb 19, 2010 7:35 pm
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Post Re: Crobotech Beta 3
Holly mother of Globu-guy !
Crab cannon !
Dwnld


Fri Feb 19, 2010 8:56 pm
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Joined: Fri Feb 19, 2010 12:25 am
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Post Re: Crobotech Beta 3
I was hopping for an update for quite a moment now.

The sprite are :shock:
The explosion... truly godly, nice work out there
They are a bit nerfed, and its a good thing, this is more balanced I think.
The artillery is very hard to use, but rewarding.

Nice work !


Fri Feb 19, 2010 9:09 pm
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Location: some compy
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Post Re: Crobotech Beta 3
capnbubs wrote:
I'm thinking of toughening up the bodys of the crobos a bit but I don't want to make them too powerful.
Oversheild-type attachables w/ infinite gibwoundlimits and very high jointstrength (but gib when detached) that release a particle that adds one "count" to their own mass (could be a matter of 0.001) which scale to zero after 3-10 hits (depending on how it plays) would be nice, especially if they have the old tech's flashy effects.
Off to find more bugs. shotguns range could use a little amping up with more randomness in the lifetime of the particles, but i think this is one example where lifetime can be used without me hating it. currently the volley all vanishes at more or less the same point, that being more spread out would be nice.


Fri Feb 19, 2010 10:06 pm
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Post Re: Crobotech Beta 3
No way dude, i'm not sure if i'm gonna trade this for the next Beta, it's way too perfect. :roll:


Fri Feb 19, 2010 11:10 pm
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Post Re: Crobotech Beta 3
Oh yeah, I just realised why we might be getting more terrain rape than you bubs: You're very likely testing in an environment with TLB's more resistance materials.ini. Why haven't we got that one along with the hoard of fixes that came with B23?


Fri Feb 19, 2010 11:26 pm
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Post Re: Crobotech Beta 3
Keep on trucking bubs


Sat Feb 20, 2010 12:01 am
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Post Re: Crobotech Beta 3
I like muchly. The sudden disappearance of the plasma gun projectile is a bit disconcerting, but I dig all the effects. Thanks for the update, Bubsy.


Sat Feb 20, 2010 2:40 am
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Post Re: Crobotech Beta 3
HOLY ****

Cortex Command will now rule my life for quite some time.


Sat Feb 20, 2010 4:09 am
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Joined: Sun Dec 16, 2007 12:09 am
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Post Re: Crobotech Beta 3
MIND = BLOWN

Brb off to fap furiously to the sight of the Crobotech.rte loading.


Sat Feb 20, 2010 4:09 am
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Joined: Fri May 30, 2008 9:38 pm
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Post Re: Crobotech Beta 3
I saw the title and jizzed everywhere. Good job!


Sat Feb 20, 2010 4:33 am
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