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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: [WIP] NovaMind
Namm wrote: Well, that statement is incorrect - as obviously people do. But, so far, nobody important or influential enough to get others to change. Plus, .zip is notorious for breaking mods straight out of archive.
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Sun Aug 16, 2009 1:52 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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 Re: [WIP] NovaMind
Tres Bien!
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Sun Aug 16, 2009 4:03 am |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: [WIP] NovaMind
I love the head bleeding, now I'm one step closer to my plan of drowning the crap in tutorial inn blood! MWAHAHAHAAAA
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Sun Aug 16, 2009 5:36 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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 Re: [WIP] NovaMind
These guys can be cheaper. 400oz for one unarmed actor is way off.
Other than that, I'd like to see more of them, I like them. Saw the 'moving mono eye' version in the epic moments thread, any chance we'll see that coming?
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Sun Aug 16, 2009 5:52 am |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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 Re: [WIP] NovaMind
The Decaying Soldat wrote: These guys can be cheaper. 400oz for one unarmed actor is way off.
Other than that, I'd like to see more of them, I like them. Saw the 'moving mono eye' version in the epic moments thread, any chance we'll see that coming? Have you noticed how much punishment they can take? I believe they're worth the 400oz Morbo!!! wrote: Yep, done that already  I just made an activities file using these guys, but they don't fire a single shot. They keep advancing towards me but without firing. I did arm them with SN-15s and it might be because they're offhand weapons. I'll try them with the Garett Yeah, the AI can't use the offhand weapons. I am not sure if I'll be able to fix this :\
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Sun Aug 16, 2009 10:39 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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 Re: [WIP] NovaMind
p3lb0x wrote: The Decaying Soldat wrote: These guys can be cheaper. 400oz for one unarmed actor is way off.
Other than that, I'd like to see more of them, I like them. Saw the 'moving mono eye' version in the epic moments thread, any chance we'll see that coming? Have you noticed how much punishment they can take? I believe they're worth the 400oz They really aren't THAT tough, when compared to other mods like UniTec. 400oz is just sky high.
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Sun Aug 16, 2009 10:43 am |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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 Re: [WIP] NovaMind
I don't compare to unitech, I compare my actor to vanilla content. Anyway, I fixed the AI not shooting problem. I added another version of the SN-15 which isn't offhand. When paired with the offhand one the AI will recognize it as a weapon. If you want the AI to shoot with the SN-15 then go grab the latest version Also, mono eye version looked kinda weird IMO. But if you really want it. I have an old version of the that here. If you know a bit about modding then it shouldn't be that hard to merge it with the latest release
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Sun Aug 16, 2009 10:59 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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 Re: [WIP] NovaMind
Namm wrote: Well, that statement is incorrect - as obviously people do. Anyway, it's off topic and I did say his would start - sorry for drawing you in.
Also, sorry for bringing it up. RAR Expander for Mac. It opens zip, rar, and 7z Also, if you weren't such a scrub, you'd know that OS X has gunzip and tarball managers, which will open just about anything. But you are probably a lazy ♥♥♥♥ and don't know what gunzip and tarball is.
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Sun Aug 16, 2009 11:07 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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 Re: [WIP] NovaMind
I just have a problem with the price because it exceeds that of every other mod. Guess I'll just amend the prices myself or money cheat ftw. And I still like the style of this mod. Hope to see more soon 
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Sun Aug 16, 2009 1:22 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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 Re: [WIP] NovaMind
Now that the carbine has been fixed, my only complaint would be that the weapons are too easily destroyed. With my activities, I had about 500 unarmed NovaMinds rushing at me because of a couple of shots or a hand grenade.
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Sun Aug 16, 2009 1:38 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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 Re: [WIP] NovaMind
I guess I can up the gibwoundlimit. I'll get right on it! No point in having super soldiers if they get disarmed!
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Sun Aug 16, 2009 2:31 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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 Re: [WIP] NovaMind
Hahah, fighting these guys is so fun! They seem a bit overpowered in swarms, all with Garretts, after upping the gibwound limit. I used the instabase #1 with some modifications, and they took out all of my guards with ease. The only thing I could fight them with was a bit of brainpower using the Zombies 09 gas grenade launcher and mines and my modified FABAR, but alas it wasn't enough. Also the Napalm flamer in close quarters will disarm them easily. Gonna try fighting them with Darkstorm stuff.
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Sun Aug 16, 2009 2:51 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: [WIP] NovaMind
The gushing fountain of blood made me lol. I need to shamelessly incorporate that into my own stuff.
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Sun Aug 16, 2009 3:44 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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 Re: [WIP] NovaMind
NOOOOO!
That would ruin the feel of Darkstorm.
Unless you're working on something new...
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Sun Aug 16, 2009 3:50 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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 Re: [WIP] NovaMind
Everyone should bleed-fountain like that decapitated.
Even robots.
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Sun Aug 16, 2009 6:40 pm |
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