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 Gone with the Blastwave Factions v2.5 / v2.6c for CCCP 
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Joined: Wed Sep 19, 2012 6:33 pm
Posts: 31
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Post Re: Gone with the Blastwave Extended
Holy ♥♥♥♥ I love those comics, thank you.


Wed Jun 26, 2013 3:20 pm
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Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
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Post Re: Gone with the Blastwave Extended
A lot of mods like to do this to me and this is one of them.



Thu Jun 27, 2013 8:04 am
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Joined: Thu Oct 04, 2012 9:21 pm
Posts: 105
Location: Chile
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Post Re: Gone with the Blastwave Extended
Weird... I have never seen something like that happen to me, and I use other mods as well.


Thu Jun 27, 2013 11:14 pm
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Joined: Fri Oct 05, 2012 5:06 am
Posts: 48
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Post Re: Gone with the Blastwave Extended
That happens when one of the randomly selected campaign maps is actually a custom map that has the default amount of money to be spent on it set to max. However, you haven't discovered the map yet so you can't change the slider. This is actually coming from one of the maps you downloaded, not a mod.

You can either restart the campaign and hope it doesn't pick that map again, or you can hammer next turn until you discover that map and then change the amount spent on it.


Fri Jun 28, 2013 3:28 am
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Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
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Post Re: Gone with the Blastwave Extended
Oh, thank god. For some reason though, it only happens to me when I use specific factions. I'll search through my maps and set them as non metagame playable. I'll edit and tell you what I find.


Sat Jun 29, 2013 7:49 am
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Joined: Thu Oct 04, 2012 9:21 pm
Posts: 105
Location: Chile
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Post Re: Gone with the Blastwave Extended
That's good to know. I had no idea maps could cause problems with some factions. Never downloaded a map either so that's why I have never run into that kind of bug.


Sat Jun 29, 2013 8:45 am
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Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
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Post Re: Gone with the Blastwave Extended
Hmm... it seems to have worked. I swear though I remember this happening with 113 Coalition and no matter how many times I tried using specifically that faction, it would do the same thing to me.


Sat Jun 29, 2013 10:27 am
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Joined: Thu Jul 26, 2012 10:18 pm
Posts: 10
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Post Re: Gone with the Blastwave Extended
ooh i like this mod, the only thing i don't like is that the yellows hat looks like a fireman hat, only a different color.

Anyway great mod :)


it also works great for campaign :D


Sun Jul 21, 2013 5:13 pm
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Joined: Thu Jan 03, 2013 7:01 am
Posts: 49
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Post Re: Gone with the Blastwave Extended
Mad props, this is so cool. You probably know : the gone with the blastwave dude knows about CC and stuff, so this is like 300% awesome.


Tue Aug 06, 2013 10:24 pm
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Joined: Thu Oct 04, 2012 9:21 pm
Posts: 105
Location: Chile
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Post Re: Gone with the Blastwave Extended
Teleo wrote:
Mad props, this is so cool. You probably know : the gone with the blastwave dude knows about CC and stuff, so this is like 300% awesome.


I actually read about this game somewhere in the GWTB comics. Good stuff. :3


Tue Oct 22, 2013 12:41 am
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Joined: Thu Oct 04, 2012 9:21 pm
Posts: 105
Location: Chile
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Post Re: Gone with the Blastwave Extended
I just added this mod into the Steam Workshop. I had to add each faction separately, though. Was there a way to do that without having to merge each faction into one .rte file?


Thu Jul 10, 2014 7:50 pm
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Joined: Sat Jun 21, 2014 6:44 pm
Posts: 9
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Post Re: Gone with the Blastwave Extended
Cerevox wrote:
That happens when one of the randomly selected campaign maps is actually a custom map that has the default amount of money to be spent on it set to max. However, you haven't discovered the map yet so you can't change the slider. This is actually coming from one of the maps you downloaded, not a mod.

You can either restart the campaign and hope it doesn't pick that map again, or you can hammer next turn until you discover that map and then change the amount spent on it.

That wouldn't make sense, given that Burraki Desert is a default map. That is, unless it applies to all maps, as long as at least one is custom.


Tue Jul 15, 2014 3:52 am
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Joined: Mon Jul 14, 2014 8:06 pm
Posts: 3
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Post Re: Gone with the Blastwave Extended
hey chiko are you aware there is also a green faction in gone with the Blastwave but they're extremely unintelligent, example one of them used a box as a bomb shelter which didn't end well


Sun Jul 27, 2014 11:32 am
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Joined: Thu Jul 24, 2014 7:31 pm
Posts: 20
Location: Somewhere, over the rainbow.
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Post Re: Gone with the Blastwave Extended
I watched the comic and i love it! This is pretty accurate mod for Cortex Command.


Sun Jul 27, 2014 4:31 pm
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Joined: Thu Oct 04, 2012 9:21 pm
Posts: 105
Location: Chile
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Post Re: Gone with the Blastwave Extended
Wow, it's been ages...

So I've been working on some minor bugfixes, small edits and the Greens now. The Greens are supposed to be very bad at war, and I want to reflect that somehow. I have some ideas but I've been unable to address a feature for some of them. How can I add knockback to weapons? I've looked at the thumper nade launcher but I've been unable to locate what causes the user to fly back.

Anyways, the ideas I have in mind for the greens are pretty much these:

-Make them more agile but weaker than all the other GWTB factions.
-Rig their equipment with crappy stats so they deal less damage, have less accuracy, be slower, etc.
-Add ridiculous knockback to some weapons like shotguns and grenade launchers.
-All their guns will cause friendly fire.
-Maybe add "suicide" weapons the ai will sometimes choose to equip, like a grenade launcher that drops the grenades to the ground and explode or a flamethrower that explodes when fired and things like that.


Tue Dec 06, 2016 2:04 am
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