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 [B27] Kloveska Military Force v2.5.1 (Update: 6/13/12) 
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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: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Sparx wrote:
great mod, i like the sounds. :grin:
the soldiers death sounds like the combine from half life

I think thats because ALL of the soldier's sounds are the combine sounds from half-life.

Which is fine, I like them.


Wed May 20, 2009 1:20 am
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Whats new with the B23 version? Or was it just a compatability patch. Take advantage of lua now!


Wed May 20, 2009 1:51 am
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Somewhy i can't get the activites to work like they did in b22.
Can someone say how do the work on 23?


Sun May 31, 2009 5:24 pm
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Manbearpig wrote:
Somewhy i can't get the activites to work like they did in b22.
Can someone say how do the work on 23?

Go to mission.rte and comment out the skirmish activities.


Sun May 31, 2009 6:04 pm
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Thanks alot man.


Sun May 31, 2009 6:16 pm
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Roy-G-Biv wrote:
Manbearpig wrote:
Somewhy i can't get the activites to work like they did in b22.
Can someone say how do the work on 23?

Go to mission.rte and comment out the skirmish activities.


Nope, still won't work for me.


Mon Jun 01, 2009 8:40 pm
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Rawtoast wrote:
Roy-G-Biv wrote:
Manbearpig wrote:
Somewhy i can't get the activites to work like they did in b22.
Can someone say how do the work on 23?

Go to mission.rte and comment out the skirmish activities.


Nope, still won't work for me.

Did you uncomment the KMF activities file if it's commented?
And did you comment any other activities before KMF?


Mon Jun 01, 2009 8:48 pm
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Scratch that.

I have no idea how, but after trying to remove the files so that I could play with a normal activities folder, it started working.

How. The. ♥♥♥♥?!


Mon Jun 01, 2009 10:52 pm
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
I really like using these guys as opponents, except for 1 thing and that's the Oppressor's damn digger. Is there any way to tone it down so it doesn't lag the crap out of everything? Surely there has got to be a way to make it dig just as well without the performance hit.


Mon Jun 08, 2009 12:19 am
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
undertech wrote:
I really like using these guys as opponents, except for 1 thing and that's the Oppressor's damn digger. Is there any way to tone it down so it doesn't lag the crap out of everything? Surely there has got to be a way to make it dig just as well without the performance hit.


Yeah, make it use smaller glows, have a much slower particle rate and make the particles themselves more sharper.
Or make it use no glows at all, but you'd still want to make it fire those particles at a much slower rate. Its mainly the amount of particles that thing generates in a short time.

EDIT: And yeah btw, have the particles come at a higher velocity and reduce their lifetime as much as you want to compensate the range you want.


Mon Jun 08, 2009 12:55 am
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
Amazing work here. Liking how the units use actual voices for switching weapons ect. (Combine? Even so i love combine)

My only bad point would have to be that big fella, Oppressor was it?
When I walked with him 1 of his legs sank into the ground, or half his torso, couldn't walk properly. He walked better when his leg was blown off.
Oh and that big digger he carries, what is that the world eater? Recycler of doom? Seems kinda rigged considering it could and can chew up half of any one's base before the Oppressor comes close to being killed, needs to be removed and converted into a unit based smaller version or just extremely toned down.

Other then that again amazing work, liking it!

Edit: Hold it, I was using the Oppressor and he was walking fine on another level, maybe it was because his leg was damaged in such a way but it seemed fine to me, could of even been the level.
Edit2: Oppressor starts sinking in terrian ect depending on the terrian, doesn't seem to work well on dirt.

Bug: Upon ordering about 6ish men from the drop ship, the last unit that came down (was a heavy standard) was shot at by a standard trooper from the same dropship, then by every other guy around him from the same dropship, as if copying the friendlyfire. This has happened to me twice in a row so I believe its a bug and not some one off mess up. Edit: This could be the moid max being reached however, causing them to kill each other?

Would also like to say that alot of the men seem very sensitive to any sort of transport. They have a very short falling distance or speed limit before I hear that squishy hurt sound. Even less then standard Coalition, I believe they need to be toned up a bit.

Plus all the drop ships don't seem to be very successful. The dropping one squishes my troops underneath it, same with the other one (can't remember names). The rocket seems average, like the starting rocket. The dropship is fine apart from one thing: It shoots out its targets, really fast. This causes them to either be hurt by drop damage or piled up against each other violently and without manual control almost everytime I buy something my men are badly hurt or killed, with manual control i've got to do it carefully and slowly, plus the fear of the friendly fire spark of madness in my troops going off.
Oh and maybe that red flamish digger should be changed to collect gold, just an idea although its probably specifically made not to, I just don't like buying a heavy digger.
Other then that good job. May I suggest a brain? Not many mods tend to have them but they are so very appreciated. :)


Mon Jun 08, 2009 1:16 am
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
i miss the old headsprite for the heavy. can you post that file so i can replace it?


Wed Oct 07, 2009 1:19 am
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
You... have... awakened... us... and... now... all... life... on... this... pathetic... little... planet... shall... be... cleansed! FOR... THE... C'TAN!
Now, seriously, WHY THE HELL did you necro this? You could have simply PMed No_One with that "suggestion".


Wed Oct 07, 2009 8:01 am
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
You've done wrong too Metal. You could've simply clicked the report button to report that there's been a necro instead of keeping it going.

Oh, and the activities thing is a simple problem. He marked the Basilisk as an AHuman in the activities when it's actually an ACrab.


Wed Oct 07, 2009 9:32 pm
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Post Re: [B23] Kloveska Military Force v2.5 (Update: 5/13/09)
I summon my foul black magics to raise this thread back from the dead.

KMF is now metagame compatible, additionally I gave the mechs (including the oppressor) it's own AI so it doesn't crouch when shot at (probably)


Attachments:
Kloveska.rte.rar [6.03 MiB]
Downloaded 209 times


Last edited by No_0ne on Wed Jun 13, 2012 11:30 pm, edited 1 time in total.

Wed Jun 13, 2012 6:00 pm
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