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stuartpierce
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Posted: 17 Jun, 2012
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Joined: 22 Feb, 2007 Posts: 167
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In the picture, yes, I have BlackOPS and Total Mayhem running. For testing purposes, I disabled all but 3 mods, 2 of them yours and 1 required for yours to run.
Stuart
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brandon007
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Posted: 17 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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stuartpierce wrote: In the picture, yes, I have BlackOPS and Total Mayhem running. For testing purposes, I disabled all but 3 mods, 2 of them yours and 1 required for yours to run.
Stuart Im sorry, Im just not finding anything wrong with my unit. The problem must reside with DMS. The Pacclow has always worked, and I never tweaked anything in it.
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stuartpierce
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Posted: 17 Jun, 2012
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Joined: 22 Feb, 2007 Posts: 167
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Ok, thank you for looking at it. The Paragon is working for me, but somehow the Pacclow isn't. I'm running DMS dated 6-4-2012. The only other thing I can think of that might be different is that I'm running FA version 3603. No crashes, no error logs. I'm having a lot of fun trying the new units.
Stuart
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jarmen
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Posted: 18 Jun, 2012
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Joined: 16 Oct, 2011 Posts: 71
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i cannot run the latest WBP. the game shuts down and afterward i receive an error message. brandon can you fix this?
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brandon007
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Posted: 18 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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jarmen wrote: i cannot run the latest WBP. the game shuts down and afterward i receive an error message. brandon can you fix this? What error message do you get? What other mods are you running? Last I checked, my mod wouldnt cause a hard game crash.
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tankmayvin
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Posted: 18 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Brandon, on the ultiminia experimental battleship, the twin conventional turrets do much more damage than that really cool beam weapon thing in the center of the ship.
Seems kinda weird that that super beam weapon is so underwhelming.
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brandon007
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Posted: 18 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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tankmayvin wrote: Brandon, on the ultiminia experimental battleship, the twin conventional turrets do much more damage than that really cool beam weapon thing in the center of the ship.
Seems kinda weird that that super beam weapon is so underwhelming. The Mega cannon has a bigger AOE radius. I will see about tweaking it though.
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brandon007
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Posted: 19 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Good news, the Pacclow is now fixed. The Econ function with the unit was altered becuase the current one wasnt compatible with DMS. The fix will be in the next release =p
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stuartpierce
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Posted: 20 Jun, 2012
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Joined: 22 Feb, 2007 Posts: 167
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Good job finding that bug.
I'm wondering if the Wyvern shouldn't be moved to Tech 4? It seems similar in power to the BlackOps Goliath, yet it can be built by a Tech 3 Engineer.
Stuart
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brandon007
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Posted: 20 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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stuartpierce wrote: Good job finding that bug.
I'm wondering if the Wyvern shouldn't be moved to Tech 4? It seems similar in power to the BlackOps Goliath, yet it can be built by a Tech 3 Engineer.
Stuart All Experimentals can be built by a T3 Engineer... So I dont see a problem with it being there O_o
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brandon007
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Posted: 21 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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To all who use the ACUs, I have discovered a minor blipped with the UEF and Aeon ACUs, This has been fixed now, and will be fixed in future releases.
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brandon007
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Posted: 23 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Working on a NEW Monkeylord MK2. The RV for Sc2 has one, so I decided to work on one to ^_^ This is the line art of what I got going so far, What do you think? 
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brandon007
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Posted: 24 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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The new Monkeylord is pretty much done!  Ingame shot 
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sander1997
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Posted: 25 Jun, 2012
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Joined: 18 Mar, 2012 Posts: 1
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Nice job on the Mod so far.
Really like the Monkeylord MK2, looks really intimidating! I'm downloading the mod right now looks promising!
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brandon007
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Posted: 25 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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sander1997 wrote: Nice job on the Mod so far.
Really like the Monkeylord MK2, looks really intimidating! I'm downloading the mod right now looks promising! Haha thanks, just to warn ya, the new Moneylord isnt in the current released version =p
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brandon007
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Posted: 25 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Note to all. Public downloads of this mod will be, from this moment on, unavailable from this site. Will post a moddb link soon.
That is all.
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madface
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Posted: 25 Jun, 2012
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Joined: 01 Jan, 2011 Posts: 1025
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Seeing as how Brandon has difficulty crediting other peoples' work, I'll do it for him. The MonkeyLord in the above screenshots are taken from a model recently completed by Jazz: http://www.moddb.com/mods/revamp-mod/im ... i-finishedGreat "original" sketches you got there Brandon.
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jazz117
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Posted: 25 Jun, 2012
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Joined: 27 Nov, 2009 Posts: 171 Location: Australia
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It would be better if he credited me shore, just one little problem though, I told brandon NOT to make anymore copies of of my unit designs.
@ brandon potter you just started something you really didn't want to start. You have 24 hours to remove ALL the RV unit copies and models I gave you from your mod and are never to make or use any ever again.
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brandon007
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Posted: 25 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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*Sigh* More foes to add to my list...
My Monkeylord looks NOTHING like the one you made Jazz.
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jazz117
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Posted: 25 Jun, 2012
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Joined: 27 Nov, 2009 Posts: 171 Location: Australia
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do I have to make a comparison pic...
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brandon007
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Posted: 25 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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jazz117 wrote: do I have to make a comparison pic... You go right ahead and do that. Just because I used the pic for inspiration, doesnt mean I copied anything! So what if the gun looks more blocky? Big whoop! It still very very different! My ML's gun has a Array on it for special effects. Does yours? Noooo. So lay off, My ML is unique!
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jazz117
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Posted: 25 Jun, 2012
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Joined: 27 Nov, 2009 Posts: 171 Location: Australia
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I'm quiet shore that people can see the similarities for them selves. dose anyone hear think that brandons ML MK II has to many "similarities" to mine considering I have told him not to make things that resemble copies of my units.
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brandon007
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Posted: 25 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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jazz117 wrote: I'm quiet shore that people can see the similarities for them selves. dose anyone hear think that brandons ML MK II has to many "similarities" to mine considering I have told him not to make things that resemble copies of my units. I cant believe you think my ML has ANY similarities to yours... You sir, Need glasses.
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jazz117
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Posted: 25 Jun, 2012
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Joined: 27 Nov, 2009 Posts: 171 Location: Australia
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change the gun a bit (the end mostly) and I will be happy to call it a crappy knockoff and you can keep it, but I don't ever want to see "similarities" again...
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burnie222
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Posted: 25 Jun, 2012
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Joined: 21 Jan, 2011 Posts: 335
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quit it both of you. No need to argue. It might look alike, and yes. I believe brandon is getting inspiration from your models jazz. But so what...??? I mean you dont really lose anything from it. And brandons mod is for FA and not supcom2. Your status will still be the same Jazz. Youre an amazing artist, no doubt. but dont think you have the copyrights on the monkeylord design. If brandon didnt use your model, then you cant claim it to be yours. And yes. I do agree that you should probably try to create something new brandon  you should start making your own designs and not "copycat"ing other peoples work. But still, all in all. If one didnt actually use the others work, then no-one can complain. Even I made a monkeylord bot a while ago.
_________________ ---------------------------------------------------------- Total Mayhem mod for Forged Alliance
 http://forums.gaspowered.com/viewtopic.php?f=7&t=51225 http://www.moddb.com/mods/total-mayhem1
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