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 PostPosted: 18 Aug, 2008 
 
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Joined: 26 Mar, 2007
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Link(s):

BlackOps Unleashed+Balance v6.zip: Linky

You must have the Global Icon Support mod for this mod to work:
http://forums.gaspowered.com/viewtopic.php?t=36996

If you guys feel like supporting BlackOps and Like Having an Awesome image in your sig just Copy Pasta

That into your Profile.
Code:
[url=http://forums.gaspowered.com/viewtopic.php?t=31172&start=0][img]http://i59.photobucket.com/albums/g281/MikeTehFox/BlackOps%20Collages/BlackOpsBannerV2copy.jpg[/img][/url]


Ai support is included(sorian AI)

First off here are the Installation instructions, be sure to follow them EXACTLY as they are

typed, or the mod will not work.

Code:
1) First off DELETE your old version of BlackOps(must do this)
2) Download either the .SCD or .ZIP of the mod
3) if you downloaded the .ZIP extract it to your mods folder(avoid getting double folders like BlackOpsUnleashed/BlackOpsUnleashed as this will cause errors)
4) now go into your /mods/BlackOpsUnleashed/ folder, you will see 2 files named "BlackOpsSB.xsb" and "BlackOpsWB.xwb" move BOTH of these files into your "supcomFA/sounds" folder. that will enable the custom sounds to be heard- If you downloaded from the vault go to /My Documents/My Games/Gas Powered/ect and move the sound files to your "supcomfa/sounds folder"
5) enable in the mod manager and enjoy( you should only have 2 Yoda pics in your mod manager ;p)

Manual Uninstall:
Files that need to be removed for manuall uninstall of old versions.
-2 Blackops items in the gameinstall/sounds/ folder
-BlackopsUnleashed & BlackopsBalance folders in the /gameinstall/mods/ folder
-BlackOpsUnleashed.scd in the /gameinstal/gamedata/ folder

SCD Install:
1) if you downloaded the SCD version of the mod, then just extract the file to your supcomFA/gamedata folder
^) if you downloaded the .SCD just extract the download to your gamedate folder, you'll notice that the BlackOps.xsb and BlackOps.xwb are there too move them into your sounds folder


V6.0 changes/fixes
Quote:
*************************Fixes and changes V6***********************
Global Change-
-added my own experimental super stun code, units that get stunned will shutdown completely
-Stuns will now shutdown prodcution of any units/resources, shields, or special abilities that a unit may posses (cloak/radar jamming etc)
-In addition, when a unit is stunned a special stun effect is applied to the unit via duration of the stun
**IMPORTANT** THIS IS A TEST OF THIS CODE, I CANNOT SAY THAT IT IS COMPLETELY BALANCED AND IT DOES CHANGE THE GAME IN A BIG WAY, KEEP IN MIND THIS CODE IS BETA AND IS SUBJECT TO CHANGE*****

-AI should attack with Experimentals like the Goliath and Basilisk instead of leaving them idle in their bases.
BlackOps:Unleashed-

UEF T4 Goliath Assault Bot-
--Drones are no longer selectable
--Added a type of Experimental Radar Spoofing(this is also beta code and will change based on feedback)

-UEF Flying Fortress Citadel
--Fixed the issue with the air pads, sadly the citadel must be stationary for air units to land on it now, air pads no longer show up on the radar either.
--Removed the left over Tac Missile fire and build buttons

-Aeon T4 Inquisitor Seige Platform
--Increased the range on the bombard weapon to 128(same as t2 arty range)
--Beam defense weapon should no longer have problems shooting at things

-Aeon T3 Air Staging platform
--Fixed an issue that prevented the platform from being hit by torpedos

-Aeon T4 Genesis Hover Platform
--Fixed an issue that allowed torpedos to shoot at the unit.

-Seraphim T4 Yenzotha Hover platform
--Drones are no longer selectable

-Fixed an issue that prevented the Aeon and Serpahim hydro facilities from queuing past t2

BlackOps: Balance addon
Intel Changes:
-Buffed radar jamming(you'll see), your radar is now very jammed(and not with raspberry jam)



Gameplay & Balance Changes:

Experimental Changes:
All experimental units are now only buildable by SCUs and any ACU with the T4 engineering upgrade. All experimental unit cost were decreased slightly, and some properties were increased slightly; will post complete changes in time.

Balance Addon Pack:

New Air Balance:
Quote:
T1 air-
Air scouts-speed increased to 24
Interceptor- Max air speed increased to 18. Energy Increased to 2500 mass increased to 65, fuel

reduced.
Fuel reduced
T1 Transports- Speed increased to 15
T1 Gunship (Cybran)- fuel reduced slightly

T2 Air-

T2 gunship- decreased speed when out of fuel(that’s it)
T2 Torp Bombers- reduced buildtime to 1400 and decreased fuel.
T2 fighter/bombers- decreased cost to 350 mass and 7200 energy and 1600 buildtime reduced fuel
T2 fighter(aeon)- Decreased cost to 300 mass and 7000 energy and 1600 buildtime reduced fuel
T2 Transport- Increased HP to 4000 added a small HP regen and increased fuel.

T3 air-
T3 Spy Plane- Hp set at 1000, vison radius set to 80 and radar radius set to 100
Cybran and seraphim Spy planes sonar set to 100
T3 ASF- HPs set to 2000, new cost is now 600 mass, 35000 energy and 4500 buildtime, reduced fuel
T3 bombers- Aeon and seraphim untouched, Cybran and UEF increased AA DPS
T3 transport(UEF)- HP reduced to 3500 and shield HP increased to 4500

T3 gunships- Cybran and UEF buildtime reduced to 8000 added bubble shield to UEF gunship fuel reduced

Restorer- HP reduced to 5800 fuel reduced


Omni Changes:
These are some changes from one of my favorite mods from SC, those of you who remember

Exavier_Macbeth’s mod pack will know what I’m talking about
- All Omni Radar Omni radius decreased from 200-->150
- Vision radius on all Omni Radars increased to 50
- All Omni radar on spy planes reduced from 30->20

Experimenals buildable by t3 engineers are as follows:
Aeon: Galactic Colosus, Czar
Cybran: Monkeylord, Gargantuan
Seraphim: Uttaus-Athellu(T4PD), Ythotha
UEF: Fatboy, Atlantis


ACU Upgrades:
UEF:
-T4 Engineering upgrade: Further increases the ACU’s build category, as well as increasing buildspeed and health
Cybran:
-T4 Engineering upgrade: Further increases the ACU’s build category, as well as increasing buildspeed and health
Aeon:
-T4 Engineering upgrade: Further increases the ACU’s build category, as well as increasing buildspeed and health
Seraphim:
-T4 Engineering upgrade: Further increases the ACU’s build category, as well as increasing buildspeed and health

Game Feature:
-Split Targeting ques, cant think of a better name for it. but simply put, take your attack force que up attack and move orders, then press Shift-G the orders are then rearranged and divided among the attacking units. Using this you can have your 10 bombers attack 5 targets at the same time, IE the 10 bombers will divide up and attack the 5 targets at once instead of all attacking 1st target then going to the next in que.


Staff:

Lt_Hawkeye
Head Cybran Commander
Mod author and founder
Modeler and Coder

Orangeknight
R&D Specialist
Mod Co-leader
Modeler and Animator

Ultimentra:
Aeon Prototype Troubleshooter
Beta Tester
Ideas giver.

Kirvesnaama:
Locomotion Specialist
Animator/Modeler

Z32:
Seraphim Prototype Troubleshooter
Beta/unit tester
Idea guy.

Mithy:
Scriptor(Goliath and several other scripts)

Credits:
Resin_Smoker for his drone scripts, and for allowing them use by the community
Exavier_Macbeth: for teaching me how to code, and for some original unit ideas and inspiration.
SXO for the balance work on v3
Magic Power for the Spread Attack code.
LD for just being LD.
And to anyone else we may have forgotten, if we forgot you let me know and we’ll add you!!!
Thanks for downloading and we hope you enjoy the mod.

Link(s):

BlackOps:Advanced Command Units
Completely revamps the ACUs to provide better scaling, more upgrades and some REAL weapon options.

BlackOps:Special Weapons
An extra unit Pack that pulls ideas from Team Meber's older mods but does it all much much better.

BlackOps:Naval Rebalance
A Revamp of Naval balance to provide better gameplay and balance.

BlackOps:Global Icon Support
Not a unit mod per-se, but required.

BlackOps:Alternate Reality
Kinda like the dumping ground for ideas that didn't make the cut to one of the main mods, or old versions of units or ideas/models that just aren't high quality enough for the main mods, units are NOT fully Balanced nor will they ever be.

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Last edited by Lt_hawkeye on 18 Apr, 2012, edited 58 times in total.

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 PostPosted: 18 Aug, 2008 
 
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Now here is the list and description of all the units in the game that have been added.

UEF:

Image
UEF T1 Long Range Tank - Avenger
The main role of the Avenger tank is to hunt other Tanks with it's powerful Gauss cannon. Deploying in a Defensive Posture allows it to react quicker to approaching enemies.

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UEF T1 Light Air Staging Faility
A new smaller structure designed to help support T1 air forces during constant battles where getting to T2 is too risky.

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UEF T2 Flame Tank - Inferno
The Inferno uses a pair of Flamethrowers to burn the UEF's enemies to a crisp, however its fuel tank can be easily ruptured by weapons fire resulting in a violent explosion.

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UEF T2 Rapid Fire Howitzer - Hellstorm
Built to Complement the Klink Hammer between its salvoes. To boost the rate of fire the Hellstorm required large dumps of power to properlly cool the 3 barrels between shots.

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UEF T2 Anti-Teleport Tower - Preventer
Creates and amplifies the effects of Quantum Wakes, preventing enemies from teleporting units within the affected area.

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UEF T3 Battlestation - Juggernaut MKIII
As the name suggests, Juggernauts are hard to stop, they pack on more armor than a Percival, and pack a hell of a punch between it's Railgun, Dual Plasma Gattling Turret, Missiles and Defender Beam Turret. Its Quick to engage with its high top speed but slow to maneuver due to its low acceleration.

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UEF T3 Mobile Anti Air - Cougar
The Cougar is armed with dual high precision AA Gatling cannons, capable of hitting even the faster high-end planes.

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UEF T3 Artillery Support Bot - Rapier MKII
Using a non-standard 4 Legged design the Rapier is capable of firing it's dual Napalm Artillery cannons on the move. Also Come equiped with 2 smaller arm cannons for targets that get too close.

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UEF T3 Mega Storage
Combining Mass and Energy storage to help reduce base sprawl and boosts available resources.

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UEF T3 Anti-Teleport Tower - Preventer
Creates and amplifies the effects of Quantum Wakes, preventing enemies from teleporting units within the affected area.

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UEF T3 Amphibious Air Staging Facility
The Amphibious Staging Facility is used as a front line repair/refuel station for both air and naval units. Comes equiped with 8 Kennel Drones,Flak and Torpedoe turrets and an Area Bubble Shield.

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UEF T4 Armored Assault Bot - Goliath MKII
The Goliath MKII is one of the newest UEF war machines, armed with a pair of Heavy Flame Projectors, High Altitude Kinetic-Kill Missiles, Large Beam Array and 3 AA Drones that latch onto it's back. Covered in Armor head to toe, it required an Upgrade to a large scale Fusion reactor, which combined with the Fuel for the Flame Projectors, results in a large fireball if defeated.

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UEF T4 Floating Fortress - Citadel
This Floating Fortress houses one of the deadliest weapons the UEF has to offer, along with its considerable AA and four dual barreled cannons it also has 6 shielded Repair/Refuel pads on the upper deck.

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UEF T4 Dreadnought - Conquest Class
The Conquest Class Dreadnought carries 3 Advanced Anti-matter cannons which results in a small thermonuclear explosion. The Bismark also has 8 Dual Barrel Gauss cannons and 8 Light AA Railguns. Excellent for Shore Bombardment and adequet against smaller vessels.


Cybran:

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Cybran T1 Random Bot - Hydra
When built the Hydra will activate one of its many weapon systems to use in combat, from the Beam Emmiter, Pulse Laser, RPGs and Flame Projector.

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Cybran T1 Air Staging Facility
Low end repair pad, quick to build for early refuel and repair.

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Cybran T2 Ambush Bot - Scorpion MKII
The Scorpion is able to become invisible to both Radar and Visual Sensors when standing still, allowing it to ambush unsuspecting enemy formations.

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Cybran T2 Hailfire Artillery Turret - Squall
Working to complement the famous TML-4, the Squall is build with 6 seperate Overclocked Missile Fabricators to speed up the Rate of Fire at the expense of a large Power Drain.

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Cybran T2 Anti-Teleport Tower - Mist
Creates and amplifies the effects of Quantum Wakes, preventing enemies from teleporting units within the affected area.

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Cybran T3 Rocket Artillery Bot - Hailfire MKII
Medium Range Artillery Unit. The Hailfire fires a slavo of rockets at the target which detonate in a Low Yield EMP Blast stunning enemy units.

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Cybran T3 Transport - Vanisher
The Vanisher is the Cybran's Tier 3 transport, equipped with Cloak Field Generators, it can become very useful to a clever Commander.

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Cybran T3 Escort Battlecruiser - Reaper
The Reaper serves as an escort and a battlecriuser, capable of fighting every type of enemy.

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T3 Mobile Anti-Air Bot - Bouncer
Advanced Mobile Anti-Air unit. Utilizing a crude but effective target painter the Bouncer can lead its missile salvo even to the fastest advanced aircraft. It can also use its missiles as anti-ground rockets without guidance.

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Cybran T3 Attack Sub - Leviathan MKII
Heavy attack sub. Armed with the latest and most advanced torpedoes from the Cybran Navy. Uses twin bolters when surfaced and come equipped with a Torpedo Redirection System.

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Cybran T3 EMP Defense Turret - Manticore
Fire a bolt of lightning at the enemy unit causing a charge to build up and then explode shutting down and damaging surrounding units.

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Cybran T3 Cloak Generator - Shadow
The Shadow creates an energy field around it and bends light to make it and anyting else close by invisible visual sensors.

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Cybran Mega Storage
Combining Mass and Energy storage to help reduce base sprawl and boosts available resources.

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Cybran T3 Anti-Teleport Tower - Shroud
Creates and amplifies the effects of Quantum Wakes, preventing enemies from teleporting units within the affected area.

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Cybran Amphibious Air Staging Facility
The Advanced Air Staging Yard is used as a front line repair/refuel station for both air and naval units. Comes equipped with Flak, Torpedoes and Radar/Sonar Stealth and a Cloak field.

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Cybran Ultra Heavy Assault Bot - Basilisk MKII
The Basilisk MKII is the ultimate in mobile weapon platforms, Armed Dual Electron Photon Cannons, Quad EMP Disruption Cannons, a Pair of Electron Bolters, Cluster Missiles and Beam Missiles. Switching to Artillery Mode deploys the famed Plasma Artillery and Viper Missile Launchers at the cost of mobility. Futhur more the MKII is equiped with Extensive NanoBot Hives to rapidly repair even the most extensive of damage in record time.

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Cybran Assault Transport - Gargantuan MKII
Experimental Transport able to ferry large amounts of units across the battle field, carries several weapon systems and stealth to protect itself and its cargo.

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Cybran T4 Dreadnought - Seadragon MKII
Pride of the Cybran Navy, the Seadragon Class Dreadnought is armed with 2 X Class Rail Cannons, several deck cannons, AA, and torpedoes. Enemies shake in fear at the sight of this vessel.


Aeon:

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Aeon T1 Sniper Bot - Requiem
This tiny unit must deploy to fire its long range low powered sniper bolt, even though its power is nothing compared to the advanced sniper unit masses of these units can be deadly to lone commanders.

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Aeon T1 Air Staging Facility
Low end repair pad, quick to build for early refuel and repair.

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Aeon T2 Tank - Zealot
A middle of the road unit, the Zealot can be easily produced and deployed to the front lines making it an excelent support/assault unit in any ground force.

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Aeon T2 Energy Mortar
Built to complement Miasma Artiilery Emplacement, the Archangel Fires a 4 shot burst to supress enemy units.

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Aeon T2 Upgraded Hydrocarbon
The T2 Hydrocarbon Taps into the natural Energy Resources found within the planet to a much higher level than the T1 Hydrocarbon.

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Aeon T2 Anti-Teleport Tower - Quantum Wake Generator
Creates and amplifies the effects of Quantum Wakes, preventing enemies from teleporting units within the affected area.

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Aeon T3 Assault Tank - Wraith MKII
Icon Needs Update
The Wraith follows along the same design theme as the Aurora, Featuring Long Range weaponry, the scale of the weponry results in a low top speed, but the Hover Technology it is far more manuverable than woul dbe expected. The larger size also allowed the incorperation of short ranged Quantum Cannons fro close in targets.

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Aeon T3 Mobile Anti-Air - Redeemer
Advanced Mobile Anti-Air unit. The Redeemer carries safely inside its covers a modified anti-air variant of the powerful Serpentine missile.

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Aeon T3 Teleporting Transport - Illuminate
The Illuminate can ferry large amounts of units across the battlefield. This special transport makes up for is lack of armor with a teleportation device.

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Aeon T3 Point Defence - Aria
Icon Needs Update
-WIP-

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Aeon T3 Tactical Missile Launcher - Purifier
The Purifier fires a Tactical Missle that splits above the target area showering it with explosives.

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Aeon T3 Tactical Missile Defence - Purger
Long range Anti-Missle defense. Long range but slow rate of fire.

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Aeon T3 Anti-Teleport Tower - Quantum Wake Generator
Creates and amplifies the effects of Quantum Wakes, preventing enemies from teleporting units within the affected area.

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Aeon T3 Advanced Air Staging Facility
The Advanced Air Staging Yard is used as a front line repair/refuel station for both air and naval units. Comes equipped with a new AA defense, Torpedoes, and can build aircraft.

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T4 Sniper Bot - Inquisitor
Experimental Sniper unit, fires a very large beam that causes a buildup of energy at the target point, the energy is then detonated causing an explosion which destroys the target area.

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T4 Assualt Tank - Genesis
-WIP-

Artemis Control Center:
T4 Satelite Station
Houses and Launches the deadly Artemis Satelite, if the station is destroyed then the satelite comes crashing to the ground.


Seraphim:

T1

Ilhaas:
T1 Meatshield Bot
The Ilhaas sends out signals which force enemy units to think it is a dangerous target, this makes the unit draw enemy fire while its allies fire back.

Tier 1 Air Staging:
T1 Air Staging building
Low end repair pad, quick to build for early refuel and repair.

T2

Zthuzene:
T2 Bombarment ship
This unit was built for the sole purpose of bombarding fortified bases where the Cruiser or Destroyer proved to be ineffective. Its slow turret speed makes it less effective at hitting fast mobile targets, allowing faster ships to close in and engage.

Naval Mine:
T2 Naval Mine
Floats on the water's surface and detonates when enemy naval vessels pass by causing a small quantum storm that damages units that get to close.

T3

Ilthysathuum:
T3 Lambda Bot
After seeing the usefulness of Siege Assault bots, the seraphim attempted their own design, incorporating a Dual Tau Cannon, TMD and a Lambda Field generator the Ha-alsheen Yya is a very deadly weapon.

Uyanah:
T3 Mobile Anti-air
Advanced Mobile Multipurpose unit. Using an uncontained power generator core the Uyanah can unleash powerful and swift lightning strikes at aerial targets. It can also generate a secondary flux to a grounded target.

Vulthatha-Ioz:
T3 Gunship
Armed with high yield missiles and a pair of shield disruptors the Niishlyoo can take on large groups of enemies and break through even the toughest shields with ease.

Vishathal-Atah:
T3 Transport
The Vishathal-Atah is an advanced transport with weak armor it makes up for this with its large carrying capacity, a limited Lambda Field System and its speed.

Ithaluthe-Esel:
T3 Heavy Frigate
Heavy Assault & Advanced Sensor Frigate, this unit is heavily armed for naval combat; armed with 3 Shie-eih Auto-Cannons, 2 Ultrachromatic Beam Generators, 2 Losaare AA Autocannons, and an Unstable Phason Generator. It also has Radar, Sonar, and Omni sensors and is capable of submerging itself underwater.

Haazthue-Uhthena:
T3 Anti-Teleport Tower
Creates and amplifies the effects of Quantum Wakes, preventing enemies from teleporting units within the affected area.

Iathuum-Hovathu:
T3 Air Staging Building
The Advanced Air Staging Yard is used as a front line repair/refuel station for both air and naval units. It has a shield to protect the aircraft while refueling and launches repair and defense drones to help defend itself, also has torpedoes and torpedo defenses.

T4

Hovatha-Hauthu:
T4 Dreadnought
High end naval unit. Armed with 3 heavy Quarnon Cannons, 4 anti-vessel beams and 4 AA Artillery cannon, as well as a building suite located in the aft of the ship; this beast made its appearance shortly after the Cybran and UEF coalition forces unleashed the Bismarck and Seadragon against the seraphim. This vessel holds 2 experimental canons, that when impact is capable of summoning Energy Being similar to the one made by the Ythotha, though considerably weaker.

Uttaus-Athellu:
T4 Lambda/Point Defence
The Lambda Field Generator is a device that can generate a field to repel enemy fire. This structure also acts as a Tier 4 Point Defense armed with a devastating two Quantum Storm Cannons.

Haasioz-Iya:
T4 Quantom Gate
This Quantum Rift Archway can stabilize a rift to the Quantum realm. Once this is done a Seraphim Commander can summon an endless amount of reinforcements from the other realm, however the rift takes a considerable amount of energy to maintain stability.

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Last edited by Lt_hawkeye on 19 Aug, 2008, edited 2 times in total.

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 PostPosted: 18 Aug, 2008 
 
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The Basilisk:
by Dotswarlock

General Hall walked inside the small hospital room and politely motioned for the monitoring staff to leave. He waited until they were gone before turning his attention to the patient: Captain Zenciky.

There was no need to look at his chart; Hall already knew that he was dying of radiation poisoning. He simply lay in the isolation room with the bed sheet clutched tightly to his chest while his entire body withered and died.

Hall hated to question a man during his last few moments, but this had been one of the greatest incidents since their victory over the Seraphim back on Earth. He stepped closer to the microphone and pressed the button: “Captain, I need you to tell me what happened to you and Crusader Diana. Please try to remember…”

-----

Two hours earlier…

Captain Zenciky looked at the images forwarded to him by Crusader Diana. The two of them had been deployed the moment that the colony of New Star had been obliterated. Their mission: to track down the rogue Cybran in a joint operation and capture him before the incident rolled out of control. To their surprise, it had not taken them long to find the enemy base. What they had not expected was to find it in ruins.

Diana’s face appeared on his monitor just then and nodded: “There was a conflict here. The base simply did not just self-destruct and yet I only detect signs of Cybran weaponry. There is something else; an analysis of the soil shows that it was destroyed before the attack on New Star.”

And yet the attack had originated from this location. There was only one logical reason to do something like that and Zenciky jumped up on his seat: “It’s a set up, pull back! Get out of there!”

The UEF Commander tried to open a channel towards HQ, but it was already too late. Their transmissions were blocked and there was only one thing with the technology to do that. Zenciky cursed as he took control of his units: “It’s QAI…”

A unit moved out of a small pond in the middle of the destroyed Cybran base as if on queue, its size immediately classifying it as a new experimental model. Zenciky could see it’s near organic movements through Diana’s sensors and he felt a cold chill run down his spine as its head turned and looked towards the view screen. There was something feral about it, as if its creator had managed to capture the very essence of the most vicious of predators.

Multiple weapon systems fired simultaneously, throwing missiles, lasers and plasma bursts that paralyzed and decimated Diana’s army. The experimental weapon raised its head and roared before bringing all of its weapons to bear on Diana. The ACU explosion lit up the sky a moment later, leaving Zenciky cursing as he sent a wave of Broadswords against it: “Let’s see how long you last against this!”

The image reappeared the moment that his Broadswords flew over the base and Zenciky’s eyes widened. The experimental weapon had dug in, deploying a different array of weapons including laser emitters that fried one Broadsword after the other. He did not have to wonder what the rest of its weaponry was for long as a hail of missiles suddenly collided with his base’s shields. They collapsed a moment later, opening a gap that let the following plasma burst through.

Zenciky had not had the luxury of upgrading his ACU with personal shields and immediately set a course towards his quantum gate. Plasma fires surrounded him as he walked and threat indicators flashed on his screen, indicating a near lethal build up in radiation. He just had to make it; he had to warn the others that QAI was still alive!

-----

Hall had asked the same questions over and over again, but Captain Zenciky did not even twitch. He was simply too far gone and he would probably die within the next hour from multiple organ failure. His ACU had not faired any better; its systems and sensors having melted up to a near critical point by the time that he had managed to gate out.

The General sighed and turned around. It was time to send the family in so that they could say their goodbyes. He only prayed that no other pilot would fall to this new, dreadful weapon.

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 PostPosted: 18 Aug, 2008 
 
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Okay, not even a title.. but you're right tho.. it's a new topic..


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 PostPosted: 18 Aug, 2008 
 
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you'll see

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 PostPosted: 18 Aug, 2008 
 
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Why do you need to reserve a thread with no content?

Why do you even need to reserve a thread?

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 PostPosted: 18 Aug, 2008 
 
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Is forum space at such a premium??? oh gawd I better start reserving now!! *runs*!


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 PostPosted: 18 Aug, 2008 
 
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reserved before the lock

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Z32 wrote:
reserved before the lock


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Ertwyu wrote:
Z32 wrote:
reserved before the lock

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lol.

I expect big news within the next 10 minutes or else I will slay you with my pet dragon.

Edit: FINE. You will live for another day.

Edit: Is it AI compatible?


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just to be clear

A. this is hawksmod v3. the name was changed to reflect the greater variety of team members that now contribute.

B. the balance all of individual units is not quite complete.

C. not all units have been bugtested in earnest.

so with that in mind, we look forward to hearing feedback from everyone about balance and bugs so we can release the completed version as soon as possible.

enjoy.

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downloading as i type this, and is it reg AI compatible, or sorain AI compatable


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 PostPosted: 18 Aug, 2008 
 
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Sweet... me gonna d/l'd and play now... and yeah, as others asked... what's the AI compatibility on this?


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 PostPosted: 18 Aug, 2008 
 
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sorian's ai support

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 PostPosted: 18 Aug, 2008 
 
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Lt_hawkeye wrote:
sorian's ai support

cool, thx

Edit: Ok, got one minor little thing, it's with the installer actually.... I have to tell it to install to the Gas Powered Games folder (I have to tell it where cause my install is not in the default location) as it automatically puts "Supreme Commander - Forged Alliance" at the end of whatever I select... thus if I selected the game folder it installs to "...\Supreme Commander - Forged Alliance\Supreme Commander - Forged Alliance".


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 PostPosted: 18 Aug, 2008 
 
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Just some nitpicking, for the Quantum thing, you got it half right. I have no idea what that first part means but the second part means Factory. Aezthu is most likely the word for "quantum" because it comes first in the Quantum Gate. So I believe the correct name would be Aezthu-Iya ;)

Also, Thuum means powerful, so you don't want to spam it over everything :P

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 PostPosted: 18 Aug, 2008 
 

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pics please?


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 PostPosted: 18 Aug, 2008 
 

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Hah, just noticed the T3MAA in there, nifty, seraphim one seems to be missing, unless I'm just blind, or you left it out intentionally/just didn't mention it.

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 PostPosted: 18 Aug, 2008 
 
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@isik: i dont speak seraphim soo... yeah tell that to Z32 hes the one who does XD

@Fury now i see what your talking about, my mistake, just change the 'C' to where ever it install ed and thats it

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 PostPosted: 18 Aug, 2008 
 
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You! You!
are a fogt a motf..... GRRRRRRR
Releasing V3 when i am not prepared for, when i got so much work awaiting!
UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUuu


do congratulation for finifhing the job and thanks...i will have to sleep next night..tonight im completly yours :O

Don't break the Forums, and watch your words.

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 PostPosted: 18 Aug, 2008 
 
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Holy crap, I think engrish and l33tspeak just had dirty skanky sex and then likus comment was the illegitimate child.

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 PostPosted: 18 Aug, 2008 
 
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ok so this is like V3 for halks mod?
*runs off to post the update on supcom files*

and is their going to be a non exe version cause I like to know what I am changing when I install a mod

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 PostPosted: 18 Aug, 2008 
 
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isik wrote:
Just some nitpicking, for the Quantum thing, you got it half right. I have no idea what that first part means but the second part means Factory. Aezthu is most likely the word for "quantum" because it comes first in the Quantum Gate. So I believe the correct name would be Aezthu-Iya ;)

Also, Thuum means powerful, so you don't want to spam it over everything :P


Haasioz means, literally, anti-barrier.

Iya means 'maker' in a general sense.

the meaning for the rift gate was basically rift maker, or anti barrier maker.

i did add an aez in there (aez being the sera prefix for quantum) but hawk never changed the name and i ended up forgetting it.

Thuum means t3, or is generally used to describe t3 units.

ultimately it all comes down to interpretation, since there is no absolute rosetta stone for seraphim to english translation. thanks for trying tho :P

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 PostPosted: 18 Aug, 2008 
 
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oh!! can I guess you got the quantum gate idea from my mod? (mine makesa T4 seraphim factory that builds air and land really fast) I like how it builds more units faster. and the arch is cool

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