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 PostPosted: 12 Jun, 2010 
 
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Version Update
New version has been released and can be downloaded from the vault or the first post.

This is a compatability release for the new version of BOGIS.


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 PostPosted: 18 Jun, 2010 
 

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Well, I don't think there's any more reason to call the Stellar Generators OP. Its description now says that it produces 25m and -1e, but it produces 25m and 2500e. Other than that it looks pretty good. I'm glad you left adjacency on; that adds some flexibility, and the added micro involved in taking advantage of that makes SGs a little bit less spammable.

What else was changed in the last version?

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 PostPosted: 18 Jun, 2010 
 
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lmao i don't think the game properly understands how to display an energy production & drain at the same time sometimes... The shield requires at least 1 energy drain or the scriptsb ug out like no tomorrow which sis why if you run resource rich you will see an extra stray energy being generated... I added 1 to the total to power the shield & still get full production :P

The Disruptor tank got a new texture though most of the changes where for compatability with the new versions of BOGIS.

I do plan to add another unit though as soon as i recieve the model for it. I think Hawk has it for me :P


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 PostPosted: 18 Jun, 2010 
 
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Exavier Macbeth wrote:
I do plan to add another unit though as soon as i recieve the model for it. I think Hawk has it for me :P

He should have it....

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 PostPosted: 18 Jun, 2010 
 

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Exavier Macbeth wrote:
lmao i don't think the game properly understands how to display an energy production & drain at the same time sometimes... The shield requires at least 1 energy drain or the scriptsb ug out like no tomorrow which sis why if you run resource rich you will see an extra stray energy being generated... I added 1 to the total to power the shield & still get full production :P

The Disruptor tank got a new texture though most of the changes where for compatability with the new versions of BOGIS.

I do plan to add another unit though as soon as i recieve the model for it. I think Hawk has it for me :P


Yeah I'd noticed the 5001e production in the previous description, but that's the thing, it said 5001 instead of -1. Maybe it has something to do with the order that the drain and production are listed in? :?

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 PostPosted: 19 Jun, 2010 
 
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No idea as all i did was change the values... I didn't change any of the code strucutre so whatever is causing it is part of GPGs code rather than mine :P

Might look into it this weekend if i get time.


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 PostPosted: 18 Jul, 2010 
 

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Play tested it. Awesome. No bugs to report.

Oh, and I play-tested it with 4DC. and latest Sorian AI

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 PostPosted: 05 Aug, 2010 
 
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I have an idea for a seraphim (possibly aeon) experimental, its basically a mobile shield generator that can deploy.

While mobile to has a smallish bubble shield about T2 size but is durable.

When deployed the shield expands to about 50% larger than a T3 shield and can reflect projectiles (like the bomb bouncer from supcom 2) and the unit itself takes 10 times more damage and becomes volatile :twisted: like the paragon.

I had an idea for a model for it and was going to try and make it after I learn how to use blender and had some practice. my model when deployed would reveal its core and that's why it becomes volatile and would have some lightning AA

But when mobile its defenceless and durable because its core is protected and if possible if destroyed while mobile the wreckage would give you energy and mass since the core will be intact

This would be expensive so it doesn't replace T3 shields


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 PostPosted: 05 Aug, 2010 
 
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o and another idea would be an experimental based off of metal gear ray to rival the basilisk :D which could be aeon or seraphim since they have less new experimentals


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 PostPosted: 06 Aug, 2010 
 
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Alright, so I'm here to give a little update on some of the stuff I'm working on for Ex at the moment.

New UEF Satelite Basestation
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Because of the changes Ex is making to the Sat System we decided a new Basestation was in order, so here it is!

Thor EMP Satelite
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Still a WIP(I'm trying to figure out some Solar Panel-ish things and such ATM) but its got 4 smaller beams it fires, then it lets loose with the EMP Bolt/Beam, I dunno which it is yet xD

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 PostPosted: 06 Aug, 2010 
 

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still UEF only?

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 PostPosted: 06 Aug, 2010 
 
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Yes, but this system will replace the one we have in BlackOps Unleashed, there will be a couple new Sats or so.

Its kinda odd for us, as Ex brough over quite a bit UEF stuff but not as much for the rest, but I did pass on a new Seraphim T2 Boat to him as well and I hope to talk to him soon about other unit ideas as I've been in a very Modding mood lately.

So we are working to adress it all, it just takes time ;p

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 PostPosted: 06 Aug, 2010 
 
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Hehe Yes this pack is still UEF Heavy and if I get to it I plan to adress that issue.

The problem is that the initial set of units in the pack all have origines within my old vanilla modpack that features about 40+ units. However because Hawk & Knight are very Cybran oriented they more or less covered & improved all my old cybran unit ideas causing me to come up dry in that area. Aeon units have never been my our strong suite since Ultimentra (our original aeon player of the group) isn't around for idea generation anymore. I have a few ideas for more Seraphim stuff but haven't had a chance to sit down and put it into perspective and consider model work to give to Knight.

Needless to say I am always looking for new unit ideas but the hard part is everyone seems to just want more Basilisk style super units and thats probobly the one type of unit I can't/won't make. The game has enough "Game Ender" weapons systems in my opinion so I try to look for things that will add more tactics or stratagy to the standard game. Something to make your oponent go "what the? I didn't think about that..." like some of the uses for the teleport bot generate :P

Anyway...
@Volgun: The problem with creating another mobile shielding system for any faction that already has one, especially a multi-function shield like you suggest, is that its more powerful than you realize. For the moment I will just comment on the shield size (special ability will come in a moment).

Consider the seraphim (and to a lessar extent the Aeon) with the ability to field their normal mobile shield with its standard large bubble.Now escort that bubble with 2 of these. When undeployed they will be smaller than the normal seraphim bubble creating a feww extra shield layer (as if they had stolen & built aeon mobile shields) and then after they start comming under fire while the enemy is working through those 2 layers you deploy 1 of the new shields to make a 3rd even stronger layer over top the other 2 allowing them to recharge.

Now consider that on a scale where you have several such groups used with a little micro to escore your army across the field. It would be more or less invulnerable to anything short of an experimental, wall of PD, swarm of gunships, or a nuke :P

The special abilities you suggested are a little over the top. Volitile I could go with but due to the units size/power it wouldn't be ab ig blast and thus wouldn't effect much unless you could chain react them. I don't know what the "Bomb Bouncer" is as I don't have SupCom2 but it sounds like you want to merge a lambda system into the shield to ricochet projectiles off it... That will increase the power of the unit by something like 200% as redirectors on any large scale are dangerous... Look at a fully upgraded Seraphim BO:ACU :P

@Comments about the station being UEF: It has been in design since the beginning. Model creation is just being slow on it. Basically I love the Novak but GPG fubared the weapon making it nearly useless and Hawk (who added a 2nd sat to give it more punch) made it so expensive its easier to build a Mavor :P

That being said I am reworking the Novak into a factory with several sat options. Though there is a limit on how many it can control you will get to choose how you use it. Defencive (Limited Range Defence Beam Sat), Offensive (Hawk's Hellfire Area Barrage Sat), Support (Thor EMP Area Suppression Sat), or Observation (Unarmed Spy Sat). All the sat options CAN be shot down though the conditions to do so will vary for each sat.

Wow thats my longest post in a while.

EDIT: And yes I do have a seraphim boat thats going into the next version. :)


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 PostPosted: 06 Aug, 2010 
 
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er maybe you could add another drawback to using the shield like everything friendly under the shield cant use special abilities like shields, stealth, cloaking, jamming, lambda and teleportation but enemy's can.

if not then the idea goes in the bin


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 PostPosted: 06 Aug, 2010 
 
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Hehe knight and I are throwing around the idea for an Aeon Structure Experimental. Call it an advanced defence system if you want.

Basically like the Optics Facility it would be able to set a position and be turned on/off at that location... However instead of spawning a vision bubble I would spawn a small Maelstrom field (sorta like the Aeon ACU can have in BO:ACUs) though with a few modifications/limitations. In essence you could make a hazard zone to soften up armies comming at you :)


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 PostPosted: 06 Aug, 2010 
 
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So you're going to remove the modifications to the Novax satellite station and move them over to your own station, essentially?

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 PostPosted: 06 Aug, 2010 
 
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Mooilo wrote:
So you're going to remove the modifications to the Novax satellite station and move them over to your own station, essentially?

No I am going to ADD my own station and then hide/disable the original... Much the same way I did with BO:ACUs replacing the original commanders. The Unleashed station will still technically be in the game but you will only be able to spawn in by cheating.


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 PostPosted: 06 Aug, 2010 
 
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if anything i may remove the changes Unleashed has made to the novax(considering we are going to use my Hellfire for this new system)

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 PostPosted: 14 Aug, 2010 
 

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Hi.

This may not be the proper place to ask this, but could the Special Weapons download links be 'reactivated', because both the *.zip and *.scd links are not working.

Thank you.


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 PostPosted: 14 Aug, 2010 
 
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Zsombi wrote:
Hi.

This may not be the proper place to ask this, but could the Special Weapons download links be 'reactivated', because both the *.zip and *.scd links are not working.

Thank you.

They work fine for me....


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 PostPosted: 14 Aug, 2010 
 

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brandon007 wrote:
Zsombi wrote:
Hi.

This may not be the proper place to ask this, but could the Special Weapons download links be 'reactivated', because both the *.zip and *.scd links are not working.

Thank you.

They work fine for me....

I always get the "Internet Explorer cannot display the webpage.", or using Firefox I get a white blank page.


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 PostPosted: 14 Aug, 2010 
 
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I double checked them and they work fine for me as well. The hosted site is my own private domain website so its rarely having issues (unless I forgot to pay a bill lol).

At any rate all Blackops mods are avalible in the GPGnet (Multiplayer client) Vault if these links don't work properly. Which is actually the best place to download them from since it auto installs everything in the proper place..


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 PostPosted: 14 Aug, 2010 
 
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Little issue with the t3 boats they all sit at the back like support ships and the cybren and aeon ones have short range and need to be at the front. not sure about the UEF one haven't tried it in a fight yet


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 PostPosted: 14 Aug, 2010 
 
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Well, destroyers they ain't, they are support ships in the end.

Cybran especially with it's Hailfire Rockets or AA Missiles.

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 PostPosted: 15 Aug, 2010 
 
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Yes i know there support ship but if there out of range they cant support much can they :?

I usually have 3 naval yards and build from each 3-4 destroyers, 2-3 cruisers, 1 battleship, 2 of these ships, 1-2 missile ship/escort/battle cruiser and a few sub hunters and/or shields so this is about 3 maybe 4 rows depending on the faction.

The aeon one has a very short range so at the back to does nothing so it need to be at the 1st or 2nd row

The cybren one is better but still out of range in row 4 and only in range at row 3 if using rockets so ideally needs to be in row 2

And still havnt used UEF one in a fight but im sure its got the best range and would be ok in the back. i think ill try it now

May have this wrong but isn't the UEF one long range support with TML with flak/TMD. So long range
Aeon Direct fire with Torpedoes and Torpedo Defence/Extra Torpedoes. Close range
And Cybren An assault ship made to Escort Salem's on land and provide AA/Bombardment. Mid range


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