Haha. I know. I was just hoping I could nudge you in that way to get more varieties in the type of mechs there are to meet my own needs. But its still nice to soon see different variety amongst the same mechanoids. In my imagination it gives the impression that there's more to them than to *dalek voice* exterminate
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#17
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
January 15, 2015, 10:12:57 AM
From the very beginning of this mod I always compared commandos to Fallout's Brotherhood of Steel cause of the energy weapons and armors.
Also someone beat you to the punch with the tiny mechanoids. You should instead make a large melee mech that looks like a gorilla c:
Also someone beat you to the punch with the tiny mechanoids. You should instead make a large melee mech that looks like a gorilla c:
#18
Outdated / Re: [MOD] (Alpha 7) PurpleIvy - Now with rare melee drops and all consuming Ivy
December 16, 2014, 12:16:45 AM
Seeing as im going to spend 5 hours in an airport tomorrow i might try to write a fanfiction of a world devoured by two equally threatening infections with all the factions presented in mods (that i know of) and maybe even add some household names as the characters (but may not reflect the true person) of this gritty epic. There'll be Tea, Espionage, Crazy Shinzy-ness. But most importantly death. And lots of it.
Lets not forget that it'll be themed around "the thing". So the setting will be an ice sheet biome where a group of rag tag survivors must not only fight the infections but a creature that's escaped and taken their form. but who will it be, and no it will not be Shinzy... might make it Tynan but that'll have to wait till later.
Lets not forget that it'll be themed around "the thing". So the setting will be an ice sheet biome where a group of rag tag survivors must not only fight the infections but a creature that's escaped and taken their form. but who will it be, and no it will not be Shinzy... might make it Tynan but that'll have to wait till later.
#19
Unfinished / Re: [WIP] General Halo Mod
December 16, 2014, 12:08:49 AM
I cant wait to devtest the glitte commandos vs the jaffa vs odst and spartans whilst in the middle of a zombie siege. now to just pick who i want to be out of the three. :'D
#20
Unfinished / Re: [WIP] General Halo Mod
December 15, 2014, 06:44:25 PM
I believe there's a value threshold for cargo drops, dont quote me on this however. If the item, in this case the helmets, is below said threshold then they spawn in the drops.
#21
Unfinished / Re: [WIP] General Halo Mod
December 15, 2014, 05:03:59 PM
So did of play testing and i noticed the helmets are 10$ give or take while the armors range from 2000-3000$+. You should look into that.
#22
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 15, 2014, 09:50:23 AM
I just realized that once the custom events are updated you could (kinda) recreate "The Thing"
#23
Unfinished / Re: [WIP] General Halo Mod
December 13, 2014, 01:30:53 PM
You sir, I like.
The textures look marvelous and ill be looking forward to its A8 release. Love having new factions to kill, skin and butcher.
The textures look marvelous and ill be looking forward to its A8 release. Love having new factions to kill, skin and butcher.
#24
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
December 13, 2014, 01:24:53 PM
Hey Sam. How you doing pal?
Quick question before I go on to a larger post about Glitter Tech and A8.
When would be seeing a functionality update for the mod so we can use it on A8?
Now on to suggestions and tid bits like that to be added during A8.
The first few are going to be related to the new features A8 has given us and the second half will be suggestions to fit Tynans lore and the lore you've made for this mod.
1) What with temperature being the biggest new thing i would think you could implement some glitter level temperature items. Seeing as right now the heaters and AC units dont increase the temps dramatically, as they shouldnt, you need quite a few to freeze them to death or kill them in a firey inferno, although thats a waste of skin and meat. I was thinking having similar items that increase and decrease temp far beyond what the heater and ac do. However the drawback to these items would be that you first must built a temp. control center with an AI core and then you can manually control the temperature the Glitter Heater and Glitter AC (thats what im naming them as right now). However the second drawback is that while its powerful against your enemies its just as powerful against you. Sorta like a HAL 9000, it may go crazy and try to kill you. or you can just remove the idea of an AI core (seeing as some of us do enjoy playing in the outdoors rather than cooped inside mountains) and just make the Glitter Heater and Glitter AC for those biomes with extreme weather conditions such as desert and tundra.
2) (Not quite sure if this one's doable) Now that we have the cryptosleep shrines you could make the commandos appear in them and they can either be deserters, who will be friendly to you and join your faction or just leave the map and make their own faction (this is the piece im the least sure about), OR glitter world guards from long ago that when awakened meant there was a threat that needed to be annihilated and seeing as you were not the people they expected are hostile towards you.
3) allow us to create weapons out of titanium o..o this way these bad ass melee weapons can tear through the armor of the unexpected commando.
Now on to the suggestions based around lore.
1) I know you said you might work on a secondary faction to go against the Commandos, possibly a robotic menace. If what your making are sort of like mechanoids then this suggestion may not work. However if its the case where theyre cyborgs who want everyone to be able to have tech (polar opposite of the Commandos) then this could work. The two factions would start off as neutral towards you (ill explain why in a second). As these two groups go against one another you can make an event in which the two factions fight near your base and once the fight is over you get a text event (i think itd be similar to the Name your Colony event) in which you have to either pick a side or neither. depending on the side you pick then you get a spike in relationship with them to 90 and the other one gets spiked down to -90 and becomes hostile. But depending on the side you pick they send you a member of their faction to join you. Say its the commando you sided with then your choices would be between a medic, engineer, and soldier. Im basing these three on the knowledge that they're a military style group so these are really the only types of people they have but also because they wouldnt send you a researcher cause they dont want you to advance. its just really what you think fits the factions. but these guys would be geared with mid level gear maybe low level for balance reasons. and from there you can make more events revolving around this feud. it also gives you a chance to not be killed by commandos, but instead by another super power on the planet.
2) im sure confiscated technologies would include mutations so im thinking maybe you could make mutated animals that are harder to kill and are more aggressive, or maybe animals that were genetically engineered in order to make living easier in the winter. or genetically engineered plants that could grow in extreme conditions. it isnt far out and it stays along the lines of tynans alien rule.
Sorry for the long post. Hope you could implement some of this stuff and ill be waiting for the functionality update for A8, which should nerf some of the armors and weapons in my opinion.
Quick question before I go on to a larger post about Glitter Tech and A8.
When would be seeing a functionality update for the mod so we can use it on A8?
Now on to suggestions and tid bits like that to be added during A8.

The first few are going to be related to the new features A8 has given us and the second half will be suggestions to fit Tynans lore and the lore you've made for this mod.
1) What with temperature being the biggest new thing i would think you could implement some glitter level temperature items. Seeing as right now the heaters and AC units dont increase the temps dramatically, as they shouldnt, you need quite a few to freeze them to death or kill them in a firey inferno, although thats a waste of skin and meat. I was thinking having similar items that increase and decrease temp far beyond what the heater and ac do. However the drawback to these items would be that you first must built a temp. control center with an AI core and then you can manually control the temperature the Glitter Heater and Glitter AC (thats what im naming them as right now). However the second drawback is that while its powerful against your enemies its just as powerful against you. Sorta like a HAL 9000, it may go crazy and try to kill you. or you can just remove the idea of an AI core (seeing as some of us do enjoy playing in the outdoors rather than cooped inside mountains) and just make the Glitter Heater and Glitter AC for those biomes with extreme weather conditions such as desert and tundra.
2) (Not quite sure if this one's doable) Now that we have the cryptosleep shrines you could make the commandos appear in them and they can either be deserters, who will be friendly to you and join your faction or just leave the map and make their own faction (this is the piece im the least sure about), OR glitter world guards from long ago that when awakened meant there was a threat that needed to be annihilated and seeing as you were not the people they expected are hostile towards you.
3) allow us to create weapons out of titanium o..o this way these bad ass melee weapons can tear through the armor of the unexpected commando.
Now on to the suggestions based around lore.
1) I know you said you might work on a secondary faction to go against the Commandos, possibly a robotic menace. If what your making are sort of like mechanoids then this suggestion may not work. However if its the case where theyre cyborgs who want everyone to be able to have tech (polar opposite of the Commandos) then this could work. The two factions would start off as neutral towards you (ill explain why in a second). As these two groups go against one another you can make an event in which the two factions fight near your base and once the fight is over you get a text event (i think itd be similar to the Name your Colony event) in which you have to either pick a side or neither. depending on the side you pick then you get a spike in relationship with them to 90 and the other one gets spiked down to -90 and becomes hostile. But depending on the side you pick they send you a member of their faction to join you. Say its the commando you sided with then your choices would be between a medic, engineer, and soldier. Im basing these three on the knowledge that they're a military style group so these are really the only types of people they have but also because they wouldnt send you a researcher cause they dont want you to advance. its just really what you think fits the factions. but these guys would be geared with mid level gear maybe low level for balance reasons. and from there you can make more events revolving around this feud. it also gives you a chance to not be killed by commandos, but instead by another super power on the planet.
2) im sure confiscated technologies would include mutations so im thinking maybe you could make mutated animals that are harder to kill and are more aggressive, or maybe animals that were genetically engineered in order to make living easier in the winter. or genetically engineered plants that could grow in extreme conditions. it isnt far out and it stays along the lines of tynans alien rule.
Sorry for the long post. Hope you could implement some of this stuff and ill be waiting for the functionality update for A8, which should nerf some of the armors and weapons in my opinion.
#25
Ideas / Re: Villages, Outposts, Bunkers...
December 13, 2014, 12:45:24 PM
I believe Haplo has something in his miscellaneous mod that creates trade outposts (its a tent not a settlement or anything like that). But as for this idea it would be nice to see small outposts that take up maybe 400-900 squares so somewhere along the lines of 30x30 (rather small) with maybe 3 or 4 colonists from the other factions who are there to gather resources or to trade with you and the other factions. and the amount of settlements/outposts would be based off the size of the map. Oh, and once all the settlements that can be build are made other factions could try to take over those settlements (if theyre hostile to them in the factions tab). But of course this is probably a bit more far out there and would definitely need some better AI coding; i know the basic building part is implemented seeing as thats how sieges are done. but yeah this is a good idea it could easily be fleshed out into a really good feature for the final release of the game.
#27
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 22, 2014, 10:42:42 AM
Im just waiting for v1.0
#28
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
October 21, 2014, 11:09:36 PMQuote from: Sam_ on August 16, 2014, 05:41:59 AM
Description:
Ever since I saw the description of the Power Armor mention "Glitterworld" planets, I have been intrigued by the idea of distant advanced planets, and the technology that must abound there. My ideas for this mod include adding a selection of high tier advanced items to offset the multitude of medieval and lesser items, but (hopefully) keeping it balanced with the progression of the game.
Well based on Sam_'s decription I'd say youre incorrect. Yes the mod is supposed to be harder, but he also intends to make it balanced, NOT OP as it currently is. And those of us "complaining" distinguish High Tier and OP to be different things so when we "complain" its because we distinguished that and assumed, based on Sam_'s description, that he would like to know how others fell about the of balance the mod so that he can later make the mod less powerful. Thus meaning my good sir that this mod is not meant to be OP. And if you do not like that you may make the mod easier.
P.S., this is just something that bothers me as a writer, do proofread your post because I do believe you meant easier in your post and to be a dickhead i made the same mistake, obviously in reverse, on purpose. Sorry for being a dickhead and sounding like a douche.
#30
Outdated / Re: [MOD](Alpha 6) Realistic Weapons V1.2 + Fortifications Mod Pack
October 17, 2014, 11:06:12 PM
This mod doesnt work with alpha 7