• Cortex Command V3: Man-seeking dropship parts
    1,446 replies, posted
[QUOTE=Bob_Namg;38210578]What would that be?[/QUOTE] I don't know.
looks like this thread is following the cortex command "interest model" be reminded of cortex command --> play it for a while --> lose interest really quickly after addons grow stale --> stop playing --> repeat
oh god i just got a little tipsy and for some reason that makes me [B]REALLY[/B] want to play CC for hours on end. i got pics of the last game. probably lasted 3 hours. might put them up on epic moments. was using the space marines and guardsmen. they are beast.
[QUOTE=FoodStuffs;38230274]oh god i just got a little tipsy and for some reason that makes me [B]REALLY[/B] want to play CC for hours on end. i got pics of the last game. probably lasted 3 hours. might put them up on epic moments. was using the space marines and guardsmen. they are beast.[/QUOTE] Cortex Command is a game i love to play when i'm high.
I just love this game; it's a great way to waste time, especially on school computers. Had for a while now and it just doesn't grow old because the physics always find a new way to fuck up and murder you. And, I've done my part by getting people interested in it and now a good number of the people I know have bought it. Props to you guys.
Its amazing how many unused things there are in the Werchemacht mod. Tanks, cannons, turrets, actors, etc. It fits into the metagame really well, I have to say.
New update [quote]The AA-Drone now shoot SAMs at enemy craft at point blank range, unless the target is close to a friendly brain. Fixed a bug that would cause craft to self destruct when sitting still for a long time and being under player control. Fixed missing turret/mech loadouts for some techs, upped goldcost and slightly nerfed armor of silver man and whitebot. Went over and touched up every single techion gun sprite, looked a bit tame compared to the actors. Changed Imperatus actor standpaths for added badassery. The meta fight skirmish AI now pick safer brain LZs. Fixed a bug that made the human AI ignore enemies in some circumstances. Fixed a few loadout errors. Fixed a Ronin script that sometimes caused error messages to be printed to the console. Added a disarmer to every engineer loadout preset. Gave the giga pulsar the same particles per tracer as the pulse rifle, making the giga pulsar the superior choice for sustained fire, as well as an increased magazine size from 50 to 80. Improved the human AI gold dig behavior. Added the Yskely and Grasslands Mining Outpost for the Bunker Breach scenario. Fixed a bug that stopped the AI from spawning units in the Harvester, Massacre and Survival scenarios. Added a strong border layer to the bottom of most scenes. Helps prevent actors from digging too deep and falling off the bottom of the scene. Adjusted Human AI aim time. Actors shoot sooner but should miss more often. Fixed several bugs in the gold dig AI. Tweaked the human AI targeting and aiming. Made the human AI look for weapons when entering sentry mode unarmed. Updated the new rocket launcher’s targeting system so the missiles can be locked on to the ground. The new rocket launcher is now known as the Browncoat “ML-03 Flash”. Fixed an issue withe the AI where some behaviors could cause actors to ignore alarm events. The Skirmish Defense activities now remember what tech you fought the last round and picks another tech for the next round. Made the gold-dig behavior move in a straight line to the gold rather than along the path with the leas obstacles. Added the Dummy to both the Light and Heavy Infantry groups so the skirmish AI only spawn dummy AHumans. Removed the “Brain Versus Brain” activity to avoid confusion among new players (and reviewers). The same functionality is supported by Skirmish Defense. Changed the Browncoat “ML-03″ to “ML-02″ and made the missiles slightly stronger. Browncoat incendiary cannon (CA-01 Firestorm) and shotgun (IN-02) made stronger. Fixed a bug in the Bunker Breach scenario that would cause AI counter attacking units to go idle. Fixed a path-finding bug that occurred when mining for gold, and an issue that made the AI think some close range weapons had a blast radius Impulse Cannon no longer useless, new Browncoat Missile Launcher made slightly stronger. Browncoat weapon grip strengths increased slightly, Browncoat units no longer made of cheese. Added the “Wave Defense” activity. Increasingly longer waves of enemies, with time in edit mode in between waves. Encapsulated the AI to make modding easier. It can now be initialized with a single function call. Wave Defense: Made edit mode between waves optional. Actors on AI-teams now ignore the fog when shooting and searching for targets. The AA-drone no longer replenish its missiles between battles. Fixed bug on Ronin Heavy’s randomized armor when placing the unit from the build menu. Improved gold dig AI and situational awareness of brain actors. Lots of tweaks/improvements to the Nailer-based weapons The human AI now reloads any held weapon before digging for gold. Made the AA-Drone look for targets slightly faster and gave the SAM a small acceleration boost. Campaign end game triggering logic fixed and improved. Now, If the team in the lead is the only team left with any undeployed brains, the game ends and they win. This avoids the unwinnable game state.[/quote]
warning. since basically all mods that are worth it use a bit of AI Lua scripting the new patch will probably make your game lag terribly unless you play straight vanilla.
Is there any way to make actors follow eachother?
Open pie menu, select Go-to waypoint, place waypoint on actor you wanna follow.
i'd like to say liz that this new build is fuckin sweet. it's almost like you guys optimized the shit out of it. i haven't had CC run this well in [B]YEARS[/B], possibly even coming up on a decade in a couple.
Two things before I reinstall this If I install mods made for B26,25,27, whatever, can I still play them on the latest steam version? Also, is the thing still there where you can't put a brain inside a base if a door is blocking the way?
just to be safe, pretty much any mod that uses AI Lua coding that was released pre 1.05 (current steam build) is not compatible with the current version. it doesn't make the game crash or anything it just lags the game insanely hard, no matter how beast your machine is. [editline]1st December 2012[/editline] [QUOTE=The freeman;38658874] Also, is the thing still there where you can't put a brain inside a base if a door is blocking the way?[/QUOTE] yes but there are ways to make your brain inaccessible still.
[QUOTE=NeoSeeker;38660036]just to be safe, pretty much any mod that uses AI Lua coding that was released pre 1.05 (current steam build) is not compatible with the current version. it doesn't make the game crash or anything it just lags the game insanely hard, no matter how beast your machine is.[/QUOTE] So using actors from mods (that use custom AI) will destroy everything?
no it'll frustrate you because your game will lag horribly. you may reinstall even and have no results. this may result in a ragequit that will last an indeterminate amount of time. normally this amount of time is the time it takes for one to realize it was the mods causing it all along. coming upon this knowledge in such a manner may also have disastrous results as many mods have not been updated to 1.05. and it's quite obvious many mods will not be updated either.
[QUOTE=NeoSeeker;38660262]no it'll frustrate you because your game will lag horribly. you may reinstall even and have no results. this may result in a ragequit that will last an indeterminate amount of time. normally this amount of time is the time it takes for one to realize it was the mods causing it all along. coming upon this knowledge in such a manner may also have disastrous results as many mods have not been updated to 1.05. and it's quite obvious many mods will not be updated either.[/QUOTE] Welp.
Does anyone know of any steampunkish mods?
Just updated R.E.T.A.R.D.S, after 2 years. Added a metric fucktonne of content. Enjoy! [url]http://forums.datarealms.com/viewtopic.php?f=61&t=18915[/url]
[QUOTE=Squeegy Mackoy;38738969]Just updated R.E.T.A.R.D.S, after 2 years. Added a metric fucktonne of content. Enjoy! [url]http://forums.datarealms.com/viewtopic.php?f=61&t=18915[/url][/QUOTE] I love the RETARDS mod, nothing beats it when you're bored and want to mess around! Also, your brilliant abbreviations.
while i love the retards and the fact that they're awesome floating hunter-killers/turrets, i think some kind of deployable turret would be cool. like some drone that has a light machine gun and a deployable drone, ready to be dropped, mounted to its butt.
[QUOTE=NeoSeeker;38628492]i'd like to say liz that this new build is fuckin sweet. it's almost like you guys optimized the shit out of it. i haven't had CC run this well in [B]YEARS[/B], possibly even coming up on a decade in a couple.[/QUOTE]Yeah CC is just getting more and more optimized now. Dan's doing magic.
The recent patch may have bugged the game in some way, my actors, turrets and doors seem to be breaking apart for no reason.
[QUOTE=Bordellimies;38751667]The recent patch may have bugged the game in some way, my actors, turrets and doors seem to be breaking apart for no reason.[/QUOTE] MO limit?
[video=youtube;jrMk_ZyyZoQ]http://www.youtube.com/watch?v=jrMk_ZyyZoQ[/video] Best watched in HD if possible.
Great great great game... once you get better at controlling your characters. I've also seen quite a few mods which only makes it better :)
Nothing is better than a few doses of cc2g in the early morning...
What happened to this thread? [editline]20th January 2013[/editline] And has anyone heard anything of any updates?
[b]WORKSHOP SUPPORT[/b] [b]WORKSHOP SUPPORT[/b] [b]WORKSHOP SUPPORT[/b] [url]http://devlog.datarealms.com/cortex-command/makin-menus/[/url] [h2]WORKSHOP SUPPORT[/h2]
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