Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Apr 16, 2024 6:35 am
All times are UTC + 0
Feedback on v1.0
Moderators: Carnius
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Carnius
Grenadier


Joined: 23 Apr 2007

PostPosted: Sun Sep 14, 2008 4:22 pm    Post subject:  Feedback on v1.0
Subject description: Comments and suggestions to first release
Reply with quote  Mark this post and the followings unread

You have played mod so what you think?

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Sep 14, 2008 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Itsa nice! #Tongue
No serious, it's very good Smile I really like the new additions.
Some things I noticed though:
-cyborg bug: when crippled, the loose their group
-MMk2 autocannon fires trough it's own legs. Maybe making it only able to turn 180 degrees if possible?

Back to top
View user's profile Send private message Send e-mail Skype Account
Carnius
Grenadier


Joined: 23 Apr 2007

PostPosted: Mon Sep 15, 2008 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Quote:
-cyborg bug: when crippled, the loose their group


Actually its not bug. I did it so because crippled cyborg move slower then others (i think he should be slower without legs ). Wink
So he loose his group anyway.

Dutchygamer wrote:

Quote:
-MMk2 autocannon fires trough it's own legs. Maybe making it only able to turn 180 degrees if possible?


Of course it´s possible. I just like idea he can defend himself from behind at least with autocannon. But maybe its not so good idea.

Back to top
View user's profile Send private message
Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Mon Sep 15, 2008 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cripplness is a great addition, atleast when it came to vehicles in CnC. Always good, life like kinda =P So basically, as Canius said, it's not a bug. Imagine... Two T80 tanks rolling down a street... One brand new, the other that was hit a dozen times from other tanks and somehow survived... You'd expect the hurt one to be slower anyways, since it's more damaged. Unless you put it in the repair shop to get fixed, or McGyver came by, it would be really weird for a badly damaged tank to be rolling as if it was brand new.

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Sep 15, 2008 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't have problems with him loosing his legs, but that they become seperate groups which means you must re-select them which can be frustrating in the middle of a fight Wink

Back to top
View user's profile Send private message Send e-mail Skype Account
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Sep 15, 2008 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

See it as a hardware malfunction Dutchy...

Back to top
View user's profile Send private message
Carnius
Grenadier


Joined: 23 Apr 2007

PostPosted: Tue Sep 16, 2008 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:

Quote:
I don't have problems with him loosing his legs, but that they become seperate groups which means you must re-select them which can be frustrating in the middle of a fight


Yeah, this is a problem. I´m using OCL for this, so legless cyborg is new unit. I got an idea how to do it in different way, but that need more research, so I can´t promise anything.

Back to top
View user's profile Send private message
Antithesis
Civilian


Joined: 16 Sep 2008

PostPosted: Tue Sep 16, 2008 5:31 pm    Post subject: Tiberium Essence Reply with quote  Mark this post and the followings unread

I think this mod is the one that I have been hoping to have for a long time.

It adds the TS units and Tiberium without being a total conversion mod TO TS.

There are a couple of things I would change though, if only to make the Tech in the game feel where it should be in 2043.

Replace the Predator Tanks with the Titans, and replace the Pitbull with the Hover MLRS.

I know that you believe such tech should be "rare" and stuff, but perhaps on one of your next releases, you could release an alternate release that puts the Titan as a buildable unit and replacing the pitbull with the MLRS.

One extra thing, the Intel Entry in the Database regarding hover tech such as the MLRS is now out of date, changing that little entry will erase any conflicts with your units and the Intel in game.

At any rate, I can't complain, because this mod has done what few TW mods have, and give us some feel for the TW era. I am looking forward to when you do release your mod files so I can combine it with my TS music mod.

Thanks, and may your mind be filled with new modding ideas, Antithesis.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1398s ][ Queries: 11 (0.0085s) ][ Debug on ]