Cortex Command

Cortex Command

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WorkForce
   
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2 Apr, 2014 @ 12:04am
3 Mar, 2015 @ 7:52pm
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WorkForce

Description
WorkForce is a group run by technologically advanced AIs, this faction focuses on energy weaponry and defensive drones. While the Techion were testing AIs at Techion Tower Labs, Their Security Defence AI, *Comet, Went rogue, took control over the Tower Lab, and killed *Force the research AI along with several of the scientists. The AI that the Techion were testing, *Engi, Managed to shut *Comet down before any more damage could be done. After Techion Tower Labs was back under control, *Engi escaped and founded WorkForce in memory of the friend he lost. Several big-time AI corperations have put a price on *Engi's AI data, But nobody has tried to track him down ever since he killed a team of seven elite browncoats with nothing but a pistol, and a combat knife.

Most of the stuff for UL2 and Void Wanderers support is done, I just have to wait for weegee to update them and add my mod to the list. See bottom for manual enabling instructions.

UPDATED ON 3/3/2015

Weapons:

AR-M4R3
WorkForce's version of the Coalition Assault Rifle, Less ammo, more power!
Pros: Good everything!

LR-22 Nail Sniper
Great for blowing Browncoat heads off.
Pros: Powerful, High capacity, Long-ranged, Decent fire rate
Cons: Quite a bit of knockback, Long reload.

SG-4 Scatterblast
Energy shotgun with two ammo settings.
Pros: Good fire rate, good firepower, decent reload time. The nano ammo is extremely deadly at close range, and is also effective against both craft, and doors.
Cons: Short range, Only one shot with the nano ammo, nano ammo is only effective if you get close.

EN-9 Sidearm
Short range powerful sidearm.
Pros: High capacity for it's power, great fire rate.
Cons: Short range, only good as a backup weapon.

EN-9 Akimbo
an offhand version of the Sidearm
Pros: Looks badass, sounds badass, and really IS badass, Because now that you have two you can use them to replace a primary weapon.
Cons: You still have short range.

NV-33 Flintlock
A revolver with nano ammo. Saddle up, cowboy.
Pros: Pretty fast fire rate, and filling a target with all six rounds will likely mean the end of them, fast reload too.
Cons: Short range.

EN-NineSeveN
A suppressed machine pistol that fires 9.7mm AP rounds.
Pros: More range, firepower, and more accurate than the EN-9, with a two round burst fire. Can also be held with a shield or offhand weapon.
Cons: Only holds 18 rounds, Longer reload than EN-9.

LV-66 Retegedunt
A long ranged revolver sniper. ITS PRONOUCED "re-tehj-dent". S'vari for "Death from afar".
Pros: Very high power and fire rate with little knockback, long ranged too, more accurate at long range.
Cons: Not very accurate at close range, lengthy reload.

BG-12 Blastbarrel
One touch of the trigger flings deadly corrosive chemicals at the poor sod standing in the way.
Pros: Good range, Good Firepower, great Anti-Aircraft weapon. No vanilla actor stands a chance from one well-placed shot.
Cons: lengthy relond and low capacity.

DR-2 "Jackhammer"
Twin barreled rifle, well named.
Pros: Two bullets in one shot, good range, powerful, good fire rate, three-round burst.
Cons: Three-round burst means you only have five shots, long reload.

Tools:

LS-12 Energy Saw
Looks are deceving, this wimpy looking case creates an energy blade meant to cut through heavy materials, or people.
Pros: Good secondary weapon AND digging tool, No reload.
Cons: Short range.

Actors

AIBot
A common WorkForce AI clone. Good for anything you have in store.
Pros: Lightweight and fast, decently durable.
Cons: Weighted down easily.

Shield Drone
The best thing in this RTE. Indestructible frontal shielding!
Pros: Frontal shielding is unbreakable, offers portable cover for infantry units, HIGHLY effective in long corridor firefights. Has a jetpack for transportation.
Cons: It has it's limits, some heavy weaponry can knock it over. Explosives are effective against it. Five hits to the shield holder from behind and it's over, no turret. Also, sometimes the jetpack can be hard to control.

Anti-Material Drone
A slow, heavy drone. Equipped with a high caliber anti-material rifle for anti-armor and dropships.
Pros: Long ranged, high-powered, with a ten round magazine. The bullets can tear through dropships and armor like butter.
Cons: VERY LONG reload, no armor is equpped to the drone, it is also slow and heavy.

Ripper Drone
A lightweight, fast drone designed for close quarters combat.
Pros: Fast, light, and holy sh*t can this guy jump. Equipped with a particle field designed to tear apart enemies with ambushes.
Cons: This thing can take a few hits, but is designed for ambushes, base defence, and sneak attacks, so frontal assaults are a no-no.

Mining Drone
A drone designed for resource collection.
Pros: Digs through dirt, stone, and concrete with incredible speed, large magazine, wide pulse, also equipped with a jetpack.
Cons: Can't dig through metal. It is also very weak, and the jetpack is hard to control sometimes.

Craft:

Grasshopper
A dropship with turrets mounted to it.
Pros: Great for dropping off troops during combat, useful for taking out other dropships and for light infantry. you can control a turret while the dropship delivers your cargo, and the turrets never need to reload. Equipped with armor plating on both sides.
Cons: The turrets have no texture, and you can shoot the ship by mistake, not the engines though, nothing can hit them.

After some grueling, irritating, and downright miserable bug chasing, I finally got down to adding more drones, this might be the last update you guys will see for a while.

That's it for now,
Thanks Guys!

Special Thanks to Brandon for testing my content to make sure it is stable and not crashing the game.

To do:
Brain Actor.
Explosive weapon.
Tower Labs Mission.

If you want to enable support for voidwanderers and/or voidwanderers:

1: find your cortex command folder
2: open up the voidwanderers/UL2 folder
3: open the Factions folder, and open Factions.cfg with notepad
4: add "WorkForce.rte" to the list without the quotes.
5: close and save
6: enjoy
Popular Discussions View All (2)
4
19 May, 2015 @ 8:54pm
Bug list
My Life Glorped Up
0
24 Feb, 2015 @ 10:39pm
It's Alive! (Well, it wasn't dead to begin with...)
My Life Glorped Up
19 Comments
Mr Monti 14 Jan, 2016 @ 11:13pm 
I really can't wait for the techion labs mission. I randomly noticed the map while playing some skirmish, it looked way to big to just be a normal map.
PYROxSYCO 12 Oct, 2015 @ 6:26pm 
How is that a con for the Ripper. XD
My Life Glorped Up  [author] 26 Aug, 2015 @ 3:24pm 
Sorry about that, OzForce. I'm working on trying to fix that.
Game of Ur 19 May, 2015 @ 1:37am 
I very much like this tech. One problem though. I used the ripper drone, killed an enemy with it, he fell ontop of it and crushed it to death with his dead body.
Tatu 24 Feb, 2015 @ 4:08pm 
really nice bro, thanks!
do not worry friends 23 Feb, 2015 @ 5:59pm 
Awesome weapons! But the actors need more work
BREADBOT 9000 19 Aug, 2014 @ 9:07pm 
one of my favorite mods so far, 8/10 (8 and not 10 because it is very small, still not 100% complete) keep up the good work!
RobotLucca 25 Jul, 2014 @ 9:20pm 
Since nobody said anything about this, I'm not really sure but the dropship problem could be solved by setting its health to a percentage of its current health when returned to the TradeStar using a script. So, if you have 200/250 health, it's changed to 80, and you get 80% of your funds back. A simple y-value check could do the trick, but I don't know whether the ship would be returned before the script would have time to take effect.
My Life Glorped Up  [author] 14 May, 2014 @ 7:38am 
Glad you reported that, I'll have to fix that :P
Nerdsoft 14 May, 2014 @ 5:03am 
A bug with the dropship: when actors (that includes craft) are returned to TradeStar Midas, the security deposit is returned with them. The way they calculate this is basically refund = health% of initial cost.
So basically, when you set the Grasshopper's HP to 250, you were ensuring that an undamaged Grasshopper would get a refund of 250% of its initial cost.Instead, try sticking on some Attachables as armour plating.
Too weak? Mess around with their GibImpulse and GibWound limits. Too heavy? Mess around with their mass. Easily destroyed by flaks? Add more, smaller bits of armour to distribute the damage better.

Unless you want a ship that costs 450oz and returns 675oz.