Cortex Command

Cortex Command

New World Industries
30 Comments
trauma-bonded grief 21 Jan, 2021 @ 10:40pm 
ISRAEL MOD
Ask  [author] 13 May, 2017 @ 8:02pm 
Go ahead and make a good one! :D
Ghost993514 13 May, 2017 @ 1:01pm 
Ok, thanks. I thought they fit nicely into the lore of CC, and was actually going to have it (somewhat) revolve around NWI. I was hoping you'd be ok with it ;)
Ask  [author] 13 May, 2017 @ 12:45pm 
Sure, I'd be honored. If you wanna ask me anything about it or for anything else, feel free to add me or comment again.
Ghost993514 12 May, 2017 @ 12:58pm 
Ask, I have no idea how often you get on steam, but I wanted to ask if I could include NWI in a book. It's basically going to be a 'high quality' extended fan fic.
The reason behind my writing is because the most interesting thing about this game is the lore/'fluff.' I thought this faction would be interesting to include.
My Thicker Is Dicker 4 Feb, 2015 @ 2:00pm 
nice mod
Scienski 26 Nov, 2014 @ 2:34pm 
I'd offer to sprite for you, but you may have seen my spriting skills already during on of the competetions:p
(It basically looked like a black crutch...)
Ask  [author] 26 Nov, 2014 @ 2:26pm 
I'm not planning to change any sprites for the simple reason that my spriting skills suck. Though yeah, the drop pod was for another mod that I ended ditching up, and since that was my best sprite ever (lol) I decided to keep it, but it doesn't match the style at all.

I'll see what can be done, and I'm accepting suggestions too :P
Scienski 26 Nov, 2014 @ 2:20pm 
Thanks Asklar. Not very many people listen to the community. (even though we're both the community)

I also hate telling people what to do and stuff. I was also wondering if the sprites for the Drop Pod would be changed? It doesn't match the mod very well in my opinion.

Also, the Blaster is art. I love the mix between the bullets shot. And the Battle Rifle is also fantastic in that regard too. Though slightly overpowered. Great mod my good sir!
Ask  [author] 26 Nov, 2014 @ 2:14pm 
To be fair, the energized pistol was my first handgun ever and I only tweaked it a little bit to release it. If you pay attention, that little bastard is actually pretty damn strong in all regards. I'll balance that out.

The sniper rifle has been more tricky to work on. I used to simply copy the code of the old coalition's heavy sniper, but I'll remake the whole shooting part so that it's not as ridiculous as it is now (just realised that the terrain rape is way higher than I remembered).
Scienski 25 Nov, 2014 @ 1:33pm 
@Riemann That actually sounds quite interesting to see. I have 2 small suggestions with some weapons though.

Energized pistol: I know the description says its very difficult to break, but I think it should be able to break after a few seconds of a digger hitting it.

NW Sniper Rifle: Digs through terrain like a little earthworm bullet thing. (Metaphors)
The terrain rape should be dropped down a little and possibly the damage.

Other than that I can't think of anything else.

Great mod my good sir!
200 evil skeletons 25 Nov, 2014 @ 1:15pm 
Alright, thanks for clearing that up.
Ask  [author] 25 Nov, 2014 @ 1:14pm 
Yes, yes. That's what the randomized system will be for. You'll see units with different kind of torsos, armors, and heads, though they'll all behave pretty much the same.
200 evil skeletons 25 Nov, 2014 @ 1:12pm 
Well if it's possible, could you put on some ronin or coalition body armour pieces?
Ask  [author] 25 Nov, 2014 @ 1:10pm 
No, that takes away the feeling of salvaged parts. Thanks for the suggestion.
200 evil skeletons 25 Nov, 2014 @ 12:33pm 
I asked if you could recolour them. It's easy. >.>
Ask  [author] 25 Nov, 2014 @ 11:00am 
Can't take a bit of fluff with your games? :P Ronin torsos are weaker than dummy ones though, they bleed and have a lower impulse damage threshold.

As I said, I'll try to implement some randomizing system later on as it was planned back then.
200 evil skeletons 24 Nov, 2014 @ 8:45pm 
The "excesive cybernetic augmentations" thing is just an excuse. If you can't do that for any reason at least make the torso black or something.
Ask  [author] 24 Nov, 2014 @ 5:08pm 
I'm not sure if a human torso could withstand the excesive cybernetic augmentations needed to sustain this warmachines. Dummy torsos were both light and resistant enough for this to be done in light units, while the heavy units used the coalition heavy torso, which is, by default, much tougher than the regular ronin one. We'll see what can be done.
__

An idea I had back when I made this mod was make the actors randomized. Like, spawning with different torsos/limbs/heads all the time. It's not hard to do, it has been done before. But, as always, it requires time. I'm definetaly going to get around it in a couple of weeks when I'm not too busy.
200 evil skeletons 23 Nov, 2014 @ 10:08pm 
Could you make the torsos ronin maybe? As of now the just look shirtless.
Scienski 3 Oct, 2014 @ 1:03pm 
It seems to be working well with VW. My only complaint is that the Wide Digger doesn't let actors go into auto-dig mode and that you can dig through hard matierals like steel very very fast.

Other than that thanks for fixing the VW support!

(Fixing these things would be nice too *wink*wink*)
Ask  [author] 1 Oct, 2014 @ 11:20am 
I have some free time now so I'll give it a go and see what's up.
Scienski 30 Sep, 2014 @ 5:02pm 
The .lua and .rte have different names, could that be a problem?

Also, I could make a loadout file for you if you need. I made 2 from scratch already. (The Order, General Industries)
Ask  [author] 30 Sep, 2014 @ 4:59pm 
Not entirely sure, I haven't seen the changes VW have had in a long (loooong) while. I'll try to get to it as soon as I can.
Scienski 30 Sep, 2014 @ 4:55pm 
Hey bic boi. Is this currently compatible with VW? I could't get it to work no matter how much I tweaked it.
Ask  [author] 23 Apr, 2014 @ 4:05pm 
Omen, thanks!

ozforce, to be honest, I don't play the meta-game much, I'm much more a fan of weegee's missions :P But indeed, the loadouts are worth a revision, haven't touched them in quite a while, and with the new build probably things have changed.

About the drop pod burying, it's kind of and advantage that I realised much later and I actually enjoy. Have you seen miner tunnels very close to the surface? You can easily go through the tunnel's roof and begin a surprise attack >:D
Global Howdy 22 Apr, 2014 @ 5:28am 
Interesting mod, I like it.:cortex:
Game of Ur 19 Apr, 2014 @ 1:43am 
I forgot to add a section to my previous message, let me correct it: ''I would be happy if, in the landing, in a different kind of pod would be a small automated turret that moved slowly and it would shoot down enemy vessels, and when it shot them down, it's unlikely that the people inside would survive. This is to further prevent this from happening again. I mean, atleast if the people inside died, I wouldn't be at instant gunpoint from the enemy faction at the beginning with nobody to protect me.''
Game of Ur 19 Apr, 2014 @ 1:40am 
HOWEVER, the first time I launched a campaign, I landed down, and then about 5 seconds later, an enemy dropship decides it wants to come down directly on me, without any form of AA turret that comes with all of the other factions when they land (If you want to make one, make a custom one if you can, it makes it stand out more and generally makes it more of what the faction is.), I had to shoot it down manually, now, since I shot it down manually, it caused the pieces to explode and kill both of my units that deployed down, AND SOME OF THEIR UNITS SURVIVED. GAH! I would be happy if, in the landing, in a different kind of pod (An ordnance pod, one of the mods have them if you'd like to know what I mean) and then it'd shoot down enemy vessels, and when it shot them down, it's unlikely that the people inside would survive. This is to further prevent this from happening again.
Game of Ur 19 Apr, 2014 @ 1:38am 
This is one of my favourite mods. I love how you come down and land in your pod, and then people to the left and right just drop in to protect you, it's so awesome. I also like how the drop pods just disappear after a while. However, it has one flaw that is easily solved: Sand. If it lands on sand, it usually embeds itself into the ground, causing you to have to manually scuttle it, or sometimes it just wants you to open the door manually just because. However, it is nice for a faction to have flaws. Without flaws, a faction wouldn't have fun things going wrong and little restrictions that make you play much differently. Don't change the pods, they're perfect as they are now. I don't want them to weigh like paper, and I certainly don't want to see the beautiful escape pod get scrapped for one that you exit from the top.