Cortex Command

Cortex Command

Remnants of the Mu-Ilaak
68 Comments
Chris P Chicken 31 May, 2021 @ 6:42pm 
the mod isn't appearing in game
bush wookiee 25 Feb, 2018 @ 2:30pm 
i love the jurassic park sounds
Church.exe 4 Feb, 2018 @ 2:12am 
it isnt showing up for me
Profile Name. 20 Jun, 2017 @ 5:45am 
I wonder how would these Mu'ilaak dudes would look like if the devs made them.
HyperEndless 22 Jul, 2016 @ 10:32am 
Great mod, however AI does not pick up weapons after rebuilding the body, which unfortunately kills the whole point of fighting against such a unique enemy. Also if detached heads ran away from gun fire that would be a great addition. Finally bodies start in patrol mode, which is inconvenient combined with the AI ignoring weapons it makes your defenders move away from their own guns. For balance, ability to order heads and reconstruct at will are imbalanced. Also sticky bombs sometimes effect unusually long distances.
MelonFox 1 May, 2016 @ 11:10am 
finaly a alien mod
Grimhart  [author] 1 Jan, 2016 @ 10:18am 
Wow thanks everyone! OzForce, I do like the idea of a self destruct feature, however being able to choose when you regen might proove even more overpowered than it already is. Think about it, might be the only characters in all of CC that can just replace it self free of cost. I'll think about it, maybe increase their price as a con. My pie menu Lua skills are non existant though XD I've forgot most what I've learned.
saltyduck 8 Sep, 2015 @ 12:55pm 
looks awesome
Kalsb  [author] 15 May, 2015 @ 1:54am 
The actual creator (Grimmcrypt) was added to this a while ago so I'm sure he'll see this. Whether or not he'll actually act on your suggestion is another matter.
Game of Ur 15 May, 2015 @ 1:52am 
Well, can you atleast carry the message to the forums? I hate having to slam my unit into walls to kill it which takes twenty years and is usually not possible due to the environment just so I can rebuild my body so I can get my legs back.
Kalsb  [author] 15 May, 2015 @ 1:27am 
Unfortunately I don't know lua and am not looking to learn right now. My goal was to just bring this to the workshop for more people to enjoy. The only thing I can do right now is a simple value change.
Game of Ur 15 May, 2015 @ 12:36am 
Don't have a forum account so I'll just put this here. Would be very nice to have an option in the pie menu to kill the actor so that you can become just the head and regrow your body.
Not-So-Friendly 10 May, 2015 @ 2:00pm 
Cancel that, Just had to redownload it
Not-So-Friendly 10 May, 2015 @ 2:00pm 
It just stopped working, no joke D:
Not-So-Friendly 10 May, 2015 @ 2:00pm 
Doesn't work on my account : /
Not-So-Friendly 9 May, 2015 @ 12:25pm 
Still an amazing mod to this day. The idea of it could be brought into cortex command, and balanced with only a minor amount of work.
Jushwa 10 Apr, 2015 @ 4:35pm 
I play campaign with me friends with over about 30 mods, and this is my favorite! I absolutely LOVE how the sniper can instant kill if it's a headshot, but is weak as a body shot. And their main trumpt card, reviving, is amazing if known how to use, but crap if the AI is using it! I just simply love this mod soooo much!!!!! Also, I am really happy there's a minigun / gatling gun because those are the main weapons I use in base defence. Stick them behind cover with a minigun and you're set!
wonderwaffle0000 10 Jan, 2015 @ 10:47pm 
this mod is great i love the way the mauler looks and i love the dropship and i love the guns ugh this mod is so great thanks for bringing this to me! : D
KatanaNoob 9 Jan, 2015 @ 10:42am 
good work man! =D
lukaself 10 Nov, 2014 @ 5:01pm 
Yeah, what I really liked in Crobotech is that the Actors had actually very different models depending on the type of weapons you gave them, particularly with the Heavies. The workshop page of Void Wanderers have a link to a working version if you're interested.
Kalsb  [author] 10 Nov, 2014 @ 4:31pm 
Never used that one, although I did here positve things about it.
lukaself 9 Nov, 2014 @ 11:40pm 
Thank you for taking the time to exhumate one of my favorite faction !

The other one I love is Crobotech and I find it weird nobody put it on the workshop, given its popularity !
guhrogi 1 Nov, 2014 @ 8:18pm 
poatto slaad
лимонадный Джо 31 Oct, 2014 @ 3:17pm 
Thanks!
Poker Penguin 20 Oct, 2014 @ 3:58pm 
that would work thx. Because the vanilla soldiers are getting simply demolished by them.
Kalsb  [author] 20 Oct, 2014 @ 3:56pm 
The thing about health though is that the refund price is directly tied to it. I could try making them less durable though.
Poker Penguin 20 Oct, 2014 @ 2:30pm 
its infantry is a little bit overpowered. I recommend giving them less health all together or make them a tad bit more expensive.
Kalsb  [author] 28 Sep, 2014 @ 11:16pm 
Well I'm not sure how compatable the old one is. I guess I'd be able to upload it but I can't garuntee that any errors would be fixed.
Foundyou21 28 Sep, 2014 @ 3:55pm 
Yeah it looked amazing
Kalsb  [author] 25 Sep, 2014 @ 5:57pm 
oh cool. So it looks like it was a B25 mod that got abandoned about 2 years ago... Searching for the updated version has yielded nothing.
Foundyou21 25 Sep, 2014 @ 4:12pm 
It is based off of fallout 1 and 2
Kalsb  [author] 25 Sep, 2014 @ 3:31pm 
I suppose I could, not familiar with that one though.
Foundyou21 25 Sep, 2014 @ 1:36pm 
I like this alot
Also Is there any chance that you can upload the vault-tec mod to the workshop?
Kalsb  [author] 23 Sep, 2014 @ 9:33pm 
Sorry, I should have gotten on this earlier...
burningsky25 23 Sep, 2014 @ 8:38pm 
Hey, figured you would want to know that the crab version of both units spams the console with lua errors - good news is someone has independantly fixed it! arkman I believe. Link is here with all necessary files that need replacing, would be nice to have that worked out. http://forums.datarealms.com/viewtopic.php?f=61&t=31436&start=90
RobotLucca 23 Sep, 2014 @ 12:19pm 
After looking at VW, it turns out that Remnants is NOT one of the out-of-the-box supported mods, while the mod itself DOES have a faction file - while I still haven't seen whether or not you have changed the original mod at all, for VW/UL2 to read it the faction file should be in "HELL.rte/Faction Files/UL2/" and not in the "Faction file" folder that the original mod had. Then anyone who wants to use it with UL2/VW needs to add "HELL.rte" to the faction config file in voidwanderers.rte or unmappedlands2.rte.
RobotLucca 22 Sep, 2014 @ 7:03pm 
Weegee actually doesn't make any of the files besides the vanilla ones; other than that, it's up to the mod author or the mod's fans to make the file. Such files are located in mymod.rte/Faction Files/UL2/myfaction.lua and which ones are loaded is determined by the config in voidwanderers.rte/Factions/Factions.cfg (I think, relying on memory here). Some mod's files are found right inside voidwanderers.rte; most of these are old mods like RETARDS or Bear Federation. SAW's there too, but it didn't seem to work for me until I messed around a bit. Mainly they're artifacts from a time before Weegee had implemented the ability to run faction files from other mod.rte folders.

I hope that helped :-)
(Also, I think Remnants is one of those already-there mods.
It won't load if it's not on that config list, though. (or if it's preceded by a *))
(and due to IRL issues I can't actually test things out at the moment)
Kalsb  [author] 22 Sep, 2014 @ 1:41pm 
I thought Weegee said that all compatable faction mods were suppoted out of the box. As far as I'm aware, he makes all the faction files and puts them in the mod.
RobotLucca 22 Sep, 2014 @ 1:19pm 
Great mod, I was wondering when someone would put this up! You might want to tell people how to use it with VW/UL2 in case they haven't already seen how from other mods that say so. If the mod is supported out-of-the-box then you should probably say so.

So people don't have to copy/paste it into their browser, use [ url= ] [ /url ] tags to allow people to click on it instead, like this: Remnants of the Mu-Ilaak [forums.datarealms.com] ;-)

also lol @Wutnold124, all will fear the power of the Mu-Ilaak!
guhrogi 22 Sep, 2014 @ 4:16am 
I have the first image as my TF2 spray.
Dr Lily Pad 21 Sep, 2014 @ 5:24pm 
thank you ^.^
Kalsb  [author] 21 Sep, 2014 @ 4:59pm 
Whoops, you're right. Let me fix that.
Dr Lily Pad 21 Sep, 2014 @ 3:09pm 
actually plasma not acid(sorry OCD) but all in all im glad you saved this mod
ComatosePhoenix 20 Sep, 2014 @ 11:32pm 
I posted some files on Mu-llaak topic on data-realms, all I did was comment out some broken references and some updating, Everything should still run the same just with less lua errors.
Kalsb  [author] 20 Sep, 2014 @ 11:00pm 
Yeah, I meant the latter... I'm not really the most experienced coder. I could try changing some values or something but I'm more likely to break it.
ComatosePhoenix 20 Sep, 2014 @ 10:44pm 
I made a post on the topic on datarealms, also while you might not be the original creator the op does say

"Remember that I just want the Mu-Ilaak to exist so I really don't want credit for the mod even if it was me that did it. The credit should go to the Community of CC. "

Unless you just mean you don't want to dig through code you aren't familiar with, that I can understand. Nobody documents anything on these mods T_T
Kalsb  [author] 20 Sep, 2014 @ 7:39pm 
Since I'm not the creator, unlikely. I also need a lot more context that that.
ComatosePhoenix 20 Sep, 2014 @ 7:32pm 
I have a lot of lua errors when some weapons are fired, can you fix them?
Pavlja1 18 Sep, 2014 @ 6:37am 
shit полнейшоее:Lee:
Kalsb  [author] 8 Sep, 2014 @ 9:15pm 
I usually have the user dive for cover shortly after firing. That, or just do flybys.