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Exterminatus - Rival Species 2 / Player Discussion / Who's in charge?
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on: October 29, 2006, 02:04:34 AM
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back to the original post, specifically the squad leader question: I don't think its a bad idea, to be honest. Anyone who has played Battlefield 2 / 2142 knows that their squad system actually works reasonably well, but of course the game design heavily supports the idea. I think you'd need a good justification for coming up with an entire squad system for RS2. as long as that isn't incorporated well into the entire game concept, then a llittle bit of visual fluff shouldn't be a justification for creating it 
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Exterminatus - Rival Species 2 / Contributions / my own space marine
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on: July 31, 2006, 10:59:03 AM
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cause the link posted there does not directly reference an image file but rather a php generated website... you can still see the pics if you post the link into your adress line.
as to your marine: he's definitely recognizeable as a marine, but getting a space marine model "just right" seems to be one of the hardest tasks any aspiring model can get themselves into.
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Exterminatus - Rival Species 2 / News / Warhammer 40k
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on: June 29, 2006, 09:38:33 AM
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Ehm, the landraider seems a bit weird. Confused What is the deal with the light green bits? And the lascannon barrel have a funny texture too. Green bits? You or I need to get their monitor/eyes checked out, the Land Raider doesn't have green bits for me 
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Exterminatus - Rival Species 2 / Player Discussion / Pay for Exterminatus? ;)
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on: April 19, 2006, 04:12:44 PM
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This is a complicated issue:
On the one hand, yes, all software should be free, love, peace and open source. A mod should be about the making of it.
On the other hand, there comes a time where modmakers need to look into their personal future. A good way to get noticed (and a really good kick start) is to deliver a product people actually pay for. I think Garry is on the right way (for himself). I personally never liked the man. Everything I've read around the net pointed to a very ambitious and dislikeable character, but who am I to judge (especially based on dodgy forum posts).
So effectively, IF I had a mod I COULD sell ( unlike EX ) I would approach "the next step" in a similar way. I would leave the original mod as free, but I would try to create a (greatly improved) version for sale.
Remember, it takes years for a mod to acquire enough popularity to even consider such a step...
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Exterminatus - Rival Species 2 / Player Discussion / AI controlled units
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on: April 18, 2006, 04:19:17 PM
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I want to clarify several things:
1. Yes, we do have "functional" brood AI already, although it is pretty basic it demonstrates whats possible. Effectively you can spawn with a bunch of nids, these nids will then protect you and will follow your orders (move, stay, engage target, follow friendly target).
2. Internally this has become known as "Project Behemoth", because thats the name I (foolishly) used for the test mod.
"WH40K Source: Behemoth" actually is a theoretical cooperative mod themed around the battle for macragge. With a 98% probability it will never see the light of day, however, its offspring "WH40K Source: Behemoth - Attack on Tyran" is something I'm seriously considering to kick off as a summer project. Stay tuned.
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Exterminatus - Rival Species 2 / Player Discussion / Tyranid Spawns
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on: April 17, 2006, 10:19:37 PM
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Tyranids start game on ground, respawns from flying carrier creatures. When they are being pressed into their lair, they spawn from spawning pools instead. I like this idea. Keeping true it the fluff, only one race should ever spawn in 'pods in every map, and that would be the race that has spacecraft superiority on that side of the planet. I agree, although there might be a few scenarios where it is imaginable. Generally, did we discuss "wave respawns" yet? Is that the plan for the respawn system?, I'm a bit out of the loop... The way I imagine it it could be a very effective mechanism against spawn camping. Troops spawning in the dropship while its en route would enforce a wave mechanism. When you're pushed back into your base /lair individual respawns make sense as well (better chance to react to threats). As to vehicles: They're tricky, and for least frustration I would limit them to static or scripted roles. For example, you could have a map where some vehicle killer bio mechanism holds a bridge. Once that has been destroyed a convoy of vehicles (AI) could proceed over the bridge and take the control point there, effectively securing it for the Marines. The Tyranids could have similar "monstrous creatures". To keep it simple, however, I'd keep any vehicles as static spawn protection at the most!
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Exterminatus - Rival Species 2 / Player Discussion / the meltagun(suggestion)
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on: April 14, 2006, 08:13:18 PM
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migB...
you're obviously trying not to get my point, which is not at all specifically about the melta gun, but as I said I won't discuss this point any longer.
I've said before I don't discourage fluff discussions, but when it comes to defining how something should look or work ingame it is a question of game design (never to be confused with "visual" design or story writing!). I therefore discourage everyone without a good idea what gameplay effect their suggestion has (and why thats a desired effect) to make suggestions about how things should work.
That said, I too think this thread has been build up way too much. In the end I must accept that I can't convince you and you must accept that the decision about the melta gun or anything else on this mod is out of your hands (and out of mine mostly).
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Exterminatus - Rival Species 2 / Player Discussion / the meltagun(suggestion)
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on: April 12, 2006, 08:49:20 PM
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Thanks Al... Simulations and Games are two very different things. Both have the ability to generate fun, but both generate their fun in different ways. Once you understand the difference, you might be able to understand what I am talking about. All "simulations" compromise at some point, simply by necessity. Do you die when you get shot ingame? No? Well, thats the first compromise. Many simulation games compromise for different reasons. America's Army for example. If the engagements were realistic then the "Bad Guys" would constantly be outnumbered, underequipped and mostly inferiorly trained. A friend of mine (who works on accurate military training simulations) has described America's Army as "CS dressed up as an army game". America's Army would be much less popular if you simulated all the other aspects of war, like transportation etc... imagine having to walk around for Ages before you even found an enemy. Or you just got bombed without a chance to defend youself... say what you want, AA remains a game. Design choices were made, and my argument is to make equally sensible (or more so) design choices. I'm not asking for the melta to be turned into a sniper rifle. I'm not even excluding your suggestions from the list of possibilites. All I'm saying is that the appropriate approach in a game designing should be: Establish what you want the player to be able to do (Astethics). If your goal is to allow the player to kill things at short range, you might consider choosing giving him a melta, because a melta is a short ranged weapon so it would fit in with the mechanics you're going to associate with the weapon. Under no circumstances should the game be approached the other way around (I've got a melta with the following properties, how do I fit it in?). This is what Rival Species 1 did and what is arguably the reason for its perceived failure. Thats it, no more discussion form my side 
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Exterminatus - Rival Species 2 / Player Discussion / the meltagun(suggestion)
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on: April 11, 2006, 02:46:54 PM
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Okay, do you guys know where this discussion should end? At the beginning. The weapon behaviour, damage & visual feedback are all crucial parts of the game design. Now, I understand that it is fun and esciting to argue the "fluff facts" over how it might work or should look, but in the end the decision should be made based on game design and not on fluff. Obviously you try to match the fluff up with the design, but you shouldn't do it the other way around. I'm saying this, because Rival Species 2 should NOT be a Warhammer 40K simulation. As enticing as that sounds, Rival Species 1 proved that an "accurate" reconstruction of Warhammer 40K does not produce a fun game. Keep in mind that despite all your discussion, and I encourage them, you should not be too disappointed if the internal development team makes a decision against your "fluff judgement". It is simply a requirement of making a good game... Ever wondered why the Half Life 2 shotgun animation doesnt quite do what it should in the real world? Here's Valve's comment regarding the subject in the code: // If shotgun totally emptied then a pump animation is needed //NOTENOTE: This is kinda lame because the player doesn't get strong feedback on when the reload has finished, // without the pump. Technically, it's incorrect, but it's good for feedback...
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Exterminatus - Rival Species 2 / Contributions / help = contribution... ;P
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on: April 07, 2006, 09:52:37 PM
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Uh, a new 40k mod. Maybe this one will actually see a release - the mortality for 40k mods have been pretty high.
I think it is great that people from one mod can help other mods out. It makes the modding community a nicer place to be, and will hopefully result in better mods being released. It doesn't quite work like that. Although there's been cooperation, there's also been a lot of bad blood in the past, especially with 40K mods. I would run my Mod like a software company, and thus not allow any "dual" work except for freelancers!
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