Staredit Network > Forums > Modding Projects > Topic: Robots vs. Humans
Robots vs. Humans
Mar 25 2018, 6:46 pm
By: Voyager7456  

Mar 25 2018, 6:46 pm Voyager7456 Post #1

Responsible for my own happiness? I can't even be responsible for my own breakfast

Corbo and I had an impromptu "3 hour modding contest" (although it's now like 3 hours + 2 hours of bug fixes) on Discord the other day, which resulted in this mini-mod. Without further adue, I present my entry, Robots vs. Humans:


The struggle between artificial and biological life has been the crux of many brilliant works of science fiction. And also this mod. Take control of one of two EXCITING FACTIONS and pledge yourself to robotkind or squishy humanity.

Robots


Humans


Attachments:



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Mar 31 2018, 12:13 am Corbo Post #2

ALL PRAISE YOUR SUPREME LORD CORBO

This mod sucks.

And I am not saying this just because I am biased that you were my competitor in the contest but I have a lot of very thought-through points to prove it.


Let's start with the human race:
Collapse Box


Alright now let's move on to robots:
Collapse Box


Post has been edited 2 time(s), last time on Mar 31 2018, 12:36 am by Voyager7456.




Mar 31 2018, 1:35 am Pauper Post #3



LOL! Nice feedback Corbo, gave me a good laugh. I have yet to try this but I am more tempted now than before.



Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

May 8 2018, 11:59 pm Biophysicist Post #4



Quote
Stick civilians in the Love Shack to produce more civilians.

Mod of the year.



None.

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[12:06 am]
lifebot -- join RPG @ US WEST
[07:10 am]
sraw531 -- ungh, looks like im going to have to do a binary count off for death messages, they aren't properly being displayed to everybody :(
[2020-9-23. : 4:22 am]
sraw531 -- maybe I should just test what happens if you teleport(move) the command centers to a location off the map every cycle while they are flying.
[2020-9-23. : 4:22 am]
sraw531 -- if you do a for each loop, then youd likely have deselection issues, if you dont youd likely have issues with non-prebuilt command centers
[2020-9-23. : 4:21 am]
sraw531 -- UndeadStar
UndeadStar shouted: @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
That might work for one command center, but it wouldn't work for multiple. If you were to do it for multiple youd need 1-2 locations for each, and thats not easy.
[2020-9-23. : 3:30 am]
UndeadStar -- @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
[2020-9-22. : 12:08 pm]
IlyaSnopchenko -- sraw531
sraw531 shouted: is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
Funny that it was just what I did when trying to prevent flying buildings from flying... though that was still through iscript/AICE - set the flingy speed to 0 after each liftoff (as it's reset to a hardcoded value each time the building lifts off)
[2020-9-22. : 5:01 am]
Oh_Man -- https://youtu.be/eG9lTgu0R-M This guy must have got sued by like 5 different companies. 🤣
[2020-9-22. : 1:00 am]
sraw531 -- is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
[2020-9-22. : 12:50 am]
sraw531 -- surprisingly easy to change all the hero marines into normal marines, and vice versa, across the map though.
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