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Commanding Cortices

Talk about non-FSG physics games.

Postby Normandy333 on Sat May 09, 2009 8:59 am

Do note that often times this is a tactic the AI employs, simply walking back and forth to dig, when it no longer feels that walking through your nicely designed deathtrap entrance is the most intelligent choice, but lacks a digger.

Plus, this isn't necessarily a detraction from the game. With more dynamic terrain, you're forced to take terrain as a liability. You can't just plunk your brain under a mound of earth and watch as your enemies hopelessly try to reach it since they have to stand still at a mound digging away at it for a few minutes (IRL) just to reach your brain.
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Postby Grif on Sat May 09, 2009 9:54 am

tehcheese wrote:The ground gets killed WAY too easy. That's what I meant by bad ground interaction. Some times I'll be walking along and I just get stuck in the ground. That doesn't happen in my back yard. I never said AI wasn't functional, it's just bad. I also don't want to go through the stupid trouble of opening up every INI file in a mod and start replacing stuff. I want to download and go. I'm not complaining about perfect physics. Once, I was playing along my my drop ship, and it just got stuck. In mid air. Can't move. So I blew it up, and didn't get my little green clones where I wanted them.


Then raise the structural integrity of the dirt materials. It's a quite easy fix in a clearly labeled file with a clearly labeled variable.

Again, there are conversion programs. Set them to work on an .rte, and bam, it's all upgraded. Also, you should be blaming mod creators for not posting updated versions, not the game creators.

And you have, apparently, one example of poor physics interactions, in this case what is quite clearly a glitch. I fail to see what you're so mad about.
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Postby BS_Adam on Mon May 18, 2009 9:49 am

Theres a new version out, recently released last week.
I found it sooo fun when I tried out the new weapons and stuff.
My favorite weapon so far is the RPC M17, where it fires rocket-propelled chainsaws!

RPC:
http://img139.imageshack.us/img139/4228/rpcm17.jpg

Random headshot with a bazooka:
http://img411.imageshack.us/img411/371/headshot.jpg
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Re: Commanding Cortexes

Postby mail2345 on Wed Jun 17, 2009 10:30 am

The new object based scripting is nice.
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Re: Commanding Cortexes

Postby J23 on Thu Jun 18, 2009 8:16 am

You guys have to remember that Cortex Command has basically only one guy behind all the programming and scripting as well as game design. (Plus one more for art)

Besides the bugs, Cortex Command can be really fun if you get into it, and the mods only make it better.
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Re: Commanding Cortexes

Postby BS_Adam on Sat Jun 27, 2009 6:59 pm

I think CC is very succesful for a 1-man development team.
I wonder what the full version would be like...(hopefully faster)
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Re: Commanding Cortexes

Postby J23 on Sat Jun 27, 2009 7:14 pm

BS_Adam wrote:I think CC is very succesful for a 1-man development team.
I wonder what the full version would be like...(hopefully faster)


Faster, full campaign, several fleshed-out, balanced factions..a ton of excellent mod content. Hopefully one day we will see a full version of CC...
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Re: Commanding Cortexes

Postby BS_Adam on Sun Jun 28, 2009 3:51 am

Yeah, one day...
The latest build was epic though, loads more features :D
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Re: Commanding Cortexes

Postby Thisguyright on Thu Jul 23, 2009 1:56 pm

SP57 wrote:Homepage

Cortex Command. It is quite awesome.



No. I hate it. Not only did it take a while to install, but it sucked.
Here's exactly what happened:
*spend all my money on a bunch of super soldiers, guns and bombs* the rocket gets here, drops out everything... then falls over blowing up all my stuff, leaving my with no money or bodies.
And that happens EVERY SINGLE TIME.

On the second level, I die after about 20 seconds, because "My copy is not registered."

Screw this game. DO NOT GET IT.
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Re: Commanding Cortexes

Postby BS_Adam on Thu Jul 23, 2009 3:22 pm

LOL.
You choose not to enjoy it.
A bit more practice is required.
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