Cortex Command > Discussions générales > Détails du sujet
TheOxygenThief 1 déc 2012 à 22h04
Increasing fun level...
OK, I've done just over 11hrs solid campaign play, and I've given this game a 'red-hot go' as we say sometimes in Australia. I see huge potential in it, and I really like it. I don't know how I didn't discover it before the Steam release.

I'm finding it to be a bit of a dull grind though. Playing campaign can take hours, with painfully slow progress and less intense combat than I expected. I don't have any human opponents to play against, so I need some pointers from the more seasoned players out there.

How can I make Cortex Command more fun? I barely know where to start with literally hundreds, and 11 years worth of mods. And what are some good campaign start settings,etc? Any tips are good. I know this game could be awesome, but there's just so much hardware and cofiguration possibilities, it's daunting!

Yes, yes, I know. Experiment, you say. But, my gaming time is limited and I want more immediate visceral fun. I don't want to give up on it!
Affichage des commentaires 1 à 12 sur 12
< >
data010  [développeur] 1 déc 2012 à 23h22 
Thank you for the encouraging comments! The campaign/metagame is still quite fresh and was only recently playable at all (all phases implemented and working), so it's hard to answer your question of how to maximize the fun level, other than playing with/against friends. It would be a good question to pose to the seasoned fan vets here though: http://forums.datarealms.com/viewforum.php?f=4
data010  [développeur] 1 déc 2012 à 23h22 
also, specifically relevent thread: http://forums.datarealms.com/viewtopic.php?f=4&t=32003
data010  [développeur] 1 déc 2012 à 23h36 
and yeah, adding any proper mod that implements a Tech/faction will seamlessly plug in and be added to the metagame as on option for you or the AI to play as. Just pick any of the ones marked "1.0" that you fancy: http://forums.datarealms.com/viewforum.php?f=61
Thor the Thundergod 2 déc 2012 à 4h08 
From my personal experience i would recommend mods its like adding delicious sauce to an already tasty steak and trust me a lot of the mods make this game into something you wont stop playing for quite some time ^^ also because of the post from data there are also some mods for older builds that still work on the current one (i use an old Warhammer 40k orc mod and it works fine for me)
Tleno 2 déc 2012 à 4h51 
data010 a écrit :
and yeah, adding any proper mod that implements a Tech/faction will seamlessly plug in and be added to the metagame as on option for you or the AI to play as. Just pick any of the ones marked "1.0" that you fancy: http://forums.datarealms.com/viewforum.php?f=61
Data, my I ask about a few things?

Like, do you need to create special Presets for the certain faction mod for it to use those? Can you create Presets just for AI to use, you know, unbuyable units, but AI still calls down them...
Oh, and, does a separate .rte is considered a standalone faction even if it doesn't have anything but, dunno, bunker modules, for instance?

Yea, I'm kinda like making TlenoTech, but got some more mod ideas to make after it :P
TheOxygenThief 3 déc 2012 à 17h35 
Thanks for the useful advice, people! I've calmed down a bit, and reassessed my CC strategy. Putting a few more hours in, I browsed all the v1.0 mods, picked a few that looked like fun and got back into it.

I found my problem: perspective. I was treating CC too much like a 2D shooter (like the mighty Abuse by crack.com, or the more recent A.R.E.S. or *Incursion* games, which I love), but really it is much more a battle arena/RTS hybrid as well. It's a game like no other, and in fact the configurablility is what particularly appealed to me. It's a true gamer's game. Once I realised this, I got back in, used less conservative settings, and pretty soon I was flogging the AI and piling up the gold. There were glorious explosions and gibs everywhere!

Focus on individuals too much - lose. Assign tasks and drop them in the right places - THATS what leads to maximum fun! I'm hooked. I'm glad I invested in the CC project. Next I want to learn how to build mods, and get that District 9 Prawns mod working for 1.0 if the OP hasn't got time...

[EDIT] Intrusion is what I meant. Don't know why I said 'Incursion'. Duh. But add capsized to my list too.
Dernière modification de TheOxygenThief; 4 déc 2012 à 14h30
data010  [développeur] 4 déc 2012 à 1h47 
you made it! thanks for giving it a chance.. welcome to CC :)
Tleno 4 déc 2012 à 5h48 
TheOxygenThief a écrit :
Thanks for the useful advice, people! I've calmed down a bit, and reassessed my CC strategy. Putting a few more hours in, I browsed all the v1.0 mods, picked a few that looked like fun and got back into it.

I found my problem: perspective. I was treating CC too much like a 2D shooter (like the mighty Abuse by crack.com, or the more recent A.R.E.S. or Incursion games, which I love), but really it is much more a battle arena/RTS hybrid as well. It's a game like no other, and in fact the configurablility is what particularly appealed to me. It's a trues gamer's game. Once I realised this, I got back in, used less conservative settings, and pretty soon I was flogging the AI and piling up the gold. There were glorious explosions and gibs everywhere!

Focus on individuals too much - lose. Assign tasks and drop them in the right places - THATS what leads to maximum fun! I'm hooked. I'm glad I invested in the CC project. Next I want to learn how to build mods, and get that District 9 Prawns mod working fo 1.0 if the OP hasn't got time...
CC wikia has some basic tutorials for modding, but they're kinda dated and incomplete, I recommend checking on Data realms fan forums tutorials, there's enough info from how to sprite to how to make a lua script (Note: Lua scripts are more advanced things, you can make mods without them,, like I do!). You also can personally ask the friendly community members how to make that or that, which is really helpful!
soviet 5 déc 2012 à 20h25 
Tleno a écrit :
data010 a écrit :
and yeah, adding any proper mod that implements a Tech/faction will seamlessly plug in and be added to the metagame as on option for you or the AI to play as. Just pick any of the ones marked "1.0" that you fancy: http://forums.datarealms.com/viewforum.php?f=61
Data, my I ask about a few things?

Like, do you need to create special Presets for the certain faction mod for it to use those? Can you create Presets just for AI to use, you know, unbuyable units, but AI still calls down them...
Oh, and, does a separate .rte is considered a standalone faction even if it doesn't have anything but, dunno, bunker modules, for instance?

Yea, I'm kinda like making TlenoTech, but got some more mod ideas to make after it :P

"TlenoTech"?

Where can I download this mod you speak of (made)?
Tleno 6 déc 2012 à 6h39 
KakePro a écrit :
Tleno a écrit :
data010 a écrit :
and yeah, adding any proper mod that implements a Tech/faction will seamlessly plug in and be added to the metagame as on option for you or the AI to play as. Just pick any of the ones marked "1.0" that you fancy: http://forums.datarealms.com/viewforum.php?f=61
Data, my I ask about a few things?

Like, do you need to create special Presets for the certain faction mod for it to use those? Can you create Presets just for AI to use, you know, unbuyable units, but AI still calls down them...
Oh, and, does a separate .rte is considered a standalone faction even if it doesn't have anything but, dunno, bunker modules, for instance?

Yea, I'm kinda like making TlenoTech, but got some more mod ideas to make after it :P

"TlenoTech"?

Where can I download this mod you speak of (made)?
Currently it's in my folder, guns are done, but hardest part for me is actors, that's what I'm stuck with atm! After I'll be done with it I'm thinking of uploading it to Data Realms fan forums, and eventually CC Workshop when it becomes aviable.
cyberspyXD 12 déc 2012 à 19h35 
Tleno a écrit :
KakePro a écrit :
Tleno a écrit :
data010 a écrit :
and yeah, adding any proper mod that implements a Tech/faction will seamlessly plug in and be added to the metagame as on option for you or the AI to play as. Just pick any of the ones marked "1.0" that you fancy: http://forums.datarealms.com/viewforum.php?f=61
Data, my I ask about a few things?

Like, do you need to create special Presets for the certain faction mod for it to use those? Can you create Presets just for AI to use, you know, unbuyable units, but AI still calls down them...
Oh, and, does a separate .rte is considered a standalone faction even if it doesn't have anything but, dunno, bunker modules, for instance?

Yea, I'm kinda like making TlenoTech, but got some more mod ideas to make after it :P

"TlenoTech"?

Where can I download this mod you speak of (made)?
Currently it's in my folder, guns are done, but hardest part for me is actors, that's what I'm stuck with atm! After I'll be done with it I'm thinking of uploading it to Data Realms fan forums, and eventually CC Workshop when it becomes aviable.
Was scripting the guns easy? I wanna make my own gun packs and was just wondering.
Tleno 13 déc 2012 à 5h58 
cyberspyXD a écrit :
Tleno a écrit :
KakePro a écrit :
Tleno a écrit :
data010 a écrit :
and yeah, adding any proper mod that implements a Tech/faction will seamlessly plug in and be added to the metagame as on option for you or the AI to play as. Just pick any of the ones marked "1.0" that you fancy: http://forums.datarealms.com/viewforum.php?f=61
Data, my I ask about a few things?

Like, do you need to create special Presets for the certain faction mod for it to use those? Can you create Presets just for AI to use, you know, unbuyable units, but AI still calls down them...
Oh, and, does a separate .rte is considered a standalone faction even if it doesn't have anything but, dunno, bunker modules, for instance?

Yea, I'm kinda like making TlenoTech, but got some more mod ideas to make after it :P

"TlenoTech"?

Where can I download this mod you speak of (made)?
Currently it's in my folder, guns are done, but hardest part for me is actors, that's what I'm stuck with atm! After I'll be done with it I'm thinking of uploading it to Data Realms fan forums, and eventually CC Workshop when it becomes aviable.
Was scripting the guns easy? I wanna make my own gun packs and was just wondering.
Almost no lua scripting is necceseary for a descent faction, actually... if I really need lua, I just reverse engineer existing scripts Dr. Frankenstein style!
And, well, amking your own guns... you pretty much just need to learn how to edit stats and other things with notepad, that's not hard, actually. You just need to figure out yourself or read somewhere, like on official forums, what different lines mean. Mass or RoundCount might be easy, but offets and such are a little bit more advanced stuff you might want to skip for a while.
Affichage des commentaires 1 à 12 sur 12
< >
Par page : 15 30 50