Cortex Command > 一般的な話題 > トピックの詳細
TheOxygenThief 2012年12月1日 22時04分
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!
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data010  [開発者] 2012年12月1日 23時22分 
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  [開発者] 2012年12月1日 23時22分 
also, specifically relevent thread: http://forums.datarealms.com/viewtopic.php?f=4&t=32003
data010  [開発者] 2012年12月1日 23時36分 
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 2012年12月2日 4時08分 
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 2012年12月2日 4時51分 
data010 の投稿を引用:
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 2012年12月3日 17時35分 
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.
data010  [開発者] 2012年12月4日 1時47分 
you made it! thanks for giving it a chance.. welcome to CC :)
Tleno 2012年12月4日 5時48分 
TheOxygenThief の投稿を引用:
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!
KakePro 2012年12月5日 20時25分 
Tleno の投稿を引用:
data010 の投稿を引用:
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 2012年12月6日 6時39分 
KakePro の投稿を引用:
Tleno の投稿を引用:
data010 の投稿を引用:
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 2012年12月12日 19時35分 
Tleno の投稿を引用:
KakePro の投稿を引用:
Tleno の投稿を引用:
data010 の投稿を引用:
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 2012年12月13日 5時58分 
cyberspyXD の投稿を引用:
Tleno の投稿を引用:
KakePro の投稿を引用:
Tleno の投稿を引用:
data010 の投稿を引用:
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.
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投稿日: 2012年12月1日 22時04分
投稿数: 12