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What kind of faction should i make next?

A pirates faction
A alien faction
Another main faction
A unknown faction (Post suggestion)

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Author Topic: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)  (Read 193654 times)

CrashToDesktop

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #600 on: January 12, 2013, 04:22:58 PM »

This mod be dead.  Hasn't been updated since .52a, two patches ago. :/ I have to admit, the TimCORP were a bit overpowered.
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Upgradecap

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #601 on: January 12, 2013, 04:48:28 PM »

Always where, always will be. Now that you mention it, i am a bit pressed on time, and stuff like that. I'll ask LW to do a compatibility update, and then release it. Ain't promising any new features, though. :)
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CrashToDesktop

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #602 on: January 12, 2013, 04:49:44 PM »

God, is LW your pack mule?  He's practically handling everything on Caelus.  Now this? ;D
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Upgradecap

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #603 on: January 12, 2013, 04:58:49 PM »

More like a workhorse, eheh :-) (not literal, though, haha ;D). Anyways, caelus is on hold for a slight bit, though. :)
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ValkyriaL

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #604 on: January 12, 2013, 05:49:26 PM »

LW is practically handling the entire modding community, he is helping just about all of Cappys mods, hes got a hand in mine, he is in the community mod, he has 2-3 mods of his own, he has coding in MANY other mods... so yeah.. he owns the coding section of this forum hands down.
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CrashToDesktop

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #605 on: January 12, 2013, 07:05:24 PM »

Yes, and he says it's his "hobby"
;)
Anything that LW how concocted for this mod yet?
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Hyph_K31

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #606 on: January 13, 2013, 12:44:13 AM »

LW is practically handling the entire modding community, he is helping just about all of Cappys mods, hes got a hand in mine, he is in the community mod, he has 2-3 mods of his own, he has coding in MANY other mods... so yeah.. he owns the coding section of this forum hands down.

Hue hue hue.

So far, my mod is LW free! I get other people to do my coding ;D
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Upgradecap

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #607 on: January 13, 2013, 02:25:56 AM »

Yes, and he says it's his "hobby"
;)
Anything that LW how concocted for this mod yet?

Mind you, he hasn't actually been involved in this mod at all, though. :)
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zeno0010

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Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
« Reply #608 on: February 24, 2013, 12:32:40 PM »

i had an idea for a mystery faction, but im neither a coder or a spriter and i feel like i would suck at both.

I called it the cult of the forsaken labortories.

if you do take this idea feel free to call it or change it however you want but i wanted their main trait to be that they GROW ships out of bio material.

Like the outside of the hull would be bone white and well...floating bone where as their ship system would be some bio regenerating armor organ or something.

I wanted them to have a strong armor belt that can of couse regenerate over time, but poor actuall health.

as for weapons i though like a bile bomb that could eat armor over time but does nothing to shields or like a bone spike cannon that shoots....spikes.

Since their grown their crew requiremnets arent big, but they cant think for themselves so they still need A crew.

If you want ill tell you the concept story i came up with but thats the jist of what i got.
« Last Edit: February 24, 2013, 12:36:35 PM by zeno0010 »
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