Medieval Xenocalypse gamemode

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Nick123q23
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Re: Medieval Xenocalypse gamemode

Post by Nick123q23 » 11 Sep 2016, 03:18

Replace the first army reinforcments with CRUSADERS all in knight gear.
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Re: Medieval Xenocalypse gamemode

Post by TheMusician321 » 03 Oct 2016, 10:38

Could be awesome, less friendly fire too.
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Sarah_U.
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Re: Medieval Xenocalypse gamemode

Post by Sarah_U. » 03 Nov 2016, 21:29

After the "Live test" At 21:20~ 03/11/2016, I can affirm huggers are completly removed from this gamemode to prevent salt... After-all, salt is a luxury in the medieval era.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Re: Medieval Xenocalypse gamemode

Post by Jroinc1 » 03 Nov 2016, 22:57

Sarah_U. wrote:After the "Live test" At 21:20~ 03/11/2016, I can affirm huggers are completly removed from this gamemode to prevent salt... After-all, salt is a luxury in the medieval era.
Eh... can we just give the humans pred-style helmets w/ infinite hugger resist, but can come off if slashed?
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Sarah_U.
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Re: Medieval Xenocalypse gamemode

Post by Sarah_U. » 04 Nov 2016, 01:41

Jroinc1 wrote:Eh... can we just give the humans pred-style helmets w/ infinite hugger resist, but can come off if slashed?
Tbh I'd most likely just push my idea like (Most likely) mentionned above to make huggers either:
- Playable
- Timed
- Not pickable

Otherwise xenos would have much too high an edge.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Helgraf
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Re: Medieval Xenocalypse gamemode

Post by Helgraf » 04 Nov 2016, 07:24

wait is this still a thing?
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Re: Medieval Xenocalypse gamemode

Post by Stingray » 04 Nov 2016, 08:11

If this is actually possible, please. Though it would probably divide the server it could certainly be interesting to see a changed dynamic once and a while. +1

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Re: Medieval Xenocalypse gamemode

Post by SagaSword » 04 Nov 2016, 10:23

If you need medieval iconing, i can support you. I got a bunch of homemade medieval icons lying around since i like to play with dream maker in my free time.
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Polkjm
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Re: Medieval Xenocalypse gamemode

Post by Polkjm » 04 Nov 2016, 23:02

This would never happen on CM simply because this is a huge project that has little to do with the main focus of the server.

However, this would be an incredible idea for a standalone server. If there's ever a group to start such a project, PM me I can do coding

I'd suggest starting with an actual overhaul of ss13 itself with medieval jobs and items (Perhaps having jobs like farmer, baker, merchant, artisan etc.). The antagonists, wether they're xenos, dragons or goblins, should be worried about later.

I'm dead serious PM me about this if you want to make such a project happen.

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Re: Medieval Xenocalypse gamemode

Post by LordeKilly » 05 Nov 2016, 10:57

Polkjm wrote:This would never happen on CM simply because this is a huge project that has little to do with the main focus of the server.

However, this would be an incredible idea for a standalone server. If there's ever a group to start such a project, PM me I can do coding

I'd suggest starting with an actual overhaul of ss13 itself with medieval jobs and items (Perhaps having jobs like farmer, baker, merchant, artisan etc.). The antagonists, wether they're xenos, dragons or goblins, should be worried about later.

I'm dead serious PM me about this if you want to make such a project happen.
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Re: Medieval Xenocalypse gamemode

Post by Polkjm » 05 Nov 2016, 14:13

LordeKilly wrote:Read the last two pages.
I did and lifeweb isn't what I'm looking for. I'm thinking about an actual medieval ss13. We have someone who's down for spriting, and I have some level of competence in coding, so we might have something going on if Sarah gets in contact

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Re: Medieval Xenocalypse gamemode

Post by Sarah_U. » 06 Nov 2016, 11:50

I don't want to become an host xD
But if you guys want to start coding and ** you can always form a group and offer to work on it independantly in a branch for Apop, because the idea was literally for CM (Because xenos need loving beyond their queen).

On another note, Scottland Gamemode is best gamemode.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Polkjm
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Re: Medieval Xenocalypse gamemode

Post by Polkjm » 06 Nov 2016, 11:53

Sarah_U. wrote:I don't want to become an host xD
But if you guys want to start coding and ** you can always form a group and offer to work on it independantly in a branch for Apop, because the idea was literally for CM (Because xenos need loving beyond their queen).

On another note, Scottland Gamemode is best gamemode.
I wouldn't want it to be a CM gamemode, I think it would completely defeat the purpose of the server honestly. I had the idea for a very long time now and wondered how to start it. That's why when I saw other people talking about something similar, I suggested it. It's fine if you don't want to participate, but now I'm determined to make this happen. A medieval ss13 server based on bay12 code.

Am I allowed to talk about recruitment for it in acid goop?

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Sarah_U.
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Re: Medieval Xenocalypse gamemode

Post by Sarah_U. » 06 Nov 2016, 13:02

Should ask staff, just remember you'll be open source and everything you do will most likely be stolen if it's good xD
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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Re: Medieval Xenocalypse gamemode

Post by SagaSword » 10 Nov 2016, 12:59

Open source my ass! The code will be indirectly under the supervision of Apop if it happens because duh, last one tried making an open source got his ass whooped.
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Polkjm
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Re: Medieval Xenocalypse gamemode

Post by Polkjm » 10 Nov 2016, 13:40

SagaSword wrote:Open source my ass! The code will be indirectly under the supervision of Apop if it happens because duh, last one tried making an open source got his ass whooped.
If we make a strict medieval overhaul of CM, yes. But if we start over with bay12 we're free to do what we want and it'll be open source

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Re: Medieval Xenocalypse gamemode

Post by Simo94 » 10 Nov 2016, 17:58

+1 ONLY if no huggers and no darkness, melee to the death
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Re: Medieval Xenocalypse gamemode

Post by SagaSword » 11 Nov 2016, 13:12

Simo94 wrote:+1 ONLY if no huggers and no darkness, melee to the death
Don't worry, it won't be based on aliens only, there will be orcs, mages, cultists, etc.
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Re: Medieval Xenocalypse gamemode

Post by Lucius Jones » 19 Nov 2016, 03:47

https://gyazo.com/8052a7a368fb2412808adadd3bcb8e3e
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also weekend combat queen, as well as a conga crusher too.
https://gyazo.com/02c20e267ab4c559d053ee77587b7708

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Re: Medieval Xenocalypse gamemode

Post by Kwin_Original » 30 May 2017, 11:30

+1 this is very nice, Lady Sarah, I would love to serve under you banner
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Re: Medieval Xenocalypse gamemode

Post by Lucius Jones » 16 Jun 2017, 12:53

+1 Dues vult!
https://gyazo.com/8052a7a368fb2412808adadd3bcb8e3e
Self proclaimed god tier crusher, just under the main man Tor
also weekend combat queen, as well as a conga crusher too.
https://gyazo.com/02c20e267ab4c559d053ee77587b7708

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Re: Medieval Xenocalypse gamemode

Post by SagaSword » 16 Jun 2017, 18:56

WHY IS THIS GAMEMODE NOT DONE ALREADY?!
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