Posted by Andy in Cortex Command - October 20th, 2009

Hey there! Sorry about the lack of posts recently.  Data has been trying to get me up to speed on all the changes since the last release, and it’s taking longer than expected. Until then, we will have to settle for mailbag questions!

I have a double-shot for you this week; half the questions are on the Campaign and half on Modding:

Are we going to be able to make custom parameters for third party factions in the campaign? Such as, using Darkstorm or UniTec as your set faction. Will the support even go as far as making custom campaigns for them?Sean
A: Yes, that’s the plan! You’ll get to choose your ‘native’ faction at the start of each campaign game, which can be any of the data modules loaded (ie possibly your own). All the stuff of that faction will then available to you at the regular prices, but you might still be able to buy things from other factions, but at very high ‘black market’ prices. – Data

Most of us know about the Whitebots (yay!), the Coalition and the Dummies, but are those going to be the three main factions or are there going to be more major races than just those? – Mapleleaf
A: Yup, right now we’re looking at least two more.. the dark bots and the red guys. Prom might be able to chime in with more details here. – Data

Can you tell us what the heck data & company are doing about the campaign? I mean is it going to be hardcoded or what? I’m dying for an answer and I know I’m not alone. – Not Alone
A: As usual, everything will be as data- and script-driven as we reasonably can make it. The campaign metagame is going to be separate from the story episode scenarios we’ll be putting out later. The metagame will be a super-replayable thing that should be different every time. Think along the lines of the board game Risk, and you get the gist of it. The story episodes are standalone, content-rich packages that tell a small part of the CC story with one or more solid scenarios sandwiched between an intro and outro. The campaign metagame is the highest priority for us now. – Data

Is Tradestar a faction within the Coalition? – NMP
A: The TradeStar is a type of huge mothership used by trade and exploration conglomerates to reach out into the galaxy and tap its resources. Think of the East India Co. as a loose analogy for the type of entity, and the TradeStar as a Galleon of that era. They hire on all these different competing ‘factions’ or smaller corporations who get to duke it out and see who can most efficiently harvest the resources of the planets they find. It’s brutal competition and market selection being put to use. Whomever wins the settlement battles, gets the contract for the entire planet. – Data


Will Lua be able to be directly attached/run on attachables? – CaveCricket48
A: I haven’t tried this yet, but I don’t see why it wouldn’t work right now? Give it a shot and PM the results in the forums. – Data

Will the lua scripting be able to use external modules? – John
A: I’m not sure what you mean by ‘use’, but you can safely reference anything that has been loaded in the same module as your script sits in, even if it is external. Just don’t reference stuff in OTHER external modules.. then you’re asking for trouble if someone has your module but not that other one. As always, it’s safe to reference stuff in the official module (until we remove or rename that thing in a new build.. 😉 – Data

Is it possible that the 8-bit color palette used for scenes (as opposed to menus) to be a mod-configurable file? The current palette is pretty limiting and has several near-identical shades of white. – Rawtoast
A: I could possibly add some controls for loading a different palette, if not to the INI files, then to the Lua interface.. it’s not a high priority though, as it would really mess up all the other stuff you’d load. This would only be useful in a total conversion type mod. – Data

When will we have a variable for emission velocities (like gibs)? – Duh102
A: I’ll have to look into this.. there’s always more controls to be expose.. at some point we have to triage which things to work on though. – Data

As usual, submit your queries to – I have around 80 questions on backlog, but the more interesting ones get bumped to the front! Submit your query today!

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272 Responses to “Monday Mailbag x2: Campaigns & Mods”

  1. Petethegoat - # November 17th, 2009 at 4:05 pm


    Not experience, per say, but I did look at it a while back, and it does seem pretty good. Why do you ask?

  2. The Man - # November 17th, 2009 at 5:17 pm

    Assassins Creed 2 Assassins Creed 2 Assassins Creed 2 Assassins Creed 2 Assassins Creed 2 Assassins Creed 2 Assassins Creed 2 Assassins Creed 2 Assassins Creed 2

  3. CrazyMLC - # November 17th, 2009 at 5:31 pm

    Cortex Command 2 Cortex Command 2 Cortex Command 2 Cortex Command 2 Cortex Command 2 Cortex Command 2 Cortex Command 2

    Wait a second…

  4. Woose1 - # November 17th, 2009 at 6:23 pm

    *The spinning -Post- strikes the Devlog in the Update! It flies off in a bloody arc!*

  5. Mooseral - # November 17th, 2009 at 11:21 pm

    Data needs to add the ability to rip soldiers’ socks off and beat them unconscious with them.

    Bonus points: Pull the sock off whilst the boot is still on the foot.

    Double bonus points: First, puncture all of their internal organs with a spinning fly. This fly should come from a swarm found near the corpse of dead bear, which was choked to death.

  6. Ch33n - # November 18th, 2009 at 5:47 am

    I demand an Andy actor.

  7. Woose1 - # November 18th, 2009 at 11:18 am

    Triple Bonus Points: Alow the player to create a switch that would presumably flood the world with magma.

    A fuckton of bonus points: Add homocidal elephants. :3

  8. cipher - # November 18th, 2009 at 4:22 pm


    Eh, just wanted to get some conversation started I suppose. I was looking for tutorials and found some great ones for Flash developers.
    Nothing really =P

  9. Ch33n - # November 19th, 2009 at 3:47 am

    *Drums fingers*

    Any bets on which day?

  10. Josh - # November 19th, 2009 at 6:13 am

    Week after friday.

  11. JSM - # November 19th, 2009 at 7:47 am

    DRL is gone. There’s no one left. We’ve been abandoned!!!!

  12. Woose1 - # November 19th, 2009 at 11:49 am


  13. cipher - # November 19th, 2009 at 2:07 pm

    So.. we’re getting close to the 5th week without a dev log. 😮
    5 weeks to fix a developers computer? O RLY?

  14. Duh102 - # November 19th, 2009 at 2:43 pm

    Better than 6 months for Data to come back from the dead and give us something.

  15. ZevN47 - # November 19th, 2009 at 2:44 pm

    Idk… Maybe he had vista? <- below the belt shot at microsoft

  16. ZevN47 - # November 19th, 2009 at 2:44 pm

    JEz ninjaed on a devlog

  17. Ragdollmaster - # November 19th, 2009 at 3:17 pm

    (Spaghetti caaaat)
    I weep for you~,
    Spaghetti cat,
    (Spaghetti caaaat)
    It’s all I can dooooo,
    Spaghetti cat,
    (Spaghetti caaaat)
    To keep from falling apart,
    Spaghetti cat,
    (Spaghetti caaaat)
    Cause you’re breakin’ my heart.

  18. airburst - # November 19th, 2009 at 7:37 pm

    @ZEVN47 – Vista_Error: 103 Error buffer overflow – Too many errors encountered. Next error will not be displayed or recorded.

  19. ZevN47 - # November 19th, 2009 at 7:56 pm

    @airburst – Vista_Error: The operation completed sucessfully… THE EFF!?

  20. Woose1 - # November 19th, 2009 at 8:25 pm

    Well it’s obviously an error, did you really expect the installation to work on the first try? 😀

  21. Lizard - # November 29th, 2009 at 10:24 am

    you guys are never reading this.

    Ohoho I am sooo clever ^.^

  22. anoob - # December 20th, 2009 at 1:04 am

    can anyone tell me how to install mods? like on a mod dump how do you install weapons?