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Thanks GrOrc, now that I see the difference, I'll keep my infantry & tanks alive now. Also was there or will there be plans to add a fire-rate/attack speed buff as well or any additional buff properties ?
Great mod all together, I will consider donating to this fine piece of fun.
I searched most of the Mod info and readme files, but I can't find details as to what the Unit Veterancy does for each rank for infantry and vehicles.
I just wish the cooking system wasn't so tedious when you're cooking meat in large amounts. Will it be optimized later so you can cook multiple quantities rather than single batches ? Only time I tend to actually use it to make large amounts is while waiting for emissions to pass while in a base.
Also any chance for more possible items and equipment addons in the near future, basically higher tier (military/sci) type addons for better suit protection ?
Mutant Hovel Capture Bug still present in 1.6 for GDI's Temple Prime Mission.
You know N.Aaroe, looking at your new icon, makes me think next time you do a new art piece to post in images, should feature a decaying husk of a lone dead stalker laying on the ground with his arm raised in the air with a artifact still clutched in his hand, still pulsing with lively energy, unlike the former individual that found it.
This looks interesting, But will the SikkMod version be fixed anytime soon ?
Thanks, I had experienced fps difficulty when I launched the mod, but after deleting a few of the graphic configurations in the auto-exec.cfg the game ran a smooth 50-60 fps while still keeping the visuals all maxed.
Also will you later include the high poly models from Doom 3 HD to Perfect Doom if they allow permission ?
This looks great, I've not played Doom3 in a while and I figure this mod would provide a interesting play through once more. Though are you still going to continue adding on and updating this mod in the future ?
Been testing it out with the Brutal-RPG addon, seems to work ... reasonably okay. Problem is that the skills to summon monsters don't use the brutal-RPG's patch.
So if I was running DoomRPG-Extras, would I still have it load in the order of Doom-RPG,BrutalDoom then Extras ?
Quite awesome array of weapons, the revolver especially. I Did find it odd that the sprite is left handed. Hope to see more later on.
Will you be developing any other weapon addons for BrutalDoom in the future ? I've yet to find a decent heavy pistol / magnum replacement to use for Brutal. Thanks again for providing a revamp for the pistol.
Even playing on normal difficulty these things are a real pain on GDI campaign due to their high damage & rate of fire. If it's intended to be a revise of Nod's Tiberium Sun's Mobile Artillery it's damage has got to be reduced a tad because of it's range advantage over stationary defenses.
I think GDI's armor and AP ammo upgrade should apply to the harvester, I keep losing them to basic enemy infantry & vehicles when they wander off to find other fields, as Nod's version can harvest out in the open without any serious threat of being targeted because of it's stealth.
Or at least maybe a upgrade perhaps to increase it's armor & storage capacity ?
Should mutant hovel infantry & vehicles benefit from GDI & Nod upgrades to armor or weapons ?
Hey N.Aaroe does repair effectiveness reflect the weapon & gear the class uses ?
At first I suspected that the 3 Tool kits for each map were either removed or bugged and didn't appear, but they've just been 'relocated' around the map. While I was playing Recon, I found one of the 3 but it's mentioned that each Class has different locations for the Tools. However I imagine that they're carefully hidden in some of the map's locations of interest, the one I found was tucked under a staircase. So you have to really keep an eye out, (Holding down F helps identify certain hard to see items in the dark or out of the line of site)
It was rather difficult due to being unable to ask NPC's for possible toolkit locations or buying info from Owl about it's possible where-a-bouts.
Does anyone else have their Xray Engine Crash after trying to use certain consumables ? So far there's 2 that cause me to crash to desktop if I try to use them.
Also regarding the Mutant Meat, do you have to sell the meat first, then purchase the cooked variant later at the Trader ?
Does this mean the Sunrise Bodysuit you'd find in Zaton around the gas station will be changed ? I was going to suggest changing that and the one you'd find on the body of Barge as to limit the player's access to a early medium-grade suit.
Will the Optional Dynamic Hud be included in 1.4 or as an optional install ?
I'll give this a try. I've never tried any of the complete mod series so I'm hoping this will be fun.
However the ratings give me second thought, and the mod hasn't been updated lately so I hope there are no issues. A new patch or update of the series using the new Atmosphere and other features would be a improvement to this.
With all these extras you're adding into this is increasing my anxious await for this release, however, the greatest fear I face is the dreaded annoying issue of the X-Ray Engine Crash I would have to deal with after installing this.
It seems the friendly marines you rescue seem to move very quickly, even without the fast monster mode enabled, are they intended to be like that ?
The Destroyer was fun to use in version 5. However the issues with it not being able to install all functions (Teleporter,Drone & Stealth) was troubling in later levels.
I forgot, did snowy terrain in TS slow vehicle movement slightly ?
Well if the Dynamic hud doesn't work, could you still include the Dynamic Helmets ?
Aside of flashlight & night vision, it could power your suit's detection of radiation and anomaly sensor ? After all, they run on power too.
Right, Also wanted to ask about possible upgrade to the specialization classes, basically each one begins with it's own unique armor along with weapons.
Basically a low tier at first, but if the player keeps it after getting the basic, fine and calibration tools, it offers some unique benefits. For example for the Sniper it could offer a camouflage upgrade to make him less detectable from afar ?
Or perhaps instead each armor / helmet has it's own unique tier of upgrades depending on what class is chosen ?
Also, to make Sultan still useful even when you side with the stalkers in Zaton. He could give you small jobs for killing renegade stalkers (bandits or mercs) for a small amount of cash, or even just randomized low-level loot. Maybe even sell those Snork Foots to him too ?
Will this require you to start a fresh game or can you resume a saved game without problems ?
Speaking of rifles, that stash under the small bridge near the train that hides the basic tools at Yanov that holds a semi-auto rifle is a bit bugged, as the rifle can be picked up, but the ammo is out of reach. I think it may be the FOV adjustment may be responsible.
I've been playing this for a little while, but I don't know what AGI (which I'm guessing is Agility) plays into effect when in combat.
I actually did try it after my steam updated to the new version. But nothing happened and I played through the entire campaign. I think it needs to be made into a mod package that I can activate via the Crysis 2 Menu to work.
By the way, does this work on the steam version of Crysis ?
The Main Download doesn't seem to be working, it just times out. -Wait mirrors were not working, not responding to clicking, but it's downloading now.
One thing I hate about certain games is they AWAYS give you too much ammo. I never had to resort to conserving ammunition by using melee moves which was sad.
FCAM 2 ? Is that a new FCAM mod or is it something to be released in FCAM v2 later on ?