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Well Swartz, aside of Misery. Seems like the only suitable mod to play atm, since Redux v2 is still in progress along with others. I mean it's got a 9.6 vote, so you know you've made something right in this.
Though if not further new development, maybe just adapt existing available content ? Such as those hud visuals when you wear a helmet (Perhaps add in that G-5 Gasmask?). There hasn't been a mod compilation yet, so always options I guess.
Will you add in a hunting mission for Zanton ? I figure it could be a lighter version to the Yanov hunting missions, basically eliminating blind dog groups, pigs & boars. But putting them in areas you normally don't get to explore around Zanton cause there's either nothing of real interest.
Will this new APC be able to have two infantry slots instead of just 1 ? I mean compared to the original APC, the new variant is nearly twice as large. But then again if it's getting a new gun overhaul then I don't mind.
I never saw the Extra Armor upgrade available. Or is that for the new 1.5 ? Aside of the Juggernaut, maybe MRLS could also use a bombardment feature to shower a target area with rockets ?
Nvm, turns out I just had to delete the replacement music files under gamedata/sounds/music/combat.
Will the Berill-5M Armor be fixed next patch ? I had to manually tweak the file last time on I work Alone. Novikov at the science base was ment to be able to add the final artifact slot, but it still doesn't work.
Will there be more weapon mods for the future patches ? I wouldn't mind a small attachable scope on the Ruger GP-100. As I chose the sniper class for the first game I started, and found it's range was somewhat decent from close to medium distances. (perfect for those annoying zombies too)
Keep up the awesome work buddy.
Is there a way to re-enable the combat music theme ? I kinda prefer it to the dull silence when in combat. But aside of that, awesome so far, worth the wait.
Reinstalled and It's working now, yay.
Just downloaded and installed it today ... XRay crashed as it started up ... sigh.
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.
Been playing this so far, it's pretty darn good buddy. Though, would be nice to be able to search for items rather than placing them on obvious tables and in crates, since the lockers and other props in rooms seems tempting enough to use the action key on them.
Will you be also be giving the TS3 Mammoth Tank Mk3 a retro overhaul on it's model ?
Did you ever like the RailGun upgrade they had for the Titan and Mammoth Tank in the normal C&C3 ? I liked the default shell bombardment better, the upgrade just felt too dull in visual.
Hey Carnius, this reminds me to ask about Wall Structures, are you planning on giving GDI the classic Defense Emplacements that you could add Turrets on those Circular Wall Parts ?
I don't suppose there's any chance for a playable beta of 1.5 to be released anytime soon ?
I figured it would be useful when you're encountering a blood sucker in the dark as you only use the detector for artifacts. More or less cause during my return to the safe houses I sometimes run though a few bushes and then bump into zombies or a bunch of mutant dogs, with much cursing and quickly dying.
I was also going to suggest about attachments, will there be variants of types you can attach to a weapon ? Cause I was thinking if the player doesn't have a grenade launcher attachment for his rifle, a cheaper alternative could be he could get a Bayonet, ideal if you run out of ammo and you just want to finish a enemy off with a swift stab of the blade ?
And aside of the usual scopes you can attach, what about reflex sights ? (http://en.wikipedia.org/wiki/Reflex_sight) I've seen some people use them on some custom weapons but I figure they could be used on the smaller rifles or SMGs ?
Not sure, many just model the main weapons, I don't think anyone has done much with the knife/melee models. I suppose if there's a bigger knife than the normal vanilla one he could use that for now.
Hmm well suppose Syl'nyy could carry a better melee weapon that does more damage than the standard knife, maybe some sort of Baton ? It could be that he was a Military MP before he became a Stalker. Least so he could easily fend off any remaining mutants if he gets surrounded to make up for his lack of speed ?
Hmm well perhaps instead of the square tag feature, maybe some sort of thermal image upgrade ?
Also was going to ask about the "Sensor" that usually indicates if there are any Stalker/Zombie in the players vicinity and how many there are. I take it will that be removed as it was in IWA ? If so then could I suggest that the artifact detectors could be upgraded by techs to indicate any lifeforms in the area ? With the range depending on the level of detector it was. Or could it be an optional (but expensive) upgrade to be built into certain outfits ?
Oh, I didn't mean to say IWA was bad in anyway. I do recall an earlier issue when I was at Skadovsk all the non-important stalkers kept leaving the boat to engage a dozen zombies in the swamp that kept showing up every day. Mostly never coming back.
I suppose maybe in Misery if you help assist Beard and Owl they could afford some sort of mercenary stalker sniper that could deal with mutant and zombie groups sniping them on the top of Skadovsk ?
I had Nimble order me a pistol. And I saw what you did with the unique Desert Eagle. Heheh nice golden polish ! XD
Hmm ... I'm not sure if anyone as asked yet. But will the player be able to properly 'prone' in Misery ? Cause I suppose it would allow the the use of those bipod supports for the rifles.
Also will there be individual upgrades for other misc items say for example the binoculars you're given at the start. They could be upgraded by a particular technician in CoP that could enhance the zoom range and also use that original 'tag' feature that squares around npcs that are in view.
Also will Misery have any HUD crosshair ? Or will you need to rely completely on the iron site/scopes ?
Heheh, I'd imagine Syl'nyy doesn't need to run away from danger or mutants. From the look of his character's build, he's basically a walking tank. Wouldn't be a surprise if he has a collection of Bloodsucker skulls that he shows to his fellow stalkers. Heh.
But I suppose unlike the other 2 he has some sort of "melee" to make up for his lack of speed ?
I'm most anxious to see how this new mod will be. As I did quite like the "I Work Alone" one you did.
Every time I stepped out of the safe houses of Yanov and Zanton, It was always a difficult battle to avoid mutants and bandits while I reached my objective.
I take it when I finally play Misery I won't be prepared for what I might encounter every time I set out during each mission in the zone ?
I was also going to suggest that perhaps some of the more advanced suits could be upgraded with some sort of automatic healing device ? Basically if you're in the danger of dying or critically injured, the suit would use one specialized med capsule (bought from traders) that heals at least 60% of your health ?
Hmm, well I'll give this mod a try and see how this fairs. I don't suppose AI controlled vehicles are going to be added in later ?
I was curious to ask about one feature, AI Vehicles. In the Stalker SoC & CS there was little or no use of AI using vehicles except for the endings or cinematic purposes.
Since Zanton and Yanov and even Pripyat have large open areas and roads. Is it possible to have the occasional hostile military or maybe Mercenary patrol in a APC (Bronetransporter-70) or MI-24 "Hind" gunship ? I figure that could be a new present danger that the player should avoid like the occasional emission.
I've started playing this, 5 hours into the game so far. But when I loaded up my save today, for some reason the Stash location icons are missing on my PDA map. Is anyone else getting that issue or is there anyway to fix it ?
There's a problem with the new Xray Engine the mod has, after installing the mod, go into your steam menu right click on the game and select properties. Then go into local files and have it verify, it'll replace the mod's engine with the default but it'll make the mod workable.
I saw your avatar, very amusing.