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Thanks for the help blahdy; unfortunately, that gives me the same 21FC error. I recently performed a fresh install of windows 7 on the computer, so that may be the problem.
I have been trying to install this mod on another computer and I keep getting: Modern Warfare\Modern Warfare.SDF: This file contains invalid data (error 21FC) when using installers and check-sum/corrupted file errors when using the manual files. I have windows 7 64-bit and I have tried using both Internet Explorer 11 and the latest version of Goggle Chrome as well as both Gamefront and Moddb servers for the downloads. Any suggestions would be greatly appreciated, thank you.
So that's how you get your sick kicks! All this time I thought you made mods to spread happiness and joy throughout the Star Wars gaming community! Now that your web of deceit has been unsown, I fear that I have become far too disillusioned to ever play a Star Wars mod again.
In all seriousness: may we please at least get teased once again by a teaser image for a teaser trailer in the hopes that we will once again become teased for the frequently teased release date of this mod?
I honestly would not mind if this mod was released right now. All I need completed are Imperial II Star Destroyers and Super Star Destroyers... along with nice death clones for everything else. :P
Thank you for the response; I did not know much about cruise missiles, and that is precisely why I did not make any claims about them.
Thank you for the response blahdy.
Regarding the cruise missiles, while I respect the development team's decision, I have to disagree. I enjoy this mod for the realistic physics and believable behavior the the weapon systems portrayed in it; I believe that the scale of the game is of no consequence, and in fact only enhances gameplay by increasing the frequency of engagements. If a cruise missile can follow a linear path in real-life, I feel as if though it should have the option to in-game.
While I love the current path the cruise missile takes due to the its tactical advantage, I don't think that a reason for its implementation should be to make the missile's travel time longer.
I would like to thank the dev. team for the latest release; I am really enjoying it! :)
If I may make a few suggestions:
1. Could an expert version also be made for the Mi-24 (thanks again for adding that second expert Apache load-out)? I just feel that the beginner versions of all helicopters are pretty useless, and are actually harder to use without getting shot down in comparison to the expert versions.
2. Can a second script be made for the Tomahawk cruise missile which sends the missile on the most direct route possible by using a second ability on the launcher? I think such a change will enhance gameplay by allowing a player to make a tactical decision based on the amount of AA in the target area and missile course, and would make simultaneous launches of cruise missiles more effective when there is little concern for a few getting shot down. I do not know if it is possible for one ability to activate and cancel out another, but two different launchers could be made as a last resort.
3. Could the Spiral Missiles on the Mi-28 please be given a higher launch trajectory? I feel as if though they very frequently miss targets, even while the helicopter is flying at reasonably high altitudes, such as over 2-3 story buildings.
4. Although the AI has been improved significantly, it often ignores command points around spawns and never appears to capture large 3-4 ring command points, such as the starting command posts on the US side on the Hometown and Space Needle maps. I do not know if this is possible, but could the AI be given a higher priory for capturing the points? I usually play with the aggressive bots, but are the balanced ones better?
Additionally, can the AI be made to use more units, and perhaps even TA call-ins?
Thank you for your time and consideration.
I remember making a comment about the lights a while ago! Although a obscure detail, I am glad that the lights are finally fixed. :)
I too cannot wait to play this mod. Indeed, the quality of the models and particles are really unparalleled by any Star Wars Mod I have ever seen!
I was wondering, is there any advantage of using the Pantsir over the Tor besides having more simultaneous target engagement channels and ability to turn radar off? I usually just use the Tor for its ability to shoot down PGMs.
I suggested a Su-27 support ability just because I do not think you can call on air superiority fighters as RU (I merely mentioned the Tor because it does not have a offensive ability).
I am not sure, but I do not think that you can call on air superiority fighters as Russia. I know that the Avenger can call on F-22s, so I would think that the Tor would be able to call on Su-27s, but it cannot.
I think the Su-35 was never added because very few were produced.
Thank you for the responses blahdy.
I believe I found a bug with the Mi-28's Spiral missiles. It appears that when firing from great distances, the missiles continuously explode just short of the targeted vehicle. Perhaps the engagement range for the helicopter is greater than the maximum range of the missile?
As for the recently unveiled Tomahawk, I think that it is absolutely incredible, and I cannot wait to use it! It looks like it was rather time-consuming to code for, so I would like to thank the developers for their efforts!
On another note, is there any possibility that we may see a nuclear warhead equipped cruise missile for the US? I know that the W80 nuclear warhead was used for awhile on Tomahawks. Although the warhead was recently decommissioned, I think it would be fun for both factions to have access to nukes, especially since the delivery systems would differ between the two. After all, it technically is not realistic to give the US ground-launched cruise missiles anyway. :)
I am enjoying the current version can cannot wait for your next release. While there are some who are expressing uncertainty regarding the originality of some of your assets, I for one believe you and I am certain that there are many others who share that belief. What I can also say for certain is that that you are working on this mod for no profit, and that the full release of this mod is going to make many Halo fans happy. Please keep working on this project and do not let anyone discourage you (I for one cannot wait to see the Elites :) ).
Thank you for the help moopshoot; reinstalling FTL worked.
version 1.3 does not appear to work with Slipstream Mod Manager 1.4. I get this error when patching:
Patching failed: org.jdom2.JDOMException: While processing "data.dat:data/events.xml (wrapped)", strict parsing failed, then sloppy parsing failed: Error on line 3456: At line 3456, column 1: Unexpected characters.
You are very welcome Scott. Thank you for your hard work!
I was wondering if you will give the Wehrmacht a StG 44 and MG 42 class? I am mentioning the MG-42, because the FG 42 was not really a machine gun, but rather a automatic rifle with a small magazine (20 rounds) and heavy recoil.
I also think that the MP-40 should be given to the German Engineer class for more weapon variety, and because the MP 40 saw very widespread use. Regardless, please keep up the great work; I am very much looking forward to this mod!
That is great to read! Thank you blahdy! :)
I was wondering that too. The ai does not appear to reinforce quite frequently. Perhaps it waits until it reaches the reinforcement point maximum?
The problem might be solved if the ai received point refunds more quickly than human players, or if it could be programmed to call for reinforcements at a lower point threshold.
I believe I found a bug with the Apache's AIM-92 Stinger missiles: they appear to impact a target, but do not do any damage.
Thanks for the response blahdy. Is there any possibility that additional non-networked artillery units will be added for support in the future?
Hello, will the first release will include all of the factions announced thus far, or is it too early to say? I was also wondering if the development team is planning to implement all of the custom content for each faction before a first release, such as custom icons, etc.? I personally do not care for such content, but I can understand if the developers would like to have a fully polished first release. Regardless, this mod is shaping up quite nicely and I cannot wait to play it! Thank you!
I was wondering why the US ballistic missile launcher is only available as a call in, but is not available for purchase for the support role (the Russian equivalent is)?
Sigh...I wish the Lucrehulks received a realistic fighter complement. :P
I am really enjoying this mod and would like to thank the developers!
Unfortunately, whenever I select the Star Destroyer, the Eclipse, or the Mon Calamari Cruiser, the game crashes to my desktop (I tried all of the versions too).
Thanks for the response. I have never experienced this bug until the latest 1.82 version, but I am sure that the new version should not affect this mod.
I am not sure if I can help, but I encountered this bug while spamming a fleet of Rejuvenators (about 30) while fighting the Empire. Many of the planets I attacked also had gravity well generators of their own. I also noticed in the unit card for the Rejuvenator that it said "hyperspace disabled," in red even when there were no enemy gravity well generators (the Rejuvenators could still hyperspace though).
I believe I found a bug: the gravity well generator on the Rejuvenator Star Destroyer does not appear to be working and ships within its radius can still hyperspace away (I made sure to research it and I am not using the add-on in which the gravity well generators only delay jumps).
Okay, this post will perhaps be the most ridiculous, nit-picky post of all time: I noticed that the Star Destroyer (as seen in the latest news post) is missing a "lights" texture on its lowest layer below the command deck, but above the triangular part of its "body." Both the ISD I and II have the same problem.
I would like to thank you for adding "Carnage Mode"! I cannot wait to play it along with the new "Siege Mode" in the upcoming version (I love the names by the way)!
Wow, this looks great! I cannot wait to play it! :)