Location: London, England | Hobbies: Films, Games, Politics, History, Science | YouTube Account: www.youtube.com/jinrenegade
I understand the pressures of 3D work in general - I'm a 3D artist myself, working on freelance jobs + mod projects like Thrawn's Revenge for EaW and others. However, I do think it'd be good if a compromise could be made while we're waiting for the final version - maybe the current build, shown off in the recent screenshots showcasing the new military and mercenary members, could be released?
Nice work, but if I were to choose between the original Ion Cannon and this, I'd still prefer the former. If the original Ion Cannon were given slightly better visuals + a delay, that'd be better.
This mod looks really promising. While working on Thrawn's Revenge I had the same mod idea recently myself, where the Rebellion's gameplay is all about being constantly on the move while the Imperials are locked down to their planets. Income / Expenditure would be different to each faction as well - Rebels would get income based on their recruitment structures (e.g. Barracks) + Smugglers, while Imperials would get income based solely on their planets (some planets would provide more than others - can also build "Tax Centers" to boost a planet's income by 100%, at the cost of the population rising up against you, if having natural Rebel-sympathies).
One idea I had for my planned mod was to, along with some major changes to land combat and encourage mobile gameplay for the Rebels, would be for the Rebels to have have mobile recruitment buildings (can pack + unpack via air transport - can move to space layer to relocate to a different planet's land layer) - each one you build gives you some income on the galactic map, but are expensive (it hurts more when you lose one). Buildings can be told to act as a unit and be called down onto the battlefield via a special construction transport animation. Once deployed, they would act as a constant yet slow supply of spawning troops (like defending buildings - but a lot slower; good for long-term, pitched battles). However, you would also have the ability to pack the building up (via the same air transport with a different animation) and move it across the battlefield to a different location - the risk would be that it'd be very slow and vulnerable to AA / air-units. While a building officially acts like a unit, it can easily retreat from a battle both on offense and defense if it reaches a landing point (since defending Rebels can retreat from land battles - bypassing the space layer on their way out. If the retreat timer is delayed to at least a a few minutes, a player could get some serious Battle of Hoth vibes)
I do have one question, though; if you do plan on adding the Black Sun - who also ought to rely on the corruption mechanic as well - is it possible for them to use the same mechanic, or can it only be used for one faction?
TimeLord259... do you like mods about Gladiators?
... are scary.
Damn you're working fast - how many do you have left to do for the Military?
Sounds possible since he already used it for some variants of Duty.
Simply amazing. I hope we get a variant of this Spetsnaz dude with goggles / gas mask as well.
I forgot to add, as I believe this is also related - when I equip the NBC suit (added by the "Outfit Addon" mod, which uses the same skin in the two images above), the game seems to crash as well when I have the HD Models (Build 2) mod installed.
It looks absolutely amazing! Waaaaay more immersive than the vanilla military skins!
Hope to see some gas mask military dudes soon.
This is such a good screenshot - looks like it belongs on a massive section of PC Gamer magazine.
Looks great! I can't see properly from this perspective but does he have an insignia or some kind of patch officially declaring that he's with the military? If not, it'd be a cool little detail to give all military members.
Thanks for replying, I believe these are the mods I use:
• HD Models Build 2 (obviously)
• DoctorX Dynamic Anomalies 1.3 [CoC 1.4.22]
• DoctorX Dynamic Faction Relations 1.8 [1.4.22]
• DoctorX Questlines 1.25 [CoC 1.4.22]
• Outfit Addon 1.4.7 [CoC 1.4.22]
• Smurth's Dynamic Hud v18.104.22.168 (1.4.22+ AO, ...)
• lootmoney for CoC [1.4.22]
Hey, I seem to have a major issue with a certain NPC in Agroprom which could be caused by this mod.
There is an NPC who hides at the Loner base at the end of a corridor in one of the buildings there (I'm sure you know the one). I haven't had an issue with him until recently when I reinstalled my game with this mod. Apparently, this guy is invincible - he cannot be shot at all. For the past month playing the game I've just been actively avoiding him - even when he occasionally comes out of hiding, I just run away from him.
However, this one time, he actually came out of his hiding spot to kill me, but an emission started, so I sought shelter. While in shelter for a few seconds I had an idea - what would happen if this guy stayed outside during an emission / psi-storm? I then wanted to see if he could get killed / turn into a zombie from the current emission, so I shot my weapons at him a little bit from my building's window in an effort to force him to stay outside rather than run for shelter himself.
By the time the emission ended, he did sort of die, but in the strangest way possible. He dropped his weapon and turned into an unlootable / unmovable T-posed corpse. I thought "Finally, he's dead! I now know how to beat him!" and walked off to another area.
However, a few ingame days later (after my travels in the north), I decide to come back to Agroprom, but the game crashes no matter where I go after loading the level, and I believe this NPC to be the cause of the problem because I looked in my logs to check what the cause was and found this:
[error]Expression : _valid( start_pos )
[error]Function : CPHActivationShape::Create
[error]File : PHActivationShape.cpp
[error]Line : 177
[error]Description : assertion failed
0023:00983783 xrCore.dll, xrDebug::fail()
0023:0AE10D18 xrPhysics.dll, ActivateBoxDynamic()
0023:0AE0F188 xrPhysics.dll, ActivateShapeCharacterPhysicsSupport()
With this log, I searched through Google the last bit of the log - "ActivateShapeCharacterPhysicsSupport()" and found that at least two other people have had this issue before, showing images of the exact same thing that happened to me (NPC goes into T-pose, come back to the area and crash with that same log entry).
My T-Posed NPC (death caused by emission):
Other User's T-Posed NPC (death caused by grenades):
I notice that we're both using the same mod "HD Models", and it's exactly the same skin. So, is this really an issue with this mod?
Hey, I seem to have a major issue with a certain NPC in Agroprom. There is an NPC who hides at the Loner base at the end of a corridor in one of the buildings there (I'm sure you know the one).
I haven't had an issue with him until recently when I reinstalled my game. Apparently, this guy is invincible - he cannot be shot at all. For the past month playing the game I've just been actively avoiding him - even when he occasionally comes out of hiding, I just run away from him.
I notice that we're both using the same mod "HD Models", and it's exactly the same skin. I tried reinstalling CoC again, but the problem persists - even on a new game.
So, what do I do to stop this from occurring? Is this an issue with "HD Models"? As of right now, I cannot continue with my current or any of my new Ironman characters anymore due to this one dude and his potential to screw up my saves.
Agreed, it'd be great to see some improvement with the ground.
Great mod, but the NATO air helicopter units are meant to be speaking Italian, not French - the roundels / insignias on the Mangusta for example are Italian (white, red, green). The English voices for them also have them saying Italian words such as "Comandante" rather than "Commandant".
If you didn't know there are Italian voice files for them in the game's files, so it's definitely possible to add them.
It's a shame that the troop transports don't have Danish voice files for them to use.
Rogue One was such a good addition to the line of movies. I hope they do more self-contained Star Wars films like that with unknown characters.
I entirely disagree - I think that they're fine, and they are easily counterable like you said if you've got the right stuff (space stations, not so much, and rightly so - Marauder Cruisers are meant to be station killers).
They also fit in with the Rebellion's theme, and that's to cause as much damage using hit/run/sniper tactics as possible - that doesn't detract from the "Star Wars" feel at all. The whole narrative points of Episodes IV and V had the Empire trying to track down and destroy the Rebels because they were using those kind of tactics to take them on rather than face them when the odds were even. When it comes to whether or not it feels like Star Wars, I'd say it ought to feel a slog when you fight the Rebellion.
Reminds me a lot of the paid fast travel systems in Morrowind and Skyrim. A cost to skip travelling is how it ought to be done for people who can't be bothered to travel. Well done!
Reminds me of this.
Ah, I see. Thanks!
I really like how you can faintly see the eyes / faces through the goggles and gas masks now. Every helmet / mask should be like that in STALKER.
Is that a Clear Sky dude, or a Loner?
Same here - I'd really like to know what he has planned for them.
No, this really doesn't fit the Loners. Without the crosshair / minimap, you could easily mistake this guy for a Freedom member.
Looks very nice, though.
Nice! Perhaps some female Ecologists would be a good addition?
You really did justice and kept up consistency for the Mercenary faction, so I can't wait to see what plans you have for the Military!
Do you have a moodboard or some example images of what you're probably going to aim for them?