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Wow, why? Better concepts to implement by reverting back to original? Please elaborate :)
They look like mutated cattle that graze on tiberium... Not that that is a bad concept in itself, their attack could be to charge at their target. While a tiberium wolf-like fiend hunts these beasts going cloaked (camouflaged) when in tiberium fields. Never liked the original ranged attack of shooting tiberium and oinking...
Holy **** that's Scary!!! Now just imagine it doing 'The Ring' "fast forward" movement towards you! o_0
Cheap Intelligent to pick one off a scavenging or long dead stalker, but I'm sure traders or scientists wouldn't sell you that. At least not full price, hopefully you'll keep a clean version around for those stalkers who like shiny new toys. Or you could have different textures showing a gradual degrading of the item as the durability (health) of item diminishes. Hope this helps :)
Didn't think Ogres were smart enough to be mages... Nice work!
I like the intricate thought designs that you guys are coming up with. Really adds to the immersion factor! :)
Compatible with latest steam patch?
Ah, I shoulda thoughta that before commenting... XD Can't wait to see the new armor! :D
Honestly like the old skin over the new one, as it seems more logical to wear intimidating/apparent armor into battle. Also is that blade on the new skin attached to his wrist? Great Progress, keep it up! :)
What about the retail version? Wouldn't you have to manually install updates? So you'd only install the update that you are modding to, for us to play your mod... while you work on the steam version mod or fix. ;)
Hmm... that's disappointing, guess the times have changed or rl has people spread thin on helping others. But I believe the Reborn Mod Moddb.com has been used as a base for several modders and has just been picked up again by the NLS team. Plus there are other mods out there that have been abandoned or completed that could jump start your mod by recycling their material & crediting them. No one stays in modding forever, most are here to one day get in/a team/company and produce commercial games, so no worries, just keep doing what you love doing and others will join you.
I would suggest you ask some of the other Zero Hour modders if you could use some of their work as place holders, to speed up the process and show your concept (mod) of the game to entice others to help you realize your mod. The mod community is pretty friendly about helping others out, give credit, and enjoy their help/input. As you can already see some watchers are already offering their models to your cause, releasing your almost done factions for play testing will help fine tune and give you insight as to how enjoya/playa-ble your mod is so that the last two factions can be tweaked faster and implemented into the game. Hope this helps, happy holidays! :)
Amazing work so far! When will we see the Elves (High, Blood, Moon...) Faction(s) & Undead &/ Burning Legion faction(s)??? :D
Lemme know when version 3.0 is out so I can vote for it! XD
Yes, the zone welcomes you back Mac ;)
It would if you were against an Air Force general... XD
Cheap Numerous Mobile Gatling Towers FTW!
-Infantry no chance (except snipers)
-Airplanes no chance
-Light Armored Vehicles? No chance?
-Heavy Armored Vehicles Yes... unless they get Anti-Armor bullets option... 0_0
Was wondering if I could shoot down the helli for supplies? Before another helli has time to react and get to the location of the downed one?
Interesting effect, does this mean the pond in Dark Valley will expand or the ditches and basements in various levels will flood? Will our footsteps in this puddles be heard? Will there be a slow effect or possible slip effect depending on depth of puddle? Hmm streams, rivers, flash floods O my. This would definitely be a welcomed technology to the STALKER realm.
Well said, I understand your concept now, looking forward to playing it! :D
0_0 wow... sept 29 needs to get here already, I need to play this!
I think other players should not be visible until they are in the character's line of sight to give that feeling of "hiding" or "cover" instead of being able to see them on the other side of the wall due to camera angle. Just some constructive observations to further improve realism and difficulty :) Can't wait to play this!
I'd say make the game you want using real/true/futuristic life weapons systems/units that can't be "copyright"-ed and call the game C_ontrol & C_rush (C&C) how's that for spiritual successor? XD
And then it could be intercepted by enemies and the resources could then be claimed at the crash site.
As far as I can tell, it looks like you'll be getting that first prize :D
Ask Moddb.com if you can incorporate or work with him on his day/night cycle scripts, that would make this mod extremely scary and challenging.
I'm a survival horror fan, so STALKER is an all-time favorite game of mine. I was wondering if you'd be able to script item stashes in the game. Example, you open a locker and instead of some regenerated random item there waiting for you to pick up, you'd have the choice of stashing some of your items ...med kits..food...Atomic bb gun... ;p
The realism in me says the player should not be able to carry 18 weapons and indefinite amount of items. But then again survivors should not be thinking about making money in a zombie apocalypse... like miss "I still gotta pay for this trip"... Prices for food/meds/customized weapons (weps) should be high... the rest should be scavenged. I don't think the un-immune survivors would risk their lives stocking up on hoses, gears, nails, rags etc... but then again if these 'people shops' did not exist, there would be no need to have them in the game... unless we need to babysit them. Those people would better serve the game as making things for the player... example cross/bow, medicinal/poisonous herbs, things the player's "profile" wouldn't know how to do. Purna can create ammo, an engineer can modify her weapon to electrify the ammo etc...
Also, true a hat stand would be hard to kill a zombie, but the knockback/down effect would be greater, which would then allow the player to stand over the zombie and deliver a critical blow to the head of the zombie. Just some constructive criticism, great job on the mod so far! :)
Love your depth of thought, hope to see more of your creations!
XD My bad, I kinda went with the 'firewall' instead of barricade way of thought. It's a great buffer strategy, most useful for terrain & urban chokepoints.
Do the towers regenerate as well when they are destroyed? As in a section of the barricade that is targeted is temporarily down while the rest of the structure stays intact?
Can't wait to see what other concepts you're going to add-on! :D