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Yes, hmmm, it makes you think a lot about things being OP. Special "normal" zombies makes sense. Spitting venom 10+ ft away...not so much. Zombified bodybuilders/fat ppl? That's Tank-ish XD ....also no -_-
Running zombies...now that's realistically frightening, that don't get tired or fatigue! 0_0
The zombie is already OP, just for the fact of making zombies. What's the main advantage of Humans? Thinking...no seriously, it's thinking. We think, to protect ourselves, we make weapons/barricades. Not everyone carries a gun or never-ending ammo.
IDEA: Incorporate ammo limit that depletes on gun wielding survivors, requiring them to head back to base for more ammo. (ammo depots regenerate ammo for survivors to use) You'd also have to integrate DoW melee combat for melee wielding survivors. Plus would be fun to watch that carnage, and feeds the zombies, instead of them being ranged all the time.
Now, you can add in your spec ops, that some dude (infantryspec) has bluntly been asking for... Also vehicles require fuel&/ammo (ei, tank/humvee). Hmmm, tank, OP? Well keep the fuel/ammo cost to operate it high. Funny thing about tanks though, zombies can't get in it & can't destroy it. (These could be possible game ender units after player manages to survive for a certain amount of time.) It would also need to return to base to resupply itself.
One more thing, CoH already does a good job at shooting things, now try getting headshots, that just reduced that % by a lot. ;)
LoLk, well just remember my avatar as the guy who wants your mod to be the best it can be...and that I have a funny...sarcastic...goofy yuk yuk sense of humor for everyone's chuckles, giggles or w/e your laughs are. XD
The ideas I wrote set the mood in the game, and will be in my game later on.
XD My bad guys, thought my comment would come out more funny then serious... guess I need to work on my tongue in cheek comments. :D
If you want to analyze why a zombie threat is so scary to begin with, you need only look at the sheer numbers that spawn from those eaten alive zombies to the minor scratch/bite zombies. It's a highly contagious infection after all, you may not know who in a group of survivors may be infected and is hiding it for fear of instant death by the group...
***IDEA: Have random survivors that the player spawns be infected (player does not know which of his spawned survivors are infected), the/se survivor/s is/are on (a) random time counter(s) that turn their group into zombies at a random time. -Now try building defenses in the game against the zombie with you being paranoid about your own survivors turning on you!
To keep your fears at bay (stop random time counter to turn survivor group into zombie group), have medic units near your survivors to prevent/heal your surivors. I believe this idea would keep players on edge. XD
OK, next scare tactic of zombies, visibility. I have no doubt that Mr.Burton has limited our survivors LOS (Line of Sight), If our survivors don't peak around that building corner to see what's coming, neither can we. LoL, I can just see us players frantically clicking our survivor's away as they turn the corner to see a zombie horde running at them. Of-course garrisoning survivors in a building would get you a 360 degree view, but once enough zombies are able to garrison the building you've been shooting from, your zombie meat...unless you get your survivors out of the building in time.
***IDEA: Err, that was the idea...Don't forget trees too! I wouldn't want to take a stroll in the forest, you know what LoS you get in there?! Man I hope Burton can pull off these ideas! XD
Last Scary thing, but not the least, sound/visuals...hear your survivors trying to get your attention somewhere on the map? Well then do you hear the zombies coming at them? Moaning/Screaming/Heavy Breathing as they run towards their food? If something grotesque was running at me doing that, I's **** my pants, then run!
OK, so the solution, really want Spec Ops, lol "Spetsnaz"? How many people are Spetsnaz or Spec Ops? Now add in Zombie Apocalpse...they're in short supply. So sure add in Spec Ops, just keep the zombie spawn rate of the AI high or cost low for zombie player. K Burton buddy, get to it! XD <---Notice the face, yup that's me jkin!
Wish I had episode 2, so I could try this mod out.
LoL, this mod takes place on American soil, look at the mod's pics & summary... Don't point out the fact that foreign troops were/are running drills in America (youtube "foreign troops in america"). If Burton wants to tie those events (again youtube "foreign troops in america") for a possible "expansion" to this great mod, that is his choice.
Could some of you guys that finished downloading it seed it as a torrent, my internet is screwing up, and anytime it feels like messing up while I'm downloading, it makes me have to re-download all over again. Much appreciated I'll +1 vote the guy that's nice enough to do that.
Yes, make a torrent download link like NergiZed said and post the magnet here. Thank Shockwave for excellent mod, vote for it (I did), and pray they don't stop at v1.0!
Yea, I'll agree with the comments above, this is a great mod but a zombie trader "kills" the mood. Plus I'd rather shoot a zombie then trade with one.
-Heeeeerrrressss urrrrrr weeeppponnn...
-AAHHHHHHHMMMMMMM YUMMmmmmmmm YUMMMmmmmm
...yea see doesn't end well XD
LoL, your going to need bigger maps for your epic units!
Best Theatrical Piece Ever Made, Never Gets Old, Good Choice!
Gawd that tank it massive! 0_0
Logically, if by some how a crew is even able to repair treads, having one massive one would be a hard fix. Yet I'm guessing by the size of this unit, even the 6 small treads would be a hard fix. But it would still make sense that even if some of these treads getting damaged would still allow the tank to move. So the six small treads make the better fit.
Can I assume the 4 small turrets are anti-air guns, while the two main cannons do their "nuke cannon" business? It's weaknesses would most likely be slow turret movement, reload time & cannot fire close range at units near it? The only logical protection would be those anti-air turrets...unless those are light artillery turrets. And of-course... it's garrison-able? LoL definitely a Chinese toy, they love big tanks.
I agree with Ice4smaster, using overwhelming force & strategy to counter massive units is what makes games such as Supreme Commander or even the old Total Annihilation games fun. Epic units are just another tool in the RTS world.
As for your Xenoforce being OP comment, Geass, it's pretty easy to open the .ini file and replace the damage amount with what you believe the damage should be for each unit/weapon, so that the other factions have a chance. Hope that helps you enjoy Xenoforce more.
Can't wait to see the next epic creation. XD
LoLk, hopefully the Dreadnought will look and feel formidable to anything that approaches it now.
Also wanted to update you on the Xenoforce mod, Xenoforce.gamemod.net
The website says the content is open source, "Open source of xenoforce (base on xenoforce 1.5):" I believe the team is no longer working on it. Their mod would definitely add quite a bit of content to your mod and definitely allow you to make a working beta for us to play with while you improve/replace those units with your own. What do you think?
LoL Ice4smaster, don't forget to reply to my comment below too! XD
...also the nuke should stay powerful, all super weapons are suppose to be game enders, they make you act think & quickly to get rid of them asap! Plus you should never have just one base, even the computer AI doesn't only build in one location.
I agree Ice4smaster, your content is quite nice. Hopefully the creator of Xenoforce will agree to let you use his content as a complement to your own, because I have no doubt you have a lot of creative units still to put in.
A little suggestion for your Areal Dreadnought, it may look better to equip Specter Gunship like turret-fire animations to the lower turrets & rpg like SAM turrets to ward off planes on the top of the airship to give the Dreadnought a more ominous feel. Beautiful Dreadnought model, but lackluster firing system, I hope this suggestion helps to make the dreadnought a more Dreadnought like feel.
LoL, anyone find it funny how suddenly just about every mod starts releasing updates around mod of the year time? By the way you managed to not reply to my suggestion when you replied to others above my previous message.
Lolk, study study study, then get back to your fans who want more of your upcoming features!
There was a mod that had units that look similar to that huge unit in your video. I think it had Macross & Gundam & something else as factions to each faction. The maker said he could no longer finish the mod but left his mod open for development. I hope you could incorporate his mod into your mod, as that would definitely be amazing eye candy to play. They don't even need to be factions in your mod, they could be super units like the original commando, the hacker & sniper, not base killers, but definitely formidable.
...found it, here's the link:
Hi, I see a lot of changes to the US allies and original German axis, but are there changes in group size or anything else to the British and Panzer sides? Also is the date to the 2.9.3 version incorrect?
Thank you for the reply. It's too bad the copyright is keeping your team from improving the game features further. The copyright makes no sense, since the code can only work for the game owned by the same game company...
Would be nice if Black Hawk Down Mod Team could also update, talk, help out with the watchers that they have here on moddb page as well.
To COH BLITZKRIEG MOD TEAM:
I'm wondering if people here & your team would like to add the hero units system & new special powers featured from COH:ONLINE. I find that units getting experience abilities the more they kill to be quite fun, along with it adding to the features present in the game already. I'm also aware that some of the new powers from the ONLINE version are not present in the original games. What do you guys think?
It's a shame trolls are driving you to make your next beta a closed beta. I too would like to help your team bug hunt. Should I send you a PM to get further details.
lol... maybe more pictures of what you've changed in the game will be easier & attract more watchers. Good luck on your mod, always welcome more mods to our games.
Np bud, thank you for making the mini mods. Hope Beta 3 is coming along nicely. I'm kinda curious as to how close you guys are to a public beta of the main mod, no specific date needed, months or years is fine, lol.
If that's the case, I hope the mod will scale everything to make everything look relatively proportional to everything else.
Thank you for the reply on behalf of the Edain Team. I would then only hope the team can implement the three talked about factions (Arnor, Harad & Rhun) as possible add-ons to the mod when all work on Edain's main goals are accomplished.
I believe your fan base would agree that such add-ons would enrich the game & make this mod the must have mod to feel the true Tolkien experience. Hopefully my comments will be taken into consideration when your team knows which factions will be implemented. Best wishes for your team & mod.