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LoL, now just gotta port it all to Unreal Engine 4! XD
Ah good to know, will have to pay attention to this structure, lest an experimental hell appears before me. XD
XD Wow, seems like you took my previous comment to heart, just glad air/epic units are too awkward/big to fit through... or can they?
I still think the unit collision range should be extended as to promote realism, instead of seeing ships stacked on top of each other. This would also limit the amount of units able to spam/saturate an area with ordinance that gets rid of any advantage that area had to begin with. Still great mod, keep up the good work!
LoL, make them immortals from 300! ...o right...
This has both parts? Or just part 2, because it also says "full version" in the "Type" stats.
"...require the TA Features (2011 version at least), AtlantisMB Features and Frenzy Map Features Pack (2009 version at least)."
-Will/Are these things included in your mod?
Extremely beautiful detail! Just wondering if the Command Center should have fences bunkers & turrets built into the building? Possibly as an upgrade? Amazing work as usual!
That would be even more awesome if you could garrison some men up there!
Thank you for your service sir! :D
Nice, the tank is a little over-sized compared to road & structures. Hope to play your next version soon!
Love the detail and thought provoking strategy you guys have infused into the game with this mod. Maybe my thoughts on NOD embracing tiberium would mean their soldiers would be more resistant the GDI's eradicate tiberium at all cost stance. Along with other generalizations, such as NOD being Stealth/Pinpoint Attacks/Sabotage/Tiberium Tech and GDI being Armor Tough/Traditional Shock & Awe Attacks/ Explode & Destroy "Wipe them off the map" Tech.
Tiberium Scan should be NOD specialty, but according to video lore they seized NOD research so I guess it could be for both.
The Description of mod summary bottom part is contradicting as regular army "combat engineers" (GDI) utilized mines as well as "Terroists" (NOD)who use IED's. Since this is more future styled game theory you'd think GDI would use mines (EMP or not) to thwart stealth units while NOD uses Adv.IED EMP mines and Hijackers as one of their tactics.
Thanks for continuing the mod, hope my thoughts are taken in good faith. :)
Wow, "the first episode of this mod"? You're going to add more content after this episode? Amazing Dedication, not too many mods out there still alive for this game, keep it alive and Congrats!
Other gaming companies should create/update/add new content at your teams lightning speed & enthusiasm, you guys should be the shining standard of which all other companies and modders should aspire to. Keep this up and form a gaming company already!
Nice model, but there's no hint of him looking like he belong to the undead faction
Wow, why? Better concepts to implement by reverting back to original? Please elaborate :)
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! :)
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! :)
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
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! :)
The wall looks cool, but as with all walls, they must form a shape that encloses a base. That being said, old rigs may lag as you said, with multiple walls being needed and I'm assuming the towers are the weak points of the wall?(ei. kill the middle tower and the wall is defeated?) Unless the towers are also protected by the firewall, meaning the wall must be powered down to be vulnerable. I can only see this wall being used as anti-(engineer)-rush 1st tier lvl defense. This would be amazing if the towers were changeable anti-inf anti-vehicle or arty, to suit the commanders needs along with invulnerable besides needing power. I hope my thoughts are helpful :)
Sure it's needed, it's the techno faction, didn't you see the buildings and units dancing to the music??? XD
You Sir Are AWESOME!!!
Do we still need the Version 1.73.5 AI Fix with this version?
Then I guess we've found THE MOD OR THE YEAR! VOTED!
yea silent hill styled nurses... and mutated patients XD
Slim the waist/mid-section armor add different face/hairstyles and you have some realistic sisters. Right now, just females in male space marine suits. Hope my input is helpful :)
XD -hilarious, hope you do a silly side mod like this!
Would be nice to not have the humans be (as) tall/er as/than a tank. But that's cosmetic and can be put off for a later update, as I'm sure your still porting the game over to this engine. Will be interesting to play when it's beta is ready. :D
I'm hoping by artillery, for a "space ship", you're talking about orbital bombardment of some sort. The rail guns would serve that purpose well for direct line of sight. Otherwise Cruise missile styled weapons would be realistic for traversing terrain towards its intended target. I just can't see Juggernaut barrels hanging off a "space ship"... but then again if it's designed to be artillery from orbit to ground, then I guess GDI can decide to get messy and saturate an area with kinetic ordinance. Either way, great description & thoughts azuza. :)
Seems like a technology that Scrin would posses, seeing as how they can "warp" or control movement so to speak. Very interesting ability none the less, wonder what it would do to non-laser projectiles? XD
NP ;D Keep up the awesome work guys!
Cybran (Cyborgs) = Imitate Nature (Creatures)
UEF (Humans) = Imitate Machines (Irony?)
Illuminate (Half Breeds) = Shiny Things
Let the modders create their work of art, just be amazed!
hmmm... guess they both like the floor rather then the mattress or the bed frame... XD
That seems plausible seeing as, if I remember correctly, CS Agroprom had a direct link to Wild Territory where zombies and snorks roamed. The military could be using the outpost as a base for a mini... zombie (snorks included) vs military war.
+1 From me bro!
Mmmm... She can play with my rocket anytime... XD
Awesome! Great Scaling!
Love these models you're adding, can't wait to see them in MISERY. :)
I'm assuming he's not using the scope?
Hmmm... So GDI's answer to NOD's Stealth tank? I thought NOD would be the leader in Stealth technology, so the cloaking nearby allies should probably go towards the NOD stealth tank while this tank has "mirage" stealth on just itself?
Either way nice mod! :)
Albino Alien XD
Agreed, was hoping to see submarine units too, as NOD likes its sneak attacks. Also wondering if the bigger vessels utilize cloaking tech as well. I'm assuming GDI will have Massive Carrier/Destroyer Class ships? Amazing work, looking forward to your next update. :)
Looks like NOD is really going to have to be stealthy now XD
Brings back memories for both console & game
Wow Pin Point Precision across a wider radius!? Extremely Awesome & Deadly Weapon Concept Azuza!
Hmm... two hovering units? It would make sense that these units would be able to "hover" over water, providing GDI with a unique strategy. So I'm baffled by your previous picture description that they cannot traverse water.
As for the jump-jet ability, I'm hoping you might add Orca look-a-like side boosters or jump-jet pack like objects to the sides of these vehicle models. This would visually give the effect that they have the actual ability to lift their ~200+ ton frames and ordinances into the air for a limited distance. Maybe for added realism's sake, the vehicles are made of polymer, and cannot sustain heavy damage.
Great progress! Hope my thoughts help! :D
LoL, guess that answers my question from the last picture XD
I think Build Time should definitely be increased, they are as stated, "elite" units. The decision to wait longer for an elite versus a standard would add more strategy rather then making the standard units obsolete.
This is an April Fool's joke right? 0_0
Wow, my very first person to comment on my profile was a mistake and he already received positive karma! How did I not see the comment made in 2011?
I Like It! :D
Wow... you stole my line! (see 'Cybran Mega XP')
...but yea what he said! XD
Awesome model Leosake! Can't wait to see the smaller versions! :D
Love the scale of the units to the terrain, now can't wait for mountain maps! :D
Will Do Good Sir... Once my Main Computer gets fixed :(
0_o ...wow... just... wow...
You Sir are AWESOME!!! I'm imagining the pulsing sounds right now...
0_0 ...There getting Faster...Louder...
O My... Now I'm Really Excited! XD
Some thoughts about the npcs:
-They always seem to know just how far to throw the grenade, even without needing to look for the enemy to see where the enemy has moved.
-Naturally taking a bullet to the body may not kill someone outright, but I'm sure it hurts quite a bit, maybe some wounded animations rather then npcs sounding hurt but then shrugging it off and shooting as if nothing had happened would make more sense. Some npcs of lower status after being shot might decide to run/limp away.
-Seeing the mutated pig get smashed in the face was Hilarious, but something that big taking multiple gunshots to take down only needing a jab to the face to kill was either serious skill or in need of reworking to where the stalker actually needs to fight for his life or run away.
Great Video, hope to see more!
I'd be delighted to try it out, I've been busy lately, but I saw your first uploaded video and left some friendly critiques there. :)
Wow, lol, I went to sleep after I posted here and Blam! More people started making comments. Thank you for responding to my comment, glad to have been your first XD I'm wondering what you'll do to your mod after you've perfected the a-life.
Thank you for making this mod, this was much needed...Now...umm...could you please do the same for the other two games (SoC and CS) PLEASE?! :D
Thank you, hope to play your mod in May.
Ok, not sure why you gave me negative karma for asking if I understood the post above. The other part of it you didn't answer, which was about the update being put into the sdk for others to use. Try to be more sincere in the response, save the negative Karma for those that deserve it. :)
So, if I read that right, he'll release this update to the public sdk once you confirm it works?
Is this the Menu for version 2.5 of the mod? Gives Me A Very Creepy Feeling, Job Well Done!
O my... 'Independence Day' movie Déjà vu...
Very Nice Ideas, my favorite NOD tactic was to build a lot of these units, sneak these into a base in groups big enough to kill the enemy's power plants in one shot upon De-cloaking, then target the construction center, then set them to aggressive 'Shoot Everything' mode while my main force picks off the defenses/units. It's going to be fun devising new strategies for each doctrine. Thank you for making this mod. :)
Beautiful Trees that emit toxins that can control, kill or morph enemy units into monsters?
Whoa my Frames Per Second (FPS) just said, "AWW HELL NO!!!" XD
Yup remove it all bud, real stalkers don't need to see all that, if they want to see their status they should check their inventory or pda like you would in the real world. XD XP
Nice pics bu the way :D
Hope to try it out soon :)
When will the new mod be ready for testing if you're able to finish it in 1 month?
Wow, I guess Scrin is Screwed XD
XD ...ahhaha yea...
...wait wuh... 0.o
-_- ...sighs*...fine I can wait... ^_^
U Da Man Zeke!
Generals... or any C&C game for that matter are Classics that will never lose their hype, the game is always improving with mods. :)
Hey Vandrerer, maybe you could ask fluffy for his new script feature that allows players to choose what features they want to play the game with.
Or the Bar fights script from LURK, that allows players to continue winning money from that side game.
Maybe adding new map levels, items, anomalies, mutants etc. from other already made STALKER content, the only work that would be need to be done would be plugging it all in and checking for compatibility issues.
I'm sure the STALKER community would help you out with materials to fill up your Vol.3 update. Hope this helps :)
Whoa, now that's a cybran commander
Nice to have you back
Cybran's BLACK SCARAB - Eater of the Dead
Thank you for clarifying that, should have looked at that description better. XD
Here's a +1 for ya!
0_0 Holy crap those are huge! The biggest realistic sized "spear" measure about 12 feet, but I guess they do need to skewer a horse huh? XD
Both A & B, The more you have, the more realistic the game becomes.
Since they're animals, they should be able to sniff out or hear those elusive, pesky elves. XD
Realistically speaking, boss health bars seem arcade-ish, I would rather take my cues of enemy health through injured animations then boss bars. More immersion that way, just my opinion, I find minimalistic huds better... however, maybe an artifact that presents the player with the ability to sense an enemy's health would be an intriguing asset. ;)
On master setting, I'd like to see the top left and bottom right huds along with armor status disappear. This makes players more cautious, especially military persons who play this game. :D
Hopefully you will merge all patches (Arsenal Mod, Desolate Land, fixes) into one main download. Great work and speed on your mod bud. ;)
Me likey, me likey a lot! XD
Yes, excellent, simple barricades such as wooden fences & barrels that can then be replaced or upgraded to stone walls & iron fences, and then ultimately a tower wall to protect the castle and town buildings is exactly what is needed! Ahem...good job XD
New lights on airport?
Whoa, you were serious about animals other then guard dogs being in the game. Maybe for these not so tame animals, you could place a device on the head that would suggest that they are being controlled in some way. That would also provide protection from bullets taking out the animals most vital area of function.
Also assuming that Russia bear would be a warcraft 3 model?
Another question would be their ability to only take out infantry?
Can't wait to see how this will all come together, so much variety. :D
I like your input, so no offense was taken. I believe the RoT (Rate of Turn) could be lowered, giving the effect that the massive ship is turning. As cruiser ships are not fast, this would add water strategy. Fast maneuverable boats vs slow but long ranged multi-weaponed cruisers.
The other suggestion would be to scale down the smaller boats in ratio to the cruiser. I believe this is what Gogo's comment meant.
I'm thinking cruiser class ships would be at least 50x bigger then patrol boats, just my opinion. They are a welcome addition though.
...where's your suggestion?...
C&C Generals: Modern Warfare
0_0 ...I **** myself...
-Zombies more resilient even with headshots? I can see them being bullet sponges meaning anything short of grenades & launchers & headshots won't stop them. Make their heads wobble more when they walk, that should do it.
-Only battle music I need is the sound of my heart thumping and heavy breathing, while I tone out the eerie, animalistic sounds of the unforgiving zone.
-NPC humans still walking into other's line of sight... that's only something I could see panicked Rookies & Low lvl Bandits doing.
-FLIR VISION FTW!!!
-Running zombie needed... hmmm... gruesomely textured brain scrambled or controlled bloodsucker should fit the bill, deadlier then normal because it's a fast bullet sponge.
-SeperationAnxiety you crack me up with your previous comments XD ...stupid smart dog... This mod will no doubt be fun to play, I hope it keeps getting expanded upon! You'll be the reason people will buy this game for a long time to come.
-LOL the dog knows your hunting it!
-Amen to random trading of more items with other stalkers
-Will the mini-map and time in upper left be removed later?
-There's that music again???
-Absolute Nature 3!
-NICE EYE CANDY!
Going along through this part:
-Dogs should go down with one or 2 bullets depending on their placement with just about any bullet type, but they could have a painful, bloodloss, radioactive bite as their strength.
-Bloodsucker fight was believable
-Thought bullets would have more hurt on player and npcs visually (blur, heart thumping sound, knockback or fall effect, along with a better graphic identifier of where the attack came from) with a fairly sized health loss on the health bar. Most vests have a low bullet rating depending on type before vest is useless...that would also keep people from amassing huge sums of wealth.
***Assuming the artifacts helped in the bandit battle, if so, then I guess it could be kept as is.
-Was like "whoa" when a song started during bandit battle, but I'm assuming that was for video entertainment and not in-game...unless he's using an mp3 player in battle? O_O
-Was hoping to see trading with random stalkers, maybe next videos.
-Yay for monster hunting & food???
There's going to be a lot of mods out there updating to this when it's released!
I'm almost expecting to see crying souls and staring ghosts in Limansk... good theme choice buddy
Hope this helps
You'd think buildings in the future would have learned their lesson about fire damage and incorporate fire-resistant materials in their structures...o well...
Yea, let's hope it creates a flamestorm explosion upon death! ;)
Wow, those scientists are hard at work again! So that's what a Battery & Fireball artifact combination discharge look like when it's been fired from an experimental weapon. Add a small beam of blue in the middle and it's perfect! Only drawbacks are its lengthy charge time and weight due to immense compression of the artifacts. Did I mention it could blow up if the gun is too heavily damaged? Be prepared to throw this weapon away and run like crazy when you start hearing a loud crackling, popping, hissing noise...the ammo container is breached prepare for big explosion!
Just a thought, advanced military installations are always well lit at night, especially the US bases. I'd suggest brighter buildings that illuminate the area they are in for US. For China, I would think old style lighting such as spot light towers on the buildings with less illumination emanating from them. As for GLA, well their lack of power plants or real bases for that matter would be fine light-less or candlelit at best. But then again if you're being attacked by "superior" powers, it's best to keep the lights out! Also GLA vehicles would probably do better without lights for those sneek attacks! Just some thoughts for your night campaigns.
Phew, well if that's the case good job on the test unit, now let's transform that vehicle into a badass mech unit! (Pun intended)
Possible snow storms too?
Wish there would be more modders out there with your mentality. Keep up the good work!
Would be nice if the scope effect didn't zoom the whole screen, keep up the good work.
Best eerie badass "run for your life" acoustic song ever.
Job Well Done
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.
Now I wish I paid more attention in Spanish class...
YAY!!! EARLY RELEASE!!!
Good! You added zombies!!! A little less blood splatter though, the zombie's blood is suppose to be coagulated and well reddish black since they are dead blood cells.
I think you should have an event where STALKERS caught out in the open during a blowout become the zombies with guns,but the zombies with guns out in the open should turn into these gun-less zombies. What do you think?
***The comments in parenthesis "()" are my thoughts on the likeliness of future events, yet trying to stay as close to your background story as possible. Hope you like it, I try to stay current with what's happening in the real world & hope this will add possible realism to your mod.
I'm also hoping you will fuse, LURK's arena, Lost Alpha's maps/artifact system/vast item add-ons & improve AI along with realistic visuals like this:
Thanks for reviving Oblivion Lost!
Hi, when will your feedback version be available? Judging by the interface pictures, I like that you took out the noob mini-map. I would also suggest taking out the noob binocular identifiers that blatantly point out npcs. Just some friendly fist suggestions for you to consider. It would be nice if you could upload the readme here, so that we could leave more feedback prior to the first feedback version.
Good luck on your mod.
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 ;)
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.
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
Dead Island Riptide Scripting Competition Wishlist: (If the Modding Gods see this...)
-More Weather Cycles (ei. Monsoon Rains -> Fog/Mist Evaporation -> Sunny -> Cloudy -> Light Rain ->Repeat)
-Realistic Weapon Stats (ei. Base (wrench, crowbar, etc) weapons more durable vs. Gizmodded up weapons), Guns prone to jamming, misfire etc. Can be modified for attachments (Flashlights, Scopes, Lasers Sights, silencers, etc... I'm sure that military ship would have some gear. Night Vision!!! Need to do something with all those batteries I find.
-More Recipe's!!! ei. Soap+gasoline=Napalm (...don't try this, was an example...)
-Boats waayyyyyyy toooo slooooowww, pointless unless objective in flooded areas, these vehicles need a gas meter that needs refill at various gas stations on the island.
-Zombies: More types needed ei L4D, Resident Evil They stay true to "Logic"-al Lore, Infected "runners" more susceptible to Poison, Fire, Electricity; Dead "walkers" immune to poison, slower death to fire, and get stunned by electricity no damage unless to the head.
-Economy is all wrong... granted the world isn't infected... yet, and some idiots will try to "capitalize" on the situation, most survivors will trade what they scavenged. Most valuables are food & medicine which "sellers" will want most in exchange for services "repair" "create" or "supply" (info to Locations or what they safeguard in their boarded up "fort/shops" No infinite Items! This is suppose to be survival horror right?
I'm making my own survival horror universe, and I believe what the fans of this genre want is more realism, options/interactions & an open world.
"Eye of Solaris"
Are those rooms searchable? Can't believe how much this mod has changed the original STALKER game. Can't wait to have this zone experience take me! :)
Thank you, Looking forward to your future updates!
Thank you, Fun Mod!
0.0 ...Wow...I really think you guys need to create your own Fantasy Strategy Game or get hired by some of the well known Fantasy Lore game companies out there.
Wow, knew there was a reason to continue 'watching' this mod, hope there will be a version 1.0 in the future with tons of new features/units to rival/surpass Contra mod! Welcome back General! XD
Wow, love the thought of this strategic unit (though it sounds more in line with Scrin Tech), hope to see more of these exotic abilities in the future!
People do realize how easy the S.H.I.E.L.D. version was able to be taken down right? Good Support/Transport Unit, Weak Armor for realism please.
Or it's been resized temporarily to show off the amazing amount of detail put into the unit.
Thank you for the additional strategies, would be nice if each Signal Fire had it's own theme such as Ent Gathering, Dragons Lair, Balrog's Sacred Flame, that dirt diving fire-breathing wurm thingy, Goblin King/Army mini kingdom or Orc Infestation, Mountain/Troll Dwelling, Eagles Nest WITH AREA MIST to Stealth them! Same with Elf Forest that cloaks their "homeland"! Or the Wizard's Tower where their Magic Damage/Cool Down is amplified.
Would also be cool to have these Signal Fire defenders respawn after a certain amount of time as a way of retaking the Signal Tower. This would also allow "lesser" themed creatures to make surprise attacks on the occupying player in a more frequent occurrence then the legendary ones. Creatures such as: Goblin attack, Barrow wright haunting, Spider infestation, Wildmen Raid, etc.
True, it is an old game afterall. I appreciate those who keep old games alive, amazing how some modders are able to modify/overhaul/add in new content to expand and keep the games fresh.
If the gunner gets shot, does that disable the turret until reinforced? Or after a certain amount of time? Another very well made model :)
Radioactive burer discharging a solar flare! Warning! Hazardous Radiation Exposure... Warning! You're on Fire!... Warning! Your flesh has been seared... Now You're a Zombie!... XD
The program "Vuze" can create a torrent for you. It's pretty straight forward. Hope OL 2012 will make a comeback! Thanks for all your hard work!
Nice explanation azuza, thank you for helping me see the "Light"! XD
R.I.P PreSky... Hello Zone! I'm answering the call! XD
But seriously, happy to see what this mod will bring to the Clear Sky game! Best of luck & happy modding! :D
Clear Sky Elite! XD
Thank you for your response & your unique contribution to the Zombie Genre. :)
I was wondering if you'd be able to use Left 4 Dead Models in your mod. Your mod is exactly what I wished the Left 4 Dead games had as another mode of gameplay. Looking forward to your next podcast. :)
Was gonna comment about that too, but his comment says it all.
I'd like to beta-test this mod, nothing is OP when you have skill and knowledge of how to defeat it. GDI's Ion Cannon & Sonic Weapons are GDI's unique advantage/strategy, whether it's OP or not depends on the player & that's where beta-testing comes into play. This concept is interesting and shows a lot of thought was put into it. Well Done :)
Ah, yes now I remember, but I thought it was for one of the Zero Hour mods. XD
If I actually had time, I'd change the maps for you. :D
The last part I guess I just wanted to see a flashier new model rather then a rectangle flying through the air. XD Maybe with some vapor trail or motion blur effects under the model, it would portray the sense of thrust that the unit is creating to propel it through the air.
Always a pleasure to read your replies! :D
I really want to see these zombie variants! :D
For some reason your Cybran units make me think of these as possible inspiration for future units for the Cybran Nation:
Agreed, more variations from new (above pic) to old (un-painted, brown wooden, missing planks, rusted/holed roof) would be nice to have. :D
I believe it's mold or moss, they grow on buildings over time.
XD Ty, Maybe it could be done later on for the mod, or you could outsource the texture to other texture artists to get the variations done quickly. You're already amazingly quick with updating your mod, can't wait to see the updated texture. :)
Also make the six red lights in the front have a brighter touch of red so they look like lights with the darker red looking like a reflection against the black metal. Great first texture for what looks like a unit that has flown quite a few missions. Is it possible to have the texture change once the unit achieves veteran status, from a newer off the production line texture?
Would still like to see another weapon load out other then lasers. But I guess NOD is laser orientated. Either way can't wait to try out the next version.
...Big Black Dong... XD ;P
If it really is done, you should make the code available to other modding teams who keep the STALKER community alive. Cedit should be given ofcourse, sorry to see the team move on from a successful mod. I especially liked the arena coding.
No problem, I like to help out or give constructive criticism to modders whose mods interest me. :)
Yay, now I know where those background female screeches come from at night... they give me the shivers... Hopefully female mutants will also appear in the zone, those mutants gotta come from somewhere.
First female mutant zone, the "banshee"
runs at you doing something like this:
wandering banshee doing this:
...next up succubus XD
LoL, I meant the Space Force hitting it's enemies hard and fast, it's amazing that Scrin would be able to make onto the planet, but the previous comment was me playing along with your funny entertaining Description that you posted with this pic. Can't wait to try out the chaos that this mod will bring. :)
O_O ...thanks... you just gave me nightmares... -_-
hmm... I see stealth generator possibilities on this unit ;)
Wow, TRON just got jealous! XD
Nice, then that could also mean different skin textures for each species giving herds, or groups of mutants unique and varying looks instead of carbon copy replicas. ei. brown boar, black boar, brown & black boar, boar with gash marks, etc. etc.
Glad your decided to do this. I know it might be time consuming to have each mutant spawn with its own size and texture along with spawning each as an individual mutant instead of insert # of same unit at location. The variety and feel will be well worth it in the end. :)
I see, maybe another modder in the stalker community could help with that, the idea could be implemented at your discretion at a later time should you wish to come back to it.
Another idea I haven't seen is mutant adolescence, I could see the pseudo giants offspring being the vanilla size and lurking in places the giant could not go. I'm not sure if the hardcode allows for size variable spawning, but just another idea to come back to if you want to try it out. Again, good job on the giant.
I agree with Chezzlor, the initial attack either charging or stomping
could knockback/stun the player/npc for a certain amount of time for the giant to stomp the life out of the poor player/npc stupid/crazy enough to not run away. The giant now has a fitting role in the zone.
The Elven Alliance Mod = TEAM? :D
Here's a List of more Suggestions :D
C&C Generals: Real Warfare
C&C Generals: War is Fun
C&C Generals: Thou Shalt Kill
C&C Generals: Kill all Humans
C&C Generals: World War III
C&C Generals: USA vs CHINA vs CIV...err...TERRORISTS
C&C Generals: Things Go Boom
C&C Generals: Pretty Death Machines
C&C Generals: Operation Destroy Earth
C&C Generals: Humans Still Killing Humans
C&C Generals: Learn to Kill at an Early Age and Love it!
C&C Generals: Peace is War
C&C Generals: What would Jesus Do?
C&C Generals: When Politicians, Dictators & Tyrants want to reduce the population
C&C Generals: The Endless War
Yup yup, I did that, sorry about the miscommunication, the "gamedata Autumn Aurora Arsenal + Patch overwrite\" = just the "add-on" not the "patch 1.0"
In other words that means I copied the main Autumn Aurora gamedata to the DIR, then overwrote it with the Autumn Aurora Arsenal Add-on gamedata like the readme said. Those were the only two things I did on a fresh install, and the inventory was still not fixed. I'll play around with it some more and see what I can do, Looking forward to you're version 1.1 Autumn Aurora mod! ;)
Hmm... I must not be doing something right, fresh install, patched to 1.0005ww, gamedata Autumn Aurora, gamedata Autumn Aurora Arsenal + Patch overwrite. = Strelok's Inventory screen grids all out of place. Settings 1080p res. all textures maxed. Although it's just the hud that's not fitting the grid lines. No one else is having this issue? Thank you for the add-on seeZ☢™, the game works, just that inventory problem.
Would love to see more zombie infestation in the zone where they are free to roam & moan. Different types of zombies would be nice too, different models. The most terrifying would be a screaming woman zombie as she's chasing you through the wilderness... damn... I crap myself... brb...
O_O ...wow... very realistic, beautiful model, good job!
I'm a little unclear but I believe I just read this update as saying there will be 3 dwarf factions in game with their own unique heroes??? In which case (O_O) wow!!!
This is wonderful news, I'm hoping after the polished mod you could resurrect some of the unfinished mods for the other 2 (ie. BFME2 & ROTWK) games. All the best on your restructuring! :)
Perfect description, love the realism & logic you put into this mod.
I like... I like it a lot
Huba Huba Huba!!!
If you watched the original STALKER movie, you might get a better understanding of why there were no females in the zone.
...but on a very scary note, you would think the bandits would have a brothel to pass the time since they could never go back to civilization... plus history is unkind to women.
Nice work Pendalose, it looks like armored vehicles are getting their neon on. XD
Sounds like an Iron Curtain power ending with a suicide bomber's fate...hmm...maybe a mini-nuclear explosion would give it a fitting death for such a powerful war-machine.
If that's the case, I hope the mod will scale everything to make everything look relatively proportional to everything else.
VTOL aircraft should have that option, plus the "airports" in generals are ridiculously compact for normal aircraft. I'm hoping the airplanes in the game have realistic flight speeds after take-off, for interesting areal battles rather then what was shown in the video of airplanes moving like at cloud speed. I hope my choice and suggestion make sense and help the mod out. Good luck Gunz
I would have to agree, no marines would knowingly go into a dark mission without flashlights. A way to remedy that, would be to have the lights go out from certain triggers when maybe the tech marine does something wrong or someone shoots a barrel that knocks out the power etc etc... even in "Aliens" the flashlight is standard, you could have the flashlight that's unlocked on later lvls light up more of the map while a standard light has a small range/radius. Just some helpful thoughts. Game looks scary good!
Wow, now that's a pornographic image you got there.
-In a final effort the Taliban who spread a message of propaganda which made their enemies tremble in fear and innocent civilians join their cause, all in the name of Allah. (Might want to change the Taliban, which are locally centered in Afghanistan to Al-Qaeda which is a terrorist organization all over the Muslim world).
No problem, I understand, I'd like to suggest making the AIs of NPCs smarter and more behavior orientated. Meaning bandits stick in groups like a gang when in the zone. Loners are well...loners or in groups of 2 or 3. Military/Mercs are in groups of 4 or 5. Boar/Fleshes travel in herds lair in brush. Dogs in Packs, Bloodsuckers hunt in groups & stay in buildings which make them deadly...not the unload a clip into them and they still run around like nothing happened. Rats should be near buildings and travel in hordes of 20+ The controller surrounds himself with stalker zombies. Burers live underground/basements like dwarfs. Snorks in swamps/buildings.
Basically making a logical mod with realistic AI and not randomness is what will set this mod apart from other mods. Also unique items that certain factions carry, like smoke grenades from mercs, mines from military, unique detectors from ecologists. Along with tons of new items, modifications, weapons/ammo & artifacts will send this mods rank & fans to the top of moddb.
I'd like to hear more about you view on making this mod different.
Hi, I love the beautiful scenery, I was wondering about some of the plants changing while you were panning the camera, is that a bug or is that part of the draw distance? What are the other changes you are planning to do for this mod? Will the models of the npcs look less "plastic" looking?
Your mod has me interested again in Far Cry, please keep us updated on your progress, all the best.