This member has provided no bio about themself...
Hey [ppx]L☢Ner1™, Make it a torrent and I'll help seed it for you, that bypasses moddb limitations and gets your mod to everyone faster.
OMG WOW, You made me want to buy this game! Tracking!
I believe it's mold or moss, they grow on buildings over time.
uh... yea... so when can you deliver them to me? :p ;D
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...
Definitely Want Zombie Mode For This Mod!!! Absolutely Awesome Trailer!!!
Agreed was about to type the same comment, the people in the open-top jeep are scaled, just need to scale the other infantry to that size and I assume reduce their speed so we will have to use transports for our infantry to traverse the battlefield.
The Kraken would be Squid/Octopus in shape, ungodly fast underwater, it's 'ink' weapon would be radar jamming ability AND/OR EMP Torpedoes with melee attack. On land, it's a slow walker, but all it's weapon platforms are able to rise outside the body weakening armor integrity but able to defend against air, 2 legs become medium ranged cannons, another 2 legs become artillery cannons, while some small ports around the body are close range lasers. Defeat would require a fleet of watercraft and aircraft to start to damage it's giant armor or one well placed nuke/elite artillery round. Sounds about right off the top of my head, hope this helps! :)
OMG YES DO THIS!!! +1 to Spudd
The Cyborg Nation Shall Devour Your Imperfections With The Call of the KRAKEN!
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. :)
OMG... DEAD FOR... I mean RED FOREST!!! I can only imagine the ambient sounds this area will make. Roaming Anomalies, Creatures... the dead... O my!
Love to help & support the community :D
Based on the reply, will most enemies that are shooting show the player a jammed weapon "reloading" animation, or will they not mimic the need to reload their weapon after a jam? Also, would that mean that most weapons are teetering on the brink of the weapon breaking? I'm pretty sure Military/Mercs/Maybe Freedom and Veteran to Elite Stalkers would only carry well maintained weapons. What I'm wondering, is what/how the Monolith carry/maintain their weapons in the more severe environments of the zone, or are they just another form of bandits? Will the creatures (New Creatures?) have a place, or will they be meaningless bullet fodder?
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?
"Idea"/thought: If there are "thousands" of stalkers in the zone with "deadly skirmishes between factions", what will you do about players that scavenge loot/supplies off the dead or pick off remaining stalkers to take what they have and amass a huge fortune and deadly arsenal of weapons & ammo from the start of the game?
The idea of the Zone was that it was a deserted, lonely, abandoned land retaken by Nature and the creatures that adapted within the zone. The only few humans that dared to venture into the Radio Active, Creature infested zone were Military/Scientists/Traders or STALKERS that looked for artifacts or evaded authorities.
For the most part I could see outposts or small camps where humans would go for safety/relief. But having thousands dying and littering the zone with loot and weapons, takes all the danger, mystery and excitement of obtaining/restoring rare items/weapons/artifacts etc. from the zone, that STALKERS make their niche from. Instead of, wait for factions to destroy each other, grab their loot, become filthy rich, kill anything in the zone, get bored of the zone... play another newly released game. I hope my thoughts help with the creation of this welcomed addition to the STALKER modding community. :)
I'm just happy you're adding more variety in every aspect to the game. The more options the player can do to/for units or the environment, the more re-playability and different outcomes the game produces to the gamer. Can't wait to see the next 4 units and their intel.
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.
Umm... not to sure about the venom "light, fast, and stealthy air unit" using what takes a Medium Sized Building to produce an Elite Laser. Trying to be a little realistic, as Valherran said, a little OP. Maybe the Tiberium Guard Doctrine could equip it with Napalm Bombs and/or Hellfire Missiles that can be strategically used to create firestorms/walls. This would bring more meaning to the Tiberium "Guard" Doctrine.
Just some Constructive thoughts for your clever mod. :)
Beautiful Trees that emit toxins that can control, kill or morph enemy units into monsters?
I wonder if this unit can burrow or travel underground
...Big Black Dong... XD ;P
Hmm... for some reason I'm thinking of Zombies when I look at him... Zombie mini game???
Agreed, also the blue insignia on the tail should be white like the other two insignias on the wings. Good Job making this unit!
Whoa my Frames Per Second (FPS) just said, "AWW HELL NO!!!" XD
I feel sorry for that boat... :(
I could see this vehicle being used as a decoy with it's siren & lights, that would force idle zombies to run/walk after it and attack it.
yea, until they get stuck in a zombie herd and zombies start smashing in the windows... Dun dun dun... XD
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.
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
Yes, the zone welcomes you back Mac ;)
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.
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!
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
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.