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O_O ...thanks... you just gave me nightmares... -_-
LoL, I thought you said that power didn't make any sense? XD You could possibly have a power like meteor/comet drop/strike/shower. Where they harness asteroids from space and direct it towards target locations. They could be in likeness to artillery barrage or a nuclear weapon but a lot more powerful destruction wise. More 2cents from me XD
hmm... I see stealth generator possibilities on this unit ;)
Sounds good, especially the random effects, I guess I'll save the commenting for the article then. Happy modding :)
I mentioned it was a quick fix alternative to those wanting English asap and then I get voted down for attempting to be helpful to others...I thought that feature was reserved for people that troll forums...
Wow, there's a lot of talk about this English translation lately, just convert the German into English using Google's translate, it's crude, but it get's the job done while we wait for their English translation to be complete. However the Edain team is always producing more content, so I hope they are translating the new content to English on the spot so they close the gap between the languages, otherwise we will always be waiting. I recommended awhile back that they release patches of translated material for those who absolutely cannot or will not play the mod without English. Gnomi politely replied their reason, and I respectfully accepted their decision. This mod is easily one of the top mods for this game next to RJ-RotWK with a little bit of tweaking from me. Hope this helps everyone. :)
Thank you for your reply
I like your thought process then. Too bad about Arnor, maybe you could do what the RJ-RotWK (http://www.moddb.com/mods/rj-rotwk) mod did:
- 10 Factions including Gondor, Rohan, Dwarves, Elves (3 sub-factions), Arnor, Mordor, Isengard, Wild, Men of the East (2 sub-factions), and Angmar
No one has modded this mod in a long time, and I found that mod to be a great template to make my own personal mod. Sadly disk failure and RL have stopped me from seriously modding, now it's a couple of skirmishes every now and then. Your mod is up there with the best of them, just hope that mod will help you out as it did for me.
XD dunno but it was cool right? I think it was suppose to be the equivalent to the china nuke. But you're right it was out of place, what idea did you have for their mass destruction power? Maybe an elite Gundam? Or maybe no need for one, all the hero class Gundam in Generals had their own super weapon powers. That would be unique to the gundam/robotech factions? How would each of the new factions powers be unique in your mind?
Sweet, the epic part was mainly for map (supcom huge maps) and unit size (a horde of orcs vs a legion of insert other cool unit here*).
Hopefully you'll have units use auto-cast on some of their abilities, to give some kind of semblance of realism to each unit, which would lighten the need to micromanage a group of units.
Looking forward to your demo/work :)
Worth a try right? Lol, any chance we'll be seeing some of the same powers from the original Xenoforce? Since those are already done and not being used, they might help fill the up the list of speacial powers to rival the original 3 factions.
So a transformers mod next then right? jk jk
Np, Sounds good, as long as the game is always improving & Vandrerer is happy making his mod all is well. :)
...Now all we need are Transformer factions Autobots & Decepticons...
You work fast Azuza, keep it up buddy! :)
Glad to see most of the changes I suggested implemented into the next version. Wasn't sure I read it right, but is Arnor faction no longer in the game? Awesome "become a hero" ability by the way.
A little suggestion for the Harad and Rohan Fortress Super Powers, in the movie, both factions were called in as reinforcements. Maybe for now each fortress could call in a greater number of reinforcements then other spell powers for a limited time and then disappear? Harad with Mumakil & Rohan with Horses or Elven reinforcements or both.
Hope this helps can't wait to try it out! :)
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 :)
Hi, I was about to download this mod until I saw this message saying next version will be coming, should I wait for the new mod to come out?
Does "I haven't updated the mod for 13 months" mean that this mod is no longer being worked on? Nothing else to improve or add to the game? In other words, there's no reason to track this mod?
Wow, TRON just got jealous! XD
So the questions that arise are:
-Do they infect others? How fast will they turn if they do?
-What is their weakness? Flamer, grenade, sniper, tank shell, well placed headshot?
-They are controllable by scientist in group? What happens if the scientist dies?
-Or do they become a squad that can ignore same side infantry brains and just attack enemy infantry?
-Only the axis can build them?
This should be very interesting to play while we wait for Burton's mod to be completed.
"BETWEEN JUNE AND SEPTEMBER, 2011, I'LL WORK ON A OL10 REVISED EDITION AND NEW DOWNLOAD MIRRORS."
...presently mid September...holding breath...
Thank you for the reply, best wishes on your mod :)
This feels like the original stalker movie, but with visual cues XD
I'd need a backpack full of bolts to go through that though! O_o
-unable to flee should gunfight take place
-death to nps & mutants = lots of dead things on the ground and a very lonely zone
But in all honesty the reason the garbage, cordon, swamps, etc are available as maps are because they are the least affected zones of STALKER. If you want to give the maps a resemblance that they are still dangerous, add most anomalies at the entrances/exits of each map along with places of interest ei. garbage piles, bridges, houses, cars, etc. as that is where anomalies usually gravitate towards to give us STALKERS artifacts to find. Hope my constructive thoughts help.
No updates from either of you, I'll assume Pablo is waiting on the english version of your mod to come out before he starts modding it to his liking? ...or as he said... he's lazy... XD
-Darker maps with flashlight toggle option (flares will be more useful)
-Fist person view toggle option
-Darker, grittier, realistic textures on all models
-C&C3 vs Scrin
Need More Ideas? XD
The best way to ask for more factions is to be a supporter of either talent or donations or both.
On another note, German, Britain & Russian (Eastern Front) sides have already had work done on them in the way of sounds at the very least. Infantry models & basic concepts based on the vCoh layout could be utilized as the core for these factions, then improved upon later on.
Creating more factions later on would be based upon how much you/re team enjoys this mod to continue it into the future regardless of outside influences. For the sake of this comment, I do hope my input helps which ever way you decide to go. Happy modding.
Amazing what you guys have done, more realistic models, greater battlefield view, hopefully epically big maps for real strategy. Will all units from W3 and Frozen Throne be represented in this mod? Also models from WoW + its expansions? That is a crazy amount of remodeling. Will the SC2 library be kept intact for mixing into the W3 world? Hope to see this released one day not too far off in the future. Keep up the great work, tracking.
Yea, amazing how such a great engine lacks some of the most basic features of most rts games. Would you be adding missions later on to achieve this idea?