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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?
"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. :)
Barefoot butch girl... XD I thought the model was only partially done, everyone else in the zone is clothed up for survival from mutants and radiation. She's not mutant looking enough to be local to the zone, but not geared out enough to look like she has purpose for the zone... unless she was someone's plaything and finally got a chance wander around camp...
It's great to see a female in game, great job, just needs to look more like she belongs there :)
I'm wondering about a human faction building or special human unit "mechanic" that can produce/modify civilian vehicles for offensive, support vehicle (ambulance heals nearby humans, people shooting on pickup truck) reconnaissance, transport & supply gathering purposes.
Dawn of the Dead vehicle scene & Land of the Dead vehicle scenes (Dead Reckoning XD & motorcycle although not sure about motorcycles) come to mind as good examples of human ingenuity.
Hope you like my suggestion :D
I still hope you're keeping this mod free...and if it's an April Fools joke, then... xD ---> -_-
It's so pretty, welcome to the game of the future! Fully explorable environments of "I am Legend" meets "Stalker"!!! Ahem...and throw in some Dawn of the dead...
I'm going to enjoy playing your mod, let's hope "mature" humans never resort to using such weapons.
I like this concept.
XD ...too bad my poem can't win me something! jk jk... a funny unit for fun's sake would be Beetlejuice! Could you imagine him smiling & running at you in his striped suit? All hail Burton! If you figure out the exclamation's double meaning you win something!
Sounds fun, when do we start?
Wow, thank you, and here I was just hoping for a little credit in the mod. What would I do as a moderator for you? Again just happy to be of help.
- World war 3 Begins. (This is a very brief world war 3 scenario you put together & it leaves out South/Central Americas & Africa, but due to Zero Hours outdated game engine, it is understandable that not all the countries depicted in this brief outline will be able to be represented as full factions in the game. You have a total of 12 different Factions that can be portrayed in the game. If you go with the Democracy vs Communist game then it's 6 factions vs 6 factions. If you go with Democracy vs Communist vs Terrorist, then it's 4 vs 4 vs 4 which can then use S. & C. Americas & Africa. If you just want Factions based on regions then you could do 3 (USA, Europe, Allies) vs 3 (China, Russia, Satellites) vs 3 (Drug-lords, Warlords, Terrorists) vs 3 (Other countries military you want to see in your game. Again all up to you, I hope I've helped you on your project.)
LOL, well he did admit that it was his fault. I would suggest adding command dialog like "stay here" or "disband". That looked like terrible pathfinding from that one npc or maybe he was still targeting the pseudo dog while also trying to get into cover. In that case it priority should have been given to finding cover rather then fight dog. Maybe make the npc's dog on friend status to not have that happen.
I'm not sure what you mean by the booster, the stats seem to mean you can carry 10kg more for 60 secs and greater weight for less secs.
I find that this helps for ammo:
Glad to hear sleep will actually be needed now, maybe to heal & get rid of side effects encountered in the zone. I know it would be hard to program an AI when to sleep, since there's no animations of a frightened npc fleeing from mutants or running from gunfire from a npc who gets too close. What are the various misc items besides drugs/meds? Will there be more weapons/ammo (incendiary, tracer, explosive, AP, FMJ, HP) types in the game?
You have a lot to do, let me/us know how your doing. I'm thinking people will only start to follow this mod once you have the unique features working & then have uploaded the "feedback" mod. Hope you find people in the forums/development sections to help you with parts that your having trouble with.
I'm currently making my comic based on my game concepts that utilize the ideas that I'm giving to most STALKER mods b/c the game is similar in game type. The COP STALKER engine and clear sky have become very rigid unlike shoc where you could give slots for just about anything to fit into. I would suggest having most armors only able to save you against 3 or so direct hits, and adding more artifacts into the zone that can offer more protection. Radiation does not degrade items, it affects the biology of organisms. Weapons are made for rugged conditions and should not degrade as fast as armor unless the weapon itself struck by bullets or strong mutants.
Things that should be placed back in are:
-sleeping bag (I should be allowed to sleep anywhere)
-tool kit (should not be able to fully restore an item)
-mutant parts (make new mutant parts that should have certain effects like boar hide for more bullet protection. or carrying zombie part makes zombies ignore you. Blind dog tail scares away cats. etc.
It's too bad they limited what can be done in COP. I do believe you have a lot to do with what we've discussed. AI will take up a lot of your time, what else do you plan to do with everything we've discussed so far?
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
well when you put it that way... I'm right there with you :D
I think you were thinking about the last bit, the succubus, which in a sense could be a female controller, but she'd control you in a way you don't want to be controlled XD
The first bit was more of a female fear factor to the game, something you don't want to wake up to in the zone. :) +1 for your scary naughty thinking :p
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
Yea the infantry are nice, but they are giants. Scaling the model and most likely their speed down, will give players a more realistic feel for such nice realistic infantry. :)
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?
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. :)
Wow, I guess Scrin is Screwed XD
I'm wondering why you chose Mount & Blade, why not Grand Theft Auto, since it has much of what the series had ei cars, buildings, modern day looking people, guns, etc.
Will be very interesting to see this mod, just stumped on the game platform choice.
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. :)
o_o ...Whoa... will the other factions be able to capture those husks?!
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 :)
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
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.