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Three central factions (European Union, United States, Russia) and an undetermined number of miscellaneous third party factions (varying in size and relevance).
Yup, it will be mainly deployed from Amphibious Assault Ships ingame.
Not including the F-15 would be rather sacrilegious XD
The F-15E Strike Eagle will be the US Air Force's specialized strike fighter (it's main role will be to conduct precise and destructive air-to-ground attacks).
Other than the three main factions (European Union, United States and Russia) there will be a plethora of semi-controllable miscellaneous factions (after certain special mission parameters are completed those units will be able to be controlled).
Rebels, insurgents and militia are some of those important examples (among many others).
Also, there won't be a single rebel faction, there will be various types of rebel factions depending on the map, mission/world location, etc.
Not yet, but it will eventually.
Yup, the commander's machine gun is used independently from the main turret (think of it as a secondary turret).
As for the main turret's coaxial machine gun, it will automatically fire on enemy infantry if in range.
We considered a similar ammo concept for infantry before, but since that would result in some rather complicated and extensive micro management (which would be aggravated as players may tend to control numerous independent infantry squads which will be typically equipped with a great array of weapons/gear) we eventually dropped the idea (and because of other significant issues).
The idea of limited ammo/resupply may still be applied to vehicles in the future though (if certain conditions are met).
It was the exact opposite in my case - the first time I've handled a bullpup rifle (a FAMAS F1) was rather intriguing (since I was used to "conventional" rifles like the G3). After getting used to the magazine placement and (specially) the weapon balance I really liked to handle and use it.
By the way, the R85 is an excellent AEG!
The last part of the description link had a full stop, it's fixed now.
G36S (S for 'Sexy' lol).
It's perfect I'd say :)
All models in TAOW (specially ground unit) have a strict poly count "limit" of roughly 1000 polygons (with some exceptions).
It's true that pc's these days have higher processing capabilities (than back in the day ZH came out) but since large scale battles in TAOW will be inevitable we prioritize action and fluidity (in the Third Mega Update we'll explain that theme from a different perspective).
Nope, though there haven't been updates lately the mod is still rolling :)
Well played Jyffeh.
It's a lovely demo, I may create an article about it when I get the chance.
Since we have expanded and have plans of expanding the mod to other sites (specially after the next big update) we use the forums as a central TAOW discussion point.
Nope, the mod is alive, the reason we haven't updated lately is because we're preparing something special for the next major update (Third Mega Update).
Like PathfinderGI said on the above comment we're mostly concentrated and active on The Art of War forums ( Taow.simulationboard.com ).
The next mini update will be immediately released after the last 3D models are ready.
The new TGS-based special site now haves an English version with additional details about PW's demo!
There will be numerous other "secondary" factions besides the three main Powers (many of the secondary factions are playable/controllable by the player under certain circumstances).
As for the GLA, it won't be included (since TAOW is based on a different "Universe" than Generals) but we will include multiple realistic rebel factions with their own armament and vehicles (the various rebel factions won't be necessarily always hostile, in fact, in certain situations we want to allow players to form alliances with local rebels after certain conditions are met).
The various rebel factions will appear primarily depending on their setting or the mission location.
Thanks, I'll keep the article updated as new info comes up (hopefully about the PW demo).
One thing's for certain though, this TGS will be quite interesting.
Here's the current sitrep regarding TAOW's Updates:
It's confirmed that the Third Mega Update (aka 'TMU') will indeed become the biggest update The Art of War ever had, we will reveal what the team's been plotting these last months and more :)
In the meantime, while the TMU is not released, we will (soon) reveal an "appetizer" - a Mini Update with extra info.
Think of now as the calm before the storm.
Many Thanks! :)
Precisely, I'm afraid that at the moment TAOW's release date is unknown.
I used to (on the European Servers), but I eventually "retired".
I hope some kind soul shares (aka 'leaks') it to us XD
I'm creating a new article about the latest Metal Gear media (new major PW trailer, new teaser sites, the demo, etc).
Two mini updates were to be released before the next major (Mega) Update however, due to the important nature of the news we're to announce, all current mini updates were halted and the Third Mega Update was moved up the timetable.
Unfortunately we don't have an exact release date at the moment (the next update will reveal what the team's been up to).
Precisely, we've been silent lately because we're plotting something BIG :)
Lol. Well, at the moment the infantry is fully operational.
TAOW's infantry is an overhaul from ZH (specially when it comes to battlefield effectiveness), infantry is to be the core of the player's forces (which pretty much means TAOW's infantry kicks ***).
I love that mini M203 XD
15mm, pinky finger-fired dart launcher at it's best!
An M16A2 (main M16 variant) weights approximately 3.5 kg unloaded (with a thirty round 5.56 mag it weights approximately 3.9 kg).
We have to take in consideration that the OICW's 5.56 "Kinetic" module itself is considered the "lighter" part of the weapon, the heaviest being the 25mm airburst launcher (initially 20mm).
The final resulting XM29 prototype weighted 8.2 kg (loaded w/ 5.56 & airburst ammunition), the initial weight limit was less than 6 kg (empty) and 7 kg (loaded).
It's a burn effect, this image is very old though (it was made during tests with destroyed vehicles about one and a half year ago) so the newer destroyed models will be rather different.
Many thanks :)
Well, that specific road is from Zero Hour, it's safe to assume it's texture will be reworked for TAOW's own enhanced Mapmaker.
Well, my MG36 is made from parts from various brands (it haves handpicked parts from brands such as CA, TM, JG, Star, etc).
Nope, though I primarily use the high capacity C-Mags I also have some standard G36 mags as a backup.
Since these C-Mags have a large capacity it's always a good thing to have a spare battery or two depending on the planned match length.
About the M4/M16 magazine adapter, I personally prefer the G36 mags for the G36-style weapons :)
Just like other firearms (such as the Steyr AUG), the G36 was built to accommodate it's own, proprietary-made magazines (which are the weapon's standard) but just like you mentioned it also accepts STANAG 4179 M16 magazines with a specific magazine well (magazine adaptor).
The high capacity 5.56 drum magazines (such as the Beta C-Mag) can be used in any G36 version.
Optics will also influence the hit ratio, for example, a soldier with an ACOG will have a higher hit ratio at longer ranges.
Weapon attachments such as UGL's (Underslung Grenade Launchers) or shotguns will depend on the soldier Class (UGLs will be primarily used by Grenadiers for instance).
This specific model was one of the first slat armor prototypes (many vehicles will be able of receiving this upgrade other than Strykers, an important example are the MRAPs - Mine Resistant Ambush Protected vehicles).
Currently these are to be equipped on the updated Strykers.
It's also important to note that there are different and varied levels of slat armor - if a vehicle is regularly conducting patrols on a less "problematic" zone it may carry less armor (which is normally concentrated in the vehicle areas which are more likely to be hit), and, if a Stryker is deployed on a zone where frequent reports of RPG's have been made then it's natural to receive a larger slat to cover more areas of the vehicle.
The zoom in this render was also close to the Stryker so it appears the slat is larger than usual, in game though, it looks differently.
Basically yes, the attachments will be "randomized" so a soldier can have a weapon with an ACOG and another soldier with an Aimpoint for instance (these logics are already working in game btw).
We currently have iron sights, Aimpoints, EOTechs, ACOGs, ELCANs, etc. randomly used by infantry.
Aside from optics there will be tons of other attachments as well (bipods, large capacity mags, lasers, tactical flashlights, etc.).
Absolutely, The Art of War will have a healthy infantry selection (plus an unique "Class System" which will allow for the player to have various sub-classes within a class).
About the XM8, the Weapon Poll has ended (you can see it's thread here Taow.simulationboard.com ).
The XM8 was the chosen weapon and the HK416 finished in second, expect future updates on this subject ^^
It will :)
The smoke grenade launchers can deploy a defensive cloud of smoke to visibly camouflage the nearby units, in addition, the smoke may also randomly block thermal imaging, there's a chance an incoming heat-seeking missile may lose the lock and miss).
In this case we can assume that these are the Harriers which are already in service, since the AV-8B line is no longer produced and will be eventually replaced by the Joint Strike Fighter.
Exceptional weapon and one of my personal weapons of choice.
The closest G36 clone for civilian purchase is the SL8 (check the two newly uploaded images).
Thanks bro ^^
Yup, we will use a certain logic in order to have many different soldiers (different skin colorations / tones, faces, gear, etc.).
Extra infantry models will be showed later on, these particular soldiers are the very first truly "complete" infantry models (since these dudes were complete, we decided to reveal'em to the public).
We estimate to have at least over one hundred different soldiers when we are 100% done with infantry (differenced by the patterns stated above), each infantry class will be obviously randomized as well (so you can have many possible soldiers in each class).
Huge thanks, you're gonna love the other additions as well, we're including a lot of "experimental stuff" and logics :)
During the early stages of the mod the EU wasn't even going to be included, instead we would have various separate European factions (each with their own armament and units).
That concept was abandoned during the following step in which we decided to include the EU. We had some plans to include a system similar to the one you suggested (the player could choose the "sub factions" in game (based on certain large European countries and each one's respective Armed Forces).
However we eventually decided to group all those factions into one and and formed the unique EU faction.
The main reason we scraped the "sub faction" concept is because that would make the EU faction rather linear and more "singular", based on a specific nation/country instead of the whole Union (that would be against the "One for all, all for one" spirit we wished to include in it).
We eventually decided to create a very varied faction (with armament, units and vehicles from many European countries rather than one or two specific countries), also we didn't wish to focus on a single country, instead we wanted to give room for the others to appear.
Basically, the EU faction will be the most varied faction, with vehicles and units from many European countries.
Just like the other factions, the EU will have a special system which will allow players to customize their forces much further (can't reveal more details about it at this time, sorry ^^).
Oh, ma baby!!! XD
These tanks (just like all the Main Battle Tanks in TAOW) will have the Commander's Machine Gun (mounted on top of the turret).
It wasn't prepared at the time so we didn't include it.
Definitely, these soldiers aren't carrying any weapon at the moment because the standard service rifle for the US forces to use in TAOW wasn't chosen yet, a poll is running on our forums in order to decide which weapon will be the chosen one:
The chosen weapon will be selected to fully equip these troops.
Thanks for the modwatch on TAOW (The Art of War) mod!
Many thanks for the modwatch on TAOW (The Art of War) mod!
The Marines will be deployed on the "Naval Mode" as the USMC's infantry, Marines will have many classes obviously (each one with their own armament and duties).
Great cover, the European version (PAL) had a different one:
I'm gonna confess that at first I was kinda surprised to know they were including a skating mini-game in Substance, after playing it I've gotta say I loved it (this track is really suited for that fun mini game).
Yeah, the weapon is a Remington 700 bolt action sniper rifle (which is also included in Call of Duty 4 as the "R700").
Note that's a 6mm airsoft rifle (used to play MilSim - military simulation matches like airsoft).
You can notice the rifle's scope covered with camo.
Yo man! Congratulations!!!
Good luck with the next phase of training :D
By the way, check the PM I've just sent ;)
By the way, I think I've already shown you Marc, but check the Ghillie Suit a friend of ours made:
LOOOL, believe it or not, we had trouble with the cops because of all the hardware lol (it wasn't in this game though).
That thing that looks like "interference" is actually torrential rain, that was the best airsoft game we ever had, lots of torrential rain, a movie-style thunderstorm, me vs 2 guys, that game was awesome!!!
I camped on a roof right in the middle of the darkness, the thunderstorm made it look overwhelming, kinda like a movie or something, the wind wasn't helping at all, but we'll never forget this game, shame that we couldn't film it (lol the camera would get smoked with all the rain), the suspense was unique ^^, this game was about 3 years ago I think (or even more).
All I know is that we'll never forget it, playing airsoft in the middle of that storm, about midnight with near-complete darkness and a lot of wind (we had almost no light, the thunderstorm was our "illumination" lol) that game was AWESOME, definitely unique!!!
Ya, tamos a focar em criar várias upgrades com efeitos diferentes nos tanques para que sejam mais "costumizáveis" (e para que se possam manter em "linha" na linha da frente ao longo da batalha, muitas dessas upgrades são desbloqueadas à medida que o jogador é "Promovido").
Ya, we are focusing on creating several upgrades with quite different and unique effects in tanks so these'll be more "customizable" (and so they can keep up in Top shape on the frontlines, many of those upgrades will be unlocked as players are "Promoted").
Many thanks for the mod watch on TAoW (The Art of War) mod, the team really appreciates it!
Many thanks for the mod watch on TAoW (The Art of War) mod, the team is really appreciated!
Thanks a lot for the watch on The Art of War mod, we really appreciate it!
Many thanks for the modwatch on TAoW (The Art of War) mod!
Many thanks for the modwatch on The Art of War mod!
Many thanks for the watch on The Art of War mod!
Thanks :D At first the team was considering to make one single, giant update, but that would take more time (lots of extra preparations), and we ended up deciding to release smaller, yet complete updates instead of a single Jumbo-sized major update.
We'll now be focusing on releasing the other two.
Cheers mate, many thanks for the mod watch on TAOW (The Art of War) mod, the team really appreciates it!!!
Many thanks for the mod watch on TAOW (The Art of War) mod, the team really appreciates it!!!
Many thanks for watching TAOW (The Art of War) mod!!!
Many thanks for watching TAOW (The Art of War mod), we really appreciate it!!!
Amen on that ^^
Thanks for modwatching TAOW (The Art of War) mod!!!
Hey! On behalf of The Art of War mod team MANY THANKS for putting our mod in your mod watch list :)
It means a lot for the team, thanks.
Thanks a lot for the mod watch on TAOW (The Art of War) mod!
Thanks for getting TAOW (The Art of War) mod in your watch list!
This looks awesome! You did it marc?
Nice, usually ZH infantry carrying vehicles can get infantry to enter from any side, which is rather unrealistic, the doors will fix that issue.
I ... love ... battleship ... ^^
It's looks like a very good selection.
Yup ^^, but i gotta say you and your team made some truly exemplar work, keep up with the awesome project :)
\,,,/ (*.*) \,,,/ ROCK ON !!! XD
I'm here too :p hehehe
Hey! On behalf of The Art of War mod team THANKS A LOT for putting our mod in your mod watch list :)
It means a lot for the team, thanks.
Thanks a lot :D
We still have a lot to do, but we'll post new updates when they are 100% ready.
Speaking of which, we are preparing a very important update that is gonna be posted very soon (not sure when, but i'm almost sure that it's gonna be this week).
Thanks again :)
Thanks bro :D
Exactly, and of course the F22 and the F35's will need more investment and tech level than the other planes.
The Harrier, for example, is an aircraft which isn't as high tech as the F35, but it can serve as an excelent earlier replacement (it won't need the same tech level or economical investment as the F35).
Sexy weapon selection, WOW ^^
The team might release updates more slower from now on though, since all the team members have schedule difficulties but most of all it's because of the time zones (me and smooder are from europe and marc is from the us, we have a 5 hour difference, so its kinda difficult to meet online everyday).
But we are working on it everyday to bring y'all our mod with the best quality available.
By the way, there's a new update coming very soon, thanks again :D
I can't wait to see this baby in action :D
I love the Harrier :)
Man, when i first saw the models of this mod i was shooked, how can these guys make such beautiful models, and on top of that with ZH engine... ZH engine is good, but it isn't regular to see this kind of models in it... AWESOME WORK