Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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Marek33
Marek33 - - 3,891 comments

That nature looks nice!

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pvcf Author
pvcf - - 4,943 comments

thank you! i tried a compromise between dense wooden nature and "open" nature, so that you can look some distance without seeing only the next green leave and plant in cam which hides the whole area and makes impossible to spot enemies or get a overlook about the area. (TDS... you remember that you always spotted the enemie AFTER he have spotted you and shooted, this is a design no-go for me).

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Marek33
Marek33 - - 3,891 comments

I remember that. That mod has stunning graphic but it was very frustrating to play because enemies can see you without any problem (it remembers me an S.T.A.L.K.E.R. Clear Sky = first location in game is a swamp and enemies see you without problem but you can't see them).

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pvcf Author
pvcf - - 4,943 comments

exactly that is the problem: it's very frustrating to get shot from an "invisible" AI. but its also total frustrating if the AI shot only if player see him -.- then everybody would and will talk about "weak" or "dump" AI. tweaking such things is totally hard.
and the AI in farcry is so damn smart, i created a little video about:
Moddb.com

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Marek33
Marek33 - - 3,891 comments

I like smart AI and it isn't a problem if AI is smart but if I'm in swamps or in high grass they shouldn't see me (don't talking about Vanilla Far Cry because there wasn't so much high grass there).

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pvcf Author
pvcf - - 4,943 comments

i know exactly what you mean! therefor i experimented a little bit and finally noticed, that AI in farcry reacts to 80% on noise and teamcommunication. it works like that: if a AI sees or hear something, he place a invisible "beacon" on that spot. depening on info he have about what he have seen or heared, the beacon have a different scale.
then all AI of his group will get notified about that "beacon". now, if a groupleader with a given taktik is in the group, the show will start. if not, every AI will react on his given character: do pressure shooting, go and invest, run away, go run attack and so on.
in high grass with activated sight covering this results in farcry in dump AI or, by setting then up smart, they circle around player and start shooting and kill them self, thats why i have invested some time and have a option in higher difficulty level which deactivates friendly fire in OPCL :D that means i can now force player in CLOSE AI combat and the AI will be really there and dont kill and blow up each other. they than fight really only to player.
its a total different combat in comparison to farcry, where i always got shot from long distances without seeing and knowing first that there even was someone! totally no-go!
the goal was and is to have a system where player first have to observe a scene, known where enemies are and then think about a strategy. in farcry it was not possible because you got shot first if you came close to see them, so they invented the binocular with automatic enemie detection so the player was also informed with longrange knowledge: again a total no go for intresting close combat i like to have.

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Marek33
Marek33 - - 3,891 comments

Thank you for this long explanation.

There is a mod for Far Cry 1 which enables much better view for an AI and they can shoot you from a much bigger distance. For example in first mission when you leave the bunker that soldier which had explosive next to him can spot you in few seconds. Another example is that when you start shooting some enemies at second side of the river in Vanilla game it would take minutes for them to see you but in that mod they can spot you to one minute without problem.

I prefer long range combat because I like sniper rifles in video games and I think its good that it was changed but I hope that I can snipe enemies at 300 or 400 meters range because its fun.

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pvcf Author
pvcf - - 4,943 comments

i support sniper gameplay totally! i have invested much time in it! i have ballistic bulletmode for sniperrifles, they react also on gravitation and loose kinetic energy constantly.
then you have the bulletcam mode (a cam flys on the bullet).
then, if you MISS the AI, he will hear and reacht (!) to the ricochee if he hear it, which results always in immediately covering the AI if you miss he :) the same if two AI stands together, if you hurt or kill one, the second one will no react too.
i also will insert a realistic ammo handling for enemies: i was always mad about that there is everytime the same amount if ammo in the dropped weapon from a killed sniper on a tower, even if he have had fired one or 10 times before. i will count his shots and subtract this from the dropped ammo, so player will be rewarded if he can kill the sniper very fast (he then get more ammo out by looting).

but now it comes: after long testplays in opcl with sniper rifles, i found out, for me, its nearly impossible to solve a mission or clean a camp because as soon the AI notice that there is a sniper around, he run into cover (if they are set to passive) or just rush the player, and then i was always eleminated very fast :D

so my final intended gameplay idea is to let player totally choose how he would like to play it, all is possible, even with fist-melee only :)
the best thing is a mixture of long and shortrange weapon and some fuel so player can create explosive traps with fire.

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Marek33
Marek33 - - 3,891 comments

That's great! I like that.

If I remember correctly there was a video somewhere in December or in January and there you showcase that and it was a good idea.

That's the reason why its important to change your location as a sniper (which was greatly showcased in Sniper Elite 3). I don't play that game nut Totalbiscuit like it and he has great opinions so I'm sure it is better than second game. It's a very good addition to have more realistic ammo handling and enemies will not have always same amount of ammo but what if enemy manage to

I can't wait to play it and try it out my self.

Nice! That's the reason why I like this mod and games like this.

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pvcf Author
pvcf - - 4,943 comments

you are welcome, Marek33 :)

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ThePoltergeist82
ThePoltergeist82 - - 103 comments

i immediately thought about TDS. shame for it. that ruined experience. at least for me. but i see i'm not alone.
btw from time to time your landscapes getting more and more natural. :)

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