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Comment History
C150utcast
C150utcast - - 4 comments @ IslandWar2017

I only played Island War 2017 itself without the new ultimate AI update and it seemed to handle itself perfectly fine without it. I could've sworn reading somewhere that forcing the EGO engine to the edge of it's programming will usually result in crashes (like this one time i played at the airport LZ and when i was capturing the medical tents location a PLA APC charged us; i quickly ordered my AT Rifleman to rocket it to death and some friendly fireteams did so at the same time and the action in that one spot was so intense, it crashed to desktop).

I guess just to be safe, you can always just play with the stock ultimate AI packaged along with Island war 2017 and we can hopefully wait for a heads up from the dev if he ever comes around to reading the comments (when not busy ofc)

Good karma+1 vote
C150utcast
C150utcast - - 4 comments @ IslandWar2017

Not sure if the dev still reads the comments around here, but i just want to say thank you for making one of the single most badass mods out there for Dragon Rising! After my constant frustrations with Arma requiring mods in order to truly be playable (and still suffer game braking bugs and glitches in spite of this), i finally bought Dragon Rising on steam during the sale, and i don't regret it one bit! Played the campaign straight and had those moments at 4am where i thought to myself "can i squeeze in another mission?"
instead of "stupid piece of crap, what the hell broke this time?" when playing Arma 2/3. Finally, gameplay where the ai doesn't immediately derp on me or have scripts break preventing me from completing a campaign/scenario.

This mod in particular gives me the chance to play the game a lot further and a lot longer than i'd imagine, as the default set of Fire Team Engagements that come along with the steam release of Dragon Rising, while fun, are quick and sadly fleeting.I'm happy the FOV is a lot less restrictive in this mod, though ironically i'd have liked it if i had the option to keep the post processing that the game had by default, since it kinda gives the game character (though granted also made it harder to see the enemy by extension).

I guess the only true issue i have with this mod is the load-save feature. When i activated Long play mode, every time i tried to load checkpoint, the game would indeed load, but performance kinda dies and the game magically spikes as if trying too hard to keep track of all the actions that took place during the time the checkpoint was activated. Playing this Capture the Island style mode would truly benefit a working save-load feature since i don't want to feel like my progress means nothing every time i push through several bases and get as far as 10% progress before getting nuked by an APC that rushed my position. My issue isn't the new difficulty and damage model, as i like the additions, but just the save-load functionality.

Not sure if you're going to make any updates to this any time soon, but just know that you made another of the small but dedicated Dragon Rising community happy and glad that this game exists. Maybe one day someone else will pick up the torch and make an experience as accessible as OFP and deep enough to be like Arma without all the game breaking, experience ruining bugs/glitches that come along with that series (and hopefully provide an sdk! i know it kinda sounds like too much to add, but i honestly feel like OFP:DR would easily contend with arma if it had that modularity available to the fanbase).

Good karma+1 vote
C150utcast
C150utcast - - 4 comments @ IslandWar2017

I've encountered enemy jeeps,APCs and even a tank at one point (though no gunships or transports from the enemy as of yet),and i have also seen allies commandeer abandoned and repaired enemy vehicles to assault other bases/checkpoints. I guess it depends on what part of the island you chose as insertion point and how open the environment that you are about to assault is?

Good karma+1 vote
C150utcast
C150utcast - - 4 comments @ Afterwards

just curious to anyone who played the latest build of Afterward (the most common being Beta v2.0)... does the mod a least feel complete at its current state? (healthy weapon variety and balance, core mechanics implemented, map variety and bot support etc.) are there any features or changed to mechanics and stuff you guys feel would improve the mod and lastly are there any plans by the original devs for updates to the Afterward mod?

i read up somewhere that development just stopped quite a long time ago and there hasn't been anyone taking up the mantle to update or at the very least add additional optional content like maps and character models and stuff, but i just kinda want to be sure before i accidentally anger anyone by maybe making follow up content for the Afterward mod?

I guess the TLDR is this:
i'm new to modding, haven't got a clue on how to code stuff but
i'm kinda interested in attempting to continue the Afterward mod somewhere down the line. I've only had a chance to play the v1.0 Beta as a mod for the Android port for Open Arena and the impressions i got were pretty positive because of how unique the experience felt with it's take on arena shooting.

i'm just really curious why development stopped (aside from the usual like life problems and stuff) and... yeah

Good karma+1 vote