Amazing models !
Aren't those the artifacts from the SGM mod ? Anyway nice work man, I've been waiting for a mod like this for a long time.
Artifacts are rare, as they should be. Also don't forget that basic detectors can only detect a few artifact types, you need veles/svarog to detect the rare ones.
Awesome. Do you plan to port the mosin nagant too ?
Excellent
Thanks for the translation, this mod is great.
Hi Diegtiarov,
I wonder, is there a way to reduce the amount of grenades thrown by NPCs ? I think it may be a bit too much, sometimes you can hear them saying "grenato" endlessly. I haven't played vanilla CoC for a while, but I believe there was not so much grenade spam.
If you like OWR, you may want to try LT's OWR adjustements mod, it makes shotguns more powerful, among other things.
Moddb.com
I'm trying this mod and so far I really enjoy it. Vanilla CoC is too easy for my taste.
Is there a difference between your "alife enabled on entire map" and the mod "Full Simulation A-Life" ? They don't modify the same files.
Nice work guys, looks like all the issues I had with previous versions are fixed now. Time to start a new run !
Just extract the 3 folders (configs, meshes, textures) into your gamedata folder.
Great work man, your mod fixes most of OWR's issues (low damage shotguns, weapons upgrades, etc.) Looks like you've found the right balance with bullet damage too. Now I can enjoy a run with OWR. Maybe frag grenades are too powerful, but thats personal preference.
May I suggest you to edit the description of your mod ? It makes it look like it only changes a few variables here and there, while it is actually a big patch for OWR.
I've got a lot of problems with companions since 1.4.18. Sometimes they stop moving entirely and ignore my orders, or they keep shooting at dead enemies. I've also seen a NPC who was running everywhere arround the map although he was following me just before. I believe it happens only after fights, and makes missions that require to escort NPC quite frustrating. Saving and reloading fixes it most of the time, though, but I don't recall such behaviour in 1.4.16.
Quoting their description, from our historian Trarco :
"These men of different ethnicities (Numidian, Libyan, and Sardinian), were mercenaries and allied soldiers of Carthage but they have been rewarded by the Carthaginians with lands in the southwest of the Iberian Peninsula where they have formed their own cities in which they are their own magistrates, these rights will be inherited by their descendants, most of them, fruit of the union between these new Semitized citizens and native Phoenician and Turdetanian women. The treaty with Carthage entails that these men should protect the zones of Carthaginian influence through their new lands which are located in strategic locations near the borders in contact with hostile Lusitanians, Vettones and western Oretani and that are also linked to the essential routes that lead to the gold, silver and copper mines, as well as, to the coastline and to the inland routes where Carthage can get mercenaries like Celtiberians.
These men, who live as soldiers-farmers, are always ready to take up arms to protect their interests and the carthaginian affairs, as long as the war does not result in the move to distant lands through long invasions since they already got their own homes with a comfortable role, however their civic mentality and their mercenary past make them good soldiers and their hellenistic panoply with a few native elements formed by metallic helmets, linothorakes, greaves, javelins, spears and swords, make them able to fight either as heavy infantry presenting a solid line or as light infantry protecting the flanks and harassing the enemy army.
Sometimes, to increase the number of the forces, these communities can fight together with their native Phoenician neighbours, that is, some recruits from cities like Gadir or Malaka whose ancestors founded several Phoenician cities in the Iberian Peninsula."
Gustave_EB
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