Funny how it doesn't include the main infantry weapons of Finnish Defence Forces, RK95 or RK62. I don't think any of these weapons are used by the Finnish with the exception of the PKM and MAYBE the Remmington.
Funny how it doesn't include the main infantry weapons of Finnish Defence Forces, RK95 or RK62. I don't think any of these weapons are used by the Finnish with the exception of the PKM and MAYBE the Remmington.
The new version keeps crashing with Fighting chance and Operation Intercept. Also, whereas the Amaethon AI update doesn't get the Jaffas as stuck as they used to get (with the tents, mostly), it's no more as fun as it used to be. Now they only use the other mountain path, and it's easy as hell to block their attack.
As for the Mine AI, the Jaffas hardly get down from the top, and even with max bots there are no good fights. It's a nice map online, but doesn't work well with bots (at least yet).
Also, Tau'ri bots seem to be a little shy with their weapon. Jaffas shoot their TERs and Staff weapons from the same distance as Tau'ri uses their damn snipers, and I haven't seen them using P90's, MP5's or M4's for more than a 10 meter range!
If you intend on keeping the Goa'uld Ashrak tank as it is, I'd recommend replacing the Stinger with AT-4 Rocket launcher. Bots can't use it. And the bots don't have anything to use against Ashrak tanks, so it's always up to player to grab a C4 and blow the tanks, and it's not that easy in Tech (which has the greatest singleplayer capablities of BFM maps), where the goa'ulds come with, like, 3 or 4 tanks. You could leave the Stinger kit in the mod by adding it as a pick-up kit to Tau'ri bases, so human players could use them but they wouldn't be useless in the bot hands.
Also, I'd suggest decreasing the Staff weapon blast radius and damage against vehicles (for example, a MAT doesn't last very long against them) and create a Glider Cannon kit to the Goa'uld side to be more powerful, but inaccurate and slow to use.
I hope you won't take my huge comment as being an *******, but as an constructive feedback. :)
Will the Stargate be active in-game?
About Stargatefyin the vanilla maps, true, the vehicles should be readjusted and both sides would need heavy weapons, like AT-4 and Glider Cannons. Infantry and fighters-only version would work fine as well, though.
Oh YEEES! Good luck on the project, this is something I've been wanting for a long time!
If I may suggest, please make the first new version with no new maps or new weapons, just balance them and make a co-op/singleplayer support for the old maps and Stargatefy the vanilla 1942 maps - you know, replace planes with 302's and gliders, tanks with MATs and goa'uld Ashrak vehicles - and that'll keep the fans busy and interested!
Good luck!
I like the tip of real military style in it.
Can something be build from the helipad?
Maybe the dudes on the ramp got halved by the kawoosh and the others fainted because of that cruel sight. :D
Anyways, very nice.
I think it has been seen often on SG-1 when doing battle with the Replicators. Looks kewl.
Considering the amount of Stargate mods being worked for BF2, I'd have liked to see the BF1942-version worked on instead. :(
Anyways, looking forward to see what's coming!
And those who are prideful, and refuse to bow down, shall be laid low and made unto dust. *epic music*
Oh boy, I'd love to see this updated again! In fact, I have tried to get myself known into BF42 modding just for this, thus far without any success, but while trying I've got many ideas, so if you need a concept artist or to hear my ideas, I'd love to help out! :D
It's time to kick ***!
This is wicked kick-*** game! It was nice, challenging and very entertaining. :) Are you planning to make more of this, say, like playing MM3 through with MM1 Masters? ^_^
Hiya,
perhaps, but I since I'm planning a mod about something no one has modded to CnC Generals before, many things would still be needed. =)
So is this back in production now?
Well I don't think they would have killed all the non-nazis, only all the Jews and Slavs.
Looks nice.
Yay finland! =D I suggest you add swastika to the front, like this:
Upload.wikimedia.org
Keep up the awesomeness.
The SG teams found a new way to use the MALP =D
Looks great.
Very nice. Always loved those things <3 But perhaps it should be little darker? But it's still fine like that, too. ^^
Stargatecaps.com
On the second thought, it looks good sized. =)
1942 version is awesome. I wonder is it in any kind of production nowadays? I found this trailer from youtube, posted July 5th 2009:
Youtube.com
It seems to contain something that isn't in 0.3 version; Prometheus shields and moving (shields might have been edited to video though) and explosion of pyramid. Some WIP material perhaps? Anyway, with bug fixes and some new weapons (Gliderstaff, Hand Device, SAW), maps from the series (Battle of Abydos, Antarctica) and perhaps even new races (tok'ra, grey-armored jaffa, Ori etc.), this mod would easily fit to category of greatest Stargate mods ever made.
Couldn't agree with you more. =) And I've been reading some tutorials from CnC Labs, Generals coding and even tried a bit of 3D modelling with Gmax, but it seems quite hard. However, I'll keep trying. Thanks for the link and tips. ;)
Well it should be there. I just have disabled the entry effects (wizard coming from the sky), so you probably missed it. Wizard should be right in the middle of screen when the game start, in player's city. Press "center" to get to wizard.
Hope this helps.
Gustaffsson
Jarkko joined
The leader of Stargate Shadow Magic Project.