Not Frost Eternal.

Comment History  (0 - 30 of 131)
jackheretherealon
jackheretherealon - - 131 comments @ LTTZ: Director's Cut [1.5.1]

Glad you're still working on this Saris.

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ Unification Mod - Dawn of War: SoulStorm

ModDB changed their download URL for the Race module again.
Another 4GB down the drain. I'm going to try install via the torrent this time.

Good karma+2 votes
jackheretherealon
jackheretherealon - - 131 comments @ Unification Mod - Dawn of War: SoulStorm

Ah well. Thanks for the response!

I'll just have to hope I manage to get the 7.5 GB down using the building's WiFi, hopefully before the URL changes again. Download speed is measured in kilobytes here at the moment.

Edit: Thank you everyone for your responses!
I'm giving this one more shot with the building's WiFi, since it refreshes next month (tomorrow) anyways, but in case that fails at least there's a torrent. I've been a fan of DoW for ages, so was really hyped to see this.

Guess my hype train will need to run a little bit longer.

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ Unification Mod - Dawn of War: SoulStorm

Heya, sadly I come seeking help.
I come from a country where data is really expensive, and my apartment doesn't have great connection. Even 7 GB is quite a lot.
However, this mod is something I'd pay real money for, so I bit the bullet and got the data anyways.

Sadly, about 4.5 GB into the Unification Race Module, ModDB decides to change its URL, stopping the download dead and making me lose all 4.5 GB of progress as it refuses to resume.

Is there a way to get a hold of this last, big module without using as much data on the user's end? Any advice would be helpful and appreciated.

Edit: I see bad karma has come my way. I hope I haven't offended anyone. I just want to be able to enjoy this mod like everyone else. If nothing can be done to assist, then very well. I'll find another way. I just thought I could at least ask, since everyone seemed so helpful here.

Good karma+6 votes
jackheretherealon
jackheretherealon - - 131 comments @ Unification Race Mods v5.9.0(Modb release only)

And on this day, Unification became a little bit more than what it first set out to be.

Good karma+8 votes
jackheretherealon
jackheretherealon - - 131 comments @ Redux Mod

Your question makes me wonder if this would be compatible with the Strongholds Mod for Soulstorm.
Would be interesting to test and see.

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ Redux Mod

In some mods, like UA, I know there's a skirmish option that, when activated, makes a unit fall back to the nearest listening post when morale is broken. Your creative efforts are already going somewhere more worthwhile, but if you were able to get a hold of something like that easily, it could be a way to simulate retreating from broken morale.

I really like the idea of losing control of my squad when they're filled with fear, and having them freeze up is frankly brilliant in some situations. It's just hilarious when it makes them (in many situations) more eager to fight to the death than if they were at full morale.

I guess this is what Krieg feels like XD

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ Redux Mod

Something to be aware of:

Because commissars are now part of a Guardsman infantry squad, it means you can still attach a psyker as well. This is awesome!

...however, it also means you can have a priest and commissar in the same squad. So if you activate Fanaticism, then Execute you can get the benefits of both without the Execute actually killing anyone. You shoot a coward in the head, he lives, and everyone is super inspired by that.

Next thing:
I'm not sure if I'm just imagining stuff, but it seems like your squads can't move if their morale is broken. This makes sense for some things (e.g. victims of Dark Eldar), but as a general rule it doesn't make the most sense. The commissar should be executing people to *prevent* retreats, not to *enable* retreats as this mod makes it at the moment.

Other than that:
Great stuff! Sounds and visuals are masterful, and I love the DoW II reinforce mechanics being taken into this game. It adds a whole extra layer to strategy and while early rushes are viable, it's a nice way to give the defender an edge.

Good karma+2 votes
jackheretherealon
jackheretherealon - - 131 comments @ Redux Mod 1.0 (Grand Release)

For the longest time, I wanted to experience DoW 1's gameplay with DoW 2's graphics and effects.

Thank you for making a childhood dream come true (and then some)!

Good karma+2 votes
jackheretherealon
jackheretherealon - - 131 comments @ True Medical Health Values - RC18

Heya Icymountain, Red Forest Cake here!

I really appreciate what you've done regarding medical items, and am looking to integrate your work into vanilla Anomaly.

Would this be agreeable to you? Looking forward to your response!

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ Dialogue Expanded v4 COMPANION UPDATE [ENGLISH/русский]

Hey, Indyora, I have a proposition for you:

If you're on Anomaly's Discord Server, I need you to DM Red Forest Cake (which would be me). Until recently I've been a writer/ editor for Anomaly, and I feel you could potentially pick up where I left off in terms of lore and immersion.

Good karma+5 votes
jackheretherealon
jackheretherealon - - 131 comments @ Men of Praetoria

That's a feature. Your workers won't build when their morale depletes as Praetorians, and worker morale constantly decreases without a parole officer/ overseer/ worker leader nearby. Get your workers their leaders, and you'll find they're even better than techpriests due to their great strength and numbers!

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ No Player Marker 1.0.1 [1.4.22/1.5b r6]

Brill! Thank you very much!

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ Fluid relations v1.0

Sounds like a highly promising relations addon. I'll be sure to show this to Tronex after 1.5 is finally out the gate.

Good karma+8 votes
jackheretherealon
jackheretherealon - - 131 comments @ Various Tweaks for Anomaly 1.5.0 b3.0 Update 4 Hotfix 8 (v5.1)

One can never be too careful with X-Ray. You do good work though, and I'd love to see some of this stuff (Cats, Flashlights, Loadouts, Bandages) included by default.

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments

Hey there!
Just wanted to say thanks on doing this, Sin definitely needed some love!
I'll get to them in my own time eventually, but until that happens, I hope everyone here has a blast with your work!

Regards,
- RFC

Good karma+3 votes
jackheretherealon
jackheretherealon - - 131 comments @ Anomaly text fixes

Wow, you updated it to Hotfix 8's text already?

You legend!

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ Anomaly text fixes

This is pretty great.
Expect most of this to make its way into the base game over time!

Good karma+3 votes
jackheretherealon
jackheretherealon - - 131 comments @ No outfit drops

I feel kind of stupid.
Doesn't armour already drop at way too low a condition to be useful?
Repairing it would generally cost as much as buying the suit yourself, you are unlikely to be able to afford the maintenance costs early game and, in the case of Exoskeletons/ Nosorogs, they're too unwieldy without having gotten the "Mechanized Warfare" achievement and a tonne of RU beforehand.

The most I've used for armour drops is repairing some of the lower-end suits (like Sunrise variants) for cheap disguises.

That said, I'm also really glad you've given people the option to disable drops if they want, since there's a very good reason GSC never allowed it, and it's precisely the reasons you've given.

Good karma+3 votes
jackheretherealon
jackheretherealon - - 131 comments @ 🌺[1.5.0] Better English Loading Tips🌺

Nice. A lot of these weren't changed much since Last Day or CoC. Given the amount of text that had to be sorted out earlier in Anomaly's days, some things like this did, unfortunately, get rushed.

Should you not object, I can examine this work of yours more deeply and discern what I can include in Anomaly's core.
Tarkovsky quotes, especially from his Stalker film, could readily be used to fill the strings you left open. Stalker campfire stories are another alternative.

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ S.T.A.L.K.E.R. Anomaly

I recommend raising it to about 0.7.

That's a 70% chance of artefacts respawning in any given anomalous field.

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ No Reputation for Kills

I hope this does not sound terse, but

Do I need to make the in-game guide clearer?
Reputation is a measure of how a stalker is seen *by his own faction*.
*Of course* a Monolithian would be well-regarded among his brethren for being able to repel scores of unbelievers!

Good karma+4 votes
jackheretherealon
jackheretherealon - - 131 comments @ Various Tweaks for Anomaly 1.5.0 b3.0 Update 4 Hotfix 8 (v5.1)

Okay, this is looking good.

Must just ask that we wait until all the hotfixes are out though.

If people use addons all the time already, finding and squashing legitimate bugs in the base game is going to be a lot harder.

Good karma+8 votes
jackheretherealon
jackheretherealon - - 131 comments @ S.T.A.L.K.E.R. Anomaly 1.5.0 Hotfix 1

No, does not need new game.

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ S.T.A.L.K.E.R. Anomaly 1.5.0 Part 3/3

It's both.
Anomaly build 1.5.
Beta Version 3.0.
1.5 has gone through many beta stages.

Good karma+2 votes
jackheretherealon
jackheretherealon - - 131 comments @ Lost to the Zone [Anomaly]

Sadly, changing factions mid-questline tends to cause all sorts of mischief to happen. For now, assume that Merc playthroughs are a Work In Progress, and don't do them for serious Story Runs

Good karma+1 vote
jackheretherealon
jackheretherealon - - 131 comments @ Red Forest Cake's Custom (Initial) Relations!

Yeah, new game is required. You can still use your old saves without any issues, my addon just won't make any changes to them.

Your own Freedom-Ecologist interpretation is just as valid IMHO, but I'm obligated to stand up for the decision I've made, given the web page we are on XD

And yeah, as soon as I saw that Ecologists had NPCs with Merc looks and Merc lines, I *really* wanted to make them enemies with mainline mercs, just to highlight how fractured the latter faction is.

Good karma+2 votes
jackheretherealon
jackheretherealon - - 131 comments @ Red Forest Cake's Custom (Initial) Relations!

2) Thank you. Yeah, it's plausible that they'd be neutral (esp given how Loki feels about the Ecologists) but in the Freedom heirarchy, Lukash > Loki, and Loki isn't cut off from Army Warehouses - or Lukash's supervision - anymore (I mean, this is the same guy who voluntarily let Duty share a base with him).

The way I see it, Freedom is interested in science (hence them having slightly positive relations with Clear Sky in this addon), but they want to share the results with everyone, whereas Ecologists hold their knowledge as a bargaining chip at best - worse, they directly send their findings to state-sponsored institutions, rather than the common folk (who they only sell their products to). It's a definite point of tension between the two factions.

3) Mercs are enemies of Loners in Anomaly by default. Almost all the Main Story characters are Loners. My addon grants Mercs neutrality with Loners at the cost of being enemies with Ecologists. Still, Mercs can do the main story by disguising past the bunker guards, or bribing them for a ceasefire. Sakharov himself is a Trader IIRC, so he won't be hostile to you no matter your faction (therefore mercs can still get the psi-helm from him).

3.1) Regarding Mercs entering the Zone to collab with Ecos -
You'll find some NPCs who look like Mercs, but are aligned with the Ecologist faction, and the player themselves can join the Ecologists later as a guard/ field researcher if they so desire (although a disguise may be required at first). TBH, I always got the impression that most of the Mercs in Stalker were sent into the Zone by people who already hired them outside of it - mostly to retrieve information from the labs and gain insight on how the Zone works in general...and to disrupt the efforts of others who are trying to do the same. Scar is a notable exception, of course, and you'll see a few similarly exceptional NPCs as you play.

Good karma+2 votes
jackheretherealon
jackheretherealon - - 131 comments @ Red Forest Cake's Custom (Initial) Relations!

-500 is still neutral, just a little strained.
Also, 2) and 3) are already answered in the description, but I'll answer again here.

1) They're neutral as a general rule (neither side has a real reason to always shoot each other on sight), but occasionally, as a Merc, you'll be asked to take out a hit on Lone Stalkers. It's not a happy neutrality.

2) Freedom wants free access to the Zone. Ecologists are on the payroll of the government that is restricting said access. Lukash doesn't like having them around, because they're turning the Zone into a zoo. Freedom wants to coexist with the Zone, not lord over it.

3) There's mercenaries, and then there's Mercenaries (with a capital M). Throughout the series, Ecologists often hire Loners as "mercenaries" to do help guide or protect them.
Actual Mercenaries, however, haven't been as helpful.
Wolfhound, a Merc, killed Kruglov's team and would have killed him too.
Black, a Merc, was essentially holding Hermann's bunker hostage.
Mercs in general were harasssing Ecologists in ShoC.
Mercs have done more than any other faction to hurt Ecologists throughout the series - even more than Bandits!

3.1) Ecologists actually relied on *Duty* for protection in ShoC, and the Merc team in CoP ends up needing to be replaced (since they were, again, actually holding the bunker hostage). I'm guessing Ecologists used Mercs in CS, but that's likely so the player wouldn't break the storyline for siding with Freedom and Bandits.

And yeah, my addon is very odd. I hope you like it!

Good karma+2 votes
jackheretherealon
jackheretherealon - - 131 comments @ Red Forest Cake's Custom (Initial) Relations!

Addendum:

Only compatible with 1.5.

1.4 is highly likely to have issues unless you install the *Lost to the Zone* addon before my own. Even then, you may have issues.

Good karma+1 vote