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It doesn't delete anything. It simply patches "sound_library.xml" to play tracks from mod in all sectors. And by the way default "sound_library.xml" contains a lot of placeholder playlists for future sectors that are not in the game yet. Though my mod patches those playlists as well for possible future compatibility.
The only potential "problem" is that when Egosoft adds some completely new sectors that aren't covered in "sound_library.xml" as of now, the music selection in those sectors is going to be default. But if that happens I will of course update all packs in my mod.
Amazing mod, please don't abandon it, we're waiting with hope
The mod is very nice, but the tank balance needs a tweak. The worse (older) the tank is, the larger amount of them you should have in your pull (like in vanilla game). Currently if you pick experienced crews, you get 28 tanks - no matter if that's OP M1A2 or ****** M48 Patton. That pretty much sucks because 28 M1A2's is just too much while 28 M48 Pattons is not enough - you need more of them because they suck. As you see now there's no point in taking cheaper tanks because you lose that crap very fast and cannot sustain to replace the losses, especially if you are using them in huge blobs.
You're wrong. If you want new gamemodes - you download missions, no need for mods. ACE is primarily about realistic rebalance and features. I doubt PR may even ever have some of those, like gun jams, ammo cookoff, changeable barrels, range tables plus scopes that allow you to adjust for range and windage, tanks that actually make use of lasing and automatic adjustment, etc
Ахаха, Украина в женералс. Скажите, а сало можно будет строить?
Obviously Alfa Group isn't Russian Spetsnaz then, because they have access to MP5, AWP and Glock 17.
Yet why wouldn't USMC use AK, they do wield them at OPFOR familiarization drills, and China uses the CQ 5.56 which is a direct copy of M16A1:
Haha you're such a noob :D
Yet I agree that Ak5 is out of the row.
Headgear doesn't make him Soviet
These are possible early countermeasures to allied light tanks.
You have more than enough means to scrap allied light tanks:
1) Panzerfaust, Panzerschreck, Panzerwurfmine or Haftholladung for infantry
2) Anti-tank guns like PAK 36 and PAK 38
3) Any light vehicle armed with 20mm or 37mm cannon, Puma with 50mm cannon (just like Pz3)
My idea is to add M3A1 Scout Car for CW as a light infantry carrier with capacity of 6 - standart infantry squad size. The passengers can also fire individual weapons from their compartment and use three gun mounts - frontal for M2HB and two rear for M1919 or Vickers gun, etc.
I don't remember for sure but C15TA should be able to reinforce troops. And the medical C15TA does that for sure as well as healing.
I say you need a good spanking. Kangaroos weren't used even a tiny bit by US Armed Forces. What US need is M39 Armored Utility Vehicle, which is the same concept.
Mortar teams and halftracks have this button - so it may be completely independent from camo sequence. That's what needs to be done if scouts are equipped with arms.
LOL WTF is that? You sound like you've never seen sniper's "Hold Fire" button.
Good idea, new AI makes campaigns unavaliable. I've completed Invasion Of Normandy and Operation Market Garden with BK and I must say that was epic. I suggest that devs should give us files to swap from new AI to old with a simple copy-paste procedure.
Lol right, I forgot about Halfaya Pass and Dust'n'Stones but Point Du Hoc battle was a part of Operation Overlord. No one used desert paintjobs during D-Day (why would anyone need that in France?) so this map doesn't count :)
You don't need to search for Gazala, it's included in BK Map Pack.
Why would anyone bother to add desert camo since we have only one desert map (Gazala)? I doubt we'll see more as the mod is about Western Front in 1944-45.
It's not an AI bug, AA guns have been deliberately nerfed in one of the patches. I agree with everyone that they should be brought back to normal as now they are nearly useless in their PRIMARY role.
I think the problem is that you're using ultra high texture settings with Wehrmacht - in the latest versions of the mod this tends to cause fatal errors. Either you play without Wehrmacht or set your textures to high.
Are you going to introduce the DLT-19 heavy blaster rifle, the one that looks like MG-34? That would be cool!
The idea sounds just perfect, I hate the consolish MW2. Just don't forget to merge the content of COD4 with COD6. BTW if you wish to make the guns with realistic stats I can help you with that. It sucks to see that RPD is more accurate than L86 or P90 has the same damage as UMP-45.
I don't remember if the borg used them in TNG, but they surely did fire those green quantum torpedoes in First Contact. BTW, check the canon ST wiki for cube's armament: Memory-alpha.org
Well I didn't say that those SG ships don't have a chance, they can also pwn that borg cube :D As for the quantum and photon torpedoes - they are quite an advanced peace of tech compared to nukes. Besides their own CPU, sensors and engines they have shield frequency modulators that can successfuly bypass enemy shields if the frequencies of torpedo and enemy shield are synchronised. Might not work with shield techs of SG and ST tho :D
Cube can win. It would disable enemy shield generators with shield penetrating beams and pwn enemy hulls with quantum torpedoes. No matter how advanced the hull is, it won't stand a chance against anti-matter which ST torpedoes use as explosive material. Photon and quantum torpedoes are hundreds of times more powerful than any nuke (about 25 isotons) and besides that they annihilate absolutely any hull. That's why Trek always has some chances - they just have to be smart to win.
Hah lol sounds like nanowars because for the purpose of assimilation the borg use nanoprobes which overtake infested host's cellular functions. And DO NOT underestimate the borg :D ! They are also able to create species-focused nanoprobe virus that will gradually assimilate all exposed species individuals like in Voyager S5E15 Dark Frontier. The borg always assimilate foreign technology and adapt it for their needs like we hopefuly have seen in First Contact and Enterprise - S2E23 Regeneration (both technology and individual assimilation are very very fast).
I hope you gonna make the zombies really beasty, disfigured and mutilated. BTW do you have any kind of plot behind the mod - virus, demons, nuclear war, etc? Nevertheless, it would be cool to have not only human zombies but some other creatures like that of Doom 3, Stalker and Dead Space. Some may have a chitin carapace and serve as light armor LOL. You may also introduce such biotechs like keratodermic armor coating for your zombie minions or even some regenerative metabolism upgrades :D
Hah that stormtrooper looks like another kettle of fish.
LOL he's no Russian but Serbian. See for yourself: En.wikipedia.org
Sure deal! But I think the view of ISA, Vorlon and Shadow ships pwning everything around would surely pay off any effort :D
Ultimately cool mod, anxious to test it out! But it definitely lacks Babylon 5 universe :D As Spino said, this mod is a compilation of other EAW mods. Why not use some content from this one: Moddb.com
Is it possible to make gun jams which require case extraction via reloading without clip removal and introduce gun reliability attribute which will determine average chances of jamming?