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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231375] Thu, 20 August 2009 13:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Registered:June 2008
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Kindred

The only real drawback of a fully upgraded modular LBE vest is the lack of camouflage. They've got what, 10% woodland camo? When you consider some of the other options (sniper vest with 35% woodland) it makes the LBE gear a distant second if you want your merc camouflaged. This is doubly so if you're operating in the desert or in some of the more urbanized areas, since not only does the vest not have a large amount of camo, it's the wrong type.


And it's really heavy compared to other vests.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231377] Thu, 20 August 2009 15:30 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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i ran into a little oddity smeagol. when i wanted to attach a SMG suppressor to my MP5/10A3 it said that a SMG suppressor cannot be attached together with a foregrip? i had a foregrip mounted, but that shouldn

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231378] Thu, 20 August 2009 15:40 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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I'll keep your suggestions in mind. The camo patches were solely intended for the Ghillie suit. But I might change that.

I'll reconsider the SMG suppressor. As it also lowers burst penalty, I thought it would be a bit too good if you could also combine it with foregrips.


Removing Camo values from LBE items might be a bit of a stretch... I'll have to take a closer look at that (especially how it will work in cunjunction with the camo armours, like recon and field ops).

I'm almost done with the belt / vests. I have added all necessary items and merges, now I only need to revise the description text//weight//prices.


Edit:
Some changes made to attachments:
- SMG suppressor will now work with foregrips, however I reduced the bonus to burst//auto penalty to 2.
- added a small draw cost penalty to suppressors//gun barrel extender (between -2% and -5% depending on size), Insight LAM (-1%), Kobra (-2%), Old Aimpoint (-3%) and the corresponding combo items//aiming modules.
- added general to hit bonus of +1 to the flash suppressor (which otherwise would be completely inferior to any suppressor)
- changed values of the retractable and folding stock a little bit (both items were essentialy the same, the retractable stock now has -2 to hit, -1 burst/auto penalty and +35% draw cost; the folding stock has -1 to hit, -1 burst/auto penalty and +30% draw cost)

[Updated on: Thu, 20 August 2009 16:03] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231382] Thu, 20 August 2009 18:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Uploaded the updated prof.dats to my skydrive.

These prof.dats require a new game in order to work.

I've cut salaries for most mercs and changed a few stats here and there (mostly Leadership values which were waaaaay to high in my opinion, especially on the low budget mercs).

The update for the Item Mod will follow later today.

Also added lenses for the spotting scope, but I have to test them ingame, if they work.

Edit:
hmmm... attachement Lenses unfortunately don't work. So, for the moment the spotting scope has to remain as it is (I will max out the values for day vision range, but that will probably only make up for 3 or 4 tiles). Sad

Edit2:
wooo.... I'm impressed. The maxed out spotting scope has a sight range of about 88 tiles (compared to ~67 it had before). Guess that should be enough. The Sniper scope//ballistic computer combination on heavy anti-material rifles still has a slight edge here, but I think that's okay.

[Updated on: Thu, 20 August 2009 20:13] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231392] Thu, 20 August 2009 23:19 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Just uploaded V36, which includes the Springfield M1903A4, The M84 scope, the new belt//vest items and merges, slight changes to the attachments mentioned in one of the above posts, increased sight range to the 30x60 spotting scope and an additional item you'll find mentioned in the updated merge list in the second post. Wink


Enjoy and happy hunting. :happybear:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231395] Fri, 21 August 2009 00:07 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
SMG Suppressor has picture TNT.

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231398] Fri, 21 August 2009 00:52 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Thanks for reporting. I'll fix it.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231431] Fri, 21 August 2009 15:02 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Fixed the SMG suppressor pic and also one of the belt/vest combos, which mistakenly had been marked as a backpack. Changes will be in the next update.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231435] Fri, 21 August 2009 16:40 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Thank you for fix and your fantastic work.
PS What about Flashbang Grenade. I only have "bang". Where is flash?

[Updated on: Fri, 21 August 2009 17:12] by Moderator

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231453] Fri, 21 August 2009 20:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Randok
Thank you for fix and your fantastic work.
PS What about Flashbang Grenade. I only have "bang". Where is flash?


Huh?

Flashbangs can be ordered from BR and I think I put them into a few maps. As far as I remember the Flashbangs won't be dropped by enemies, but I can change that of course.

And if you mean, that the animation of the flashbang doesn't work, the settings in the XML are correct, maybe you're missing the animation file (though the flash effect it self is somehow buggy it seems... I never noticed a real difference when opponents get hit by a flashbang)?

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231454] Fri, 21 August 2009 21:09 Go to previous messageGo to next message
Randok is currently offline Randok

 
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When the grenade explodes there is no flash of light.

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231455] Fri, 21 August 2009 21:15 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Is there a file named flshbang.lht in your data folder you use for the mod? I think that is the one with the animation. But I might be wrong about this...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231461] Fri, 21 August 2009 22:24 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I only finded in: Data-WildFire6.06/TableData/ExplosionData XML
11
Flashbang
1
5
465
-1
TILECACHE\shckwave.STI
15

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231462] Fri, 21 August 2009 22:56 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Yes, that one seems to be okay. But there should also be a file in your Data-Wildfire6.06 folder that's named flshbang.LHT.

I've uploaded the file to my skydrive, just copy it into the data-Wildfire6.06 folder and test if it works.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231466] Fri, 21 August 2009 23:40 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
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Now working. Thank you. Smile

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231500] Sat, 22 August 2009 16:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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I had to change around some values in the garrison and armycomposition xmls as there were some sectors without garrison that should have a garrison (for example L1, and also the percentages for sector priority were a bit off for certain sectors... Barinas for example was attacked far too often for my taste. Those values seem to be quite screwed up it seems. Don't know if I can fix it properly, as the percentages seem not to work the way they should). In additon it seems seems that these changes are not downward compatible with save games.
In order to not screw up any savegames I will post these XML files seperately now. The xml files are in the tabledata\army folder. From now on, I'll exclude this folder from the item mod and put it in a seperate zip file. So if you want to start a new game, make sure that you grab the latest tabledata\army folder.

I haven't uploaded the file yet, but will tell you so, once I do (haven't finished the changes... just wanted to try out if the changes could be made to a game in progress only to find out that the game freezes in the load save game screen :rant2: New games work fine though).


Edit:
The next map update pack will also feature several added enemy civilian militia. These won't be hostile by default in most sectors unfortunately. But as some of you may have noticed, once you have attacked Tixa the Warden civilians there turn hostile and most probably all civs of this faction in other sectors will turn hostile as well. To avoid nasty surprises I'd recommend to treat them as enemies even if they are still neutral.

Those civilians are comparable to admin enemies, that is, they are only lightly armed and show up in places you'd expect enemy militia (control rooms in SAM sites, guard posts, guarding mine treasuriers, etc... they basically serve as additional Law Enforcement troops [read as local police, paramilitary troops, etc.]. I'd wish that they were hostile from the start, but this seems to be quite hard to implement. My attempts to do so via a pre-placed NPC with the same faction were unfortunately quite futile...).

For better recognition those enemies wear some kind of uniform:
- regular para military troops: green shirt and green pants (mediocre equipment)
- hired contractors: red shirt and black pants (better equipped, some even with stuff you wouldn't expect from regular or elite army soldiers)
- technicians: brown shirt and tan pants (bad equipment, usually staff found in control rooms and such)
- medical staff: white shirt and tan pants (bad equipment, will most often carry some kind of additional medical equipement)



My goal with adding them is to add more flavour to the maps and make some of them slightly more difficult. Though the AI is a bit lacking concerning enemy civilians. But my first test runs at the Cambria SAM site seemed promising enough to try this out. This will be quite some work to implement, so don't expect any updates soon.

[Updated on: Sat, 22 August 2009 17:33] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231502] Sat, 22 August 2009 19:04 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Just started out with a new game , wanted to see the experience from a fresh start ! Plenty of cash to start with , huh , got some fancypants mercs to start off with , for a change Smile , also still have my original game going too , just to compare , where I can .
This , L2 and RR , along with Vengeance , are taking up lots of time , oh , and also started a new 1.13 version too , I like the new choice of bodytype and traits , maybe you could look at this for adding to WF ? ( I know , you want screenies , haven't figured how yet Embarrassed )
Very Happy

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231505] Sat, 22 August 2009 21:04 Go to previous messageGo to next message
Randok is currently offline Randok

 
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I am waiting for the next upgrade items and maps. Smile

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231514] Sun, 23 August 2009 04:16 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Finished updating rows A and B. I've decided to make another major change. Barinas will be part of Omerta (with B9) and Merida will become part of Estoni (with the sector between, think it's J6 or something...). I already made the necessary changes in the cities.xml and movementcosts.xml and also re-did the militiamaps.sti. Everything works fine so far.

The militia garrisons in Barinas and Merida were simply too small to withstand an attack on their own. 30 militia troops just don't cut it against an attacking enemy elite team, and constantly babysitting milita becomes a bit tedious after some time.

Of course this also means, that I'll have to do two new maps for the crossroad sectors, but that is a fair trade of... I think I can simply do farms for those two sectors...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231534] Sun, 23 August 2009 18:55 Go to previous messageGo to next message
NYC is currently offline NYC

 
Messages:20
Registered:September 2006
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I have another game balance observation. Aiming modules II-X and III-X come with flashlight. as of v35 is still possible to use those modules and a grip-light on the same gun. its makes sense to keep the status quo on that, as its physically possible to attach those items to a gun. But perhaps the "combined" night and cave vision modifier should be lower? How about 15% less?

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231544] Sun, 23 August 2009 22:44 Go to previous messageGo to next message
waldtroll

 
Messages:31
Registered:February 2007
Location: Berlin, Germany
NYC
I have another game balance observation. Aiming modules II-X and III-X come with flashlight. as of v35 is still possible to use those modules and a grip-light on the same gun. its makes sense to keep the status quo on that, as its physically possible to attach those items to a gun. But perhaps the "combined" night and cave vision modifier should be lower? How about 15% less?


That's not possible without coding.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231550] Mon, 24 August 2009 01:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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smeagol

Of course this also means, that I'll have to do two new maps for the crossroad sectors, but that is a fair trade of... I think I can simply do farms for those two sectors...



Yeah... right... simply doing farms... :venus:

Well, I made a farm for B9, but that took me the whole afternoon. At the moment I'm doing the new Estoni sector J6 from scratch. I decided to make a complete village map for this one, and as you might have guessed, this is quite some work. Anyways, I think the map looks quite okay so far. Still have to do 4 or 5 buildings, but i think I might get it done today (that's about two more hours for me).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231590] Mon, 24 August 2009 22:17 Go to previous messageGo to next message
lockie is currently offline lockie

 
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As I said a coupla days ago , started fom scratch again for the full flavour...... your work is appreciated , thanks ! Do you have any idea how many guys have / are playing with items and maps ?
Might be interesting to find out , and , how many have still to try it out ? Mauser , might this be a candidate for some kind of demo for release ?

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231591] Mon, 24 August 2009 22:28 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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lockie
Do you have any idea how many guys have / are playing with items and maps ?


I'd be interested in hearing how many actually played the mod, as well. Unfortunately I can't see the number of downloads on my skydrive (either there's no option to view download amounts or I'm just too stupid to enable that...).

Maybe it's possible to add some kind of poll to this thread (but most probably I have to start a new thread for this, right?)...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231595] Mon, 24 August 2009 23:19 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I am interested in your mod. I try every your new items. I will play all mod when you finish new maps. Smile

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231624] Tue, 25 August 2009 07:40 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Well, I play it.

Let me put it this way - since Smeagol uploaded the first version of the Alpha Item Mod, I have loaded vanilla 1.13 a single time, and that was by mistake.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231625] Tue, 25 August 2009 07:53 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
I was really enjoying Wildfire until the point where I has that stupid idea "hey let's work on HAM for a while". I've been replaying days 62-68 repeatedly, daily, for the past four weeks. I'm really looking forward to seeing the rest of the map. If I ever get that far.

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231632] Tue, 25 August 2009 10:50 Go to previous messageGo to next message
orko_oskar is currently offline orko_oskar

 
Messages:72
Registered:April 2007
Location: Sweden
I play it.
Great new items and maps.
Would be a dream with HAM 3.6. Smile

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231634] Tue, 25 August 2009 11:08 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
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I play it when I am not working on the storyline for my mod. Also play 1.13 with HAM 3.5 when I can too. Though CoD5 and Wolfenstein are also contenders for my gaming attention.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231664] Tue, 25 August 2009 19:52 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
say smeagol, how about some food items? like MREs or field rations or canned foods?

something consumable by mercs that acts like a weak regen boost or energy boost, maybe boosts morale a little (or rather lowers it in case of field rations)? how about some energy bars or energy drinks?

every good RPG has at least some sort of food items.


B2B VM mod has food , and I think one of the other German mods also , can't remember which though , so it can be done .

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231665] Tue, 25 August 2009 20:10 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
I play it and i realy like it. In my opinion the best mod so far.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231671] Tue, 25 August 2009 20:26 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Wow, thanks for all the praise guys. Smile Never expected, that the mod would be liked this much.

Field Rations are a thing I thought about as well, but I think the problem here is again, that the XML file doesn't support graded effects for energy boosters//regen boosters (just like tool kits). So either an item is a canteen/energy booster/tool kit or it simply is not. I think this is something that should be changed in the long run (along with a skill check bonus/penalty for other items like lock pick kits).
I think there is quite some more potential hidden there for more RPG elements.

Okay, back to map re-working. :redracer:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231699] Wed, 26 August 2009 03:40 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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another thing concerning your maps smeagol: i like the new central SAM! but i think, for such an important and central military installation, at least a tank should await the player. after all the prize to gain is control overt all of arulcos central airspace and a great homebase for all future operations!

maybe also consider to add tanks to the weapon chaches at grumm and near balime. so close to the capital, an odd tank here and there should be expected.

also i

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231703] Wed, 26 August 2009 04:45 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Mauser
another thing concerning your maps smeagol: i like the new central SAM! but i think, for such an important and central military installation, at least a tank should await the player. after all the prize to gain is control overt all of arulcos central airspace and a great homebase for all future operations!

maybe also consider to add tanks to the weapon chaches at grumm and near balime. so close to the capital, an odd tank here and there should be expected.


The maps I'm currently working on will be much tougher. Wink Expect much more enemies in important maps due to the Warden civs (some maps also got those better equipped contractors, I hope they will turn out as quite a challenge, at least they got some above average equipment... let's hope the AI can make good use of it Wink ).

Mauser
also i

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231704] Wed, 26 August 2009 05:14 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
smeagol
Nice find. Wink Indeed those were placed intentionaly, but more as a hidden loot for those who pay close attention to the details I added to the maps. You may have noticed, that there are also some crates in certain wilderness sectors that contain usefull stuff, especially in earlier game stages. I think I will add more of those hard to get items (like in crates that can only be reached if you blow up something...).

Oh dear Raven Studios fever has hit Smeagol. I like hidden areas with rewards but Raven are the kings of it (RTWC and the new Wolfenstein are perfect examples). For instance in the town sections (both east and west) of the new Wolfenstein I only found HALF the damn hidden items on first run. It's not like I didn't search either. Next run I am trying the rooftops more in hope that they'll give me what I need Smile

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231732] Wed, 26 August 2009 15:16 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I'm pretty sure that a decent handheld radio could broadcast to all of Arulco.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231736] Wed, 26 August 2009 16:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Finished updating Grumm harbor and F3.

Due to cosmetic changes in the world overview map (had to add a road between F2 and F3 and some buildings in the new Omerta and Estoni sectors) a new game start will be required (tried to load older save games and always got an error...). But as a restart is necessary anyways to get the changes in the city borders properly displayed, this isn't such a big deal. Only thing is, that older savegames definately won't work with the next map update package.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231739] Wed, 26 August 2009 17:33 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Any propaganda machinery would of course need studios and the like to produce all the desinformation they have to broadcast. Wink
In the particular case of Arulco i'd also expect means of espionage, censorship and surveillance there as well as military command and control equipment.

Anyway, smeagol could make heavy use of his new 'Warden Faction' in such a facility. Smile

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231742] Wed, 26 August 2009 19:20 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Sam_Hotte
Anyway, smeagol could make heavy use of his new 'Warden Faction' in such a facility. Smile


I already made heavy use in other maps. Wink

Just made a test run with 4 mercs and got crushed by a team of 6 elite contractors in one of the new sectors. Those guys know what they are doing...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231745] Wed, 26 August 2009 20:57 Go to previous messageGo to previous message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
another little thing i have noticed smeagol: the Blaser LRS2 should be able to take a sniper suppressor as well as a muzzle brake.

also nice work on the new weapon cache maps, the tanks really do add a little challenge.
your new elite contractors should be guarding these in the south additionally so you

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First Sergeant
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