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The Warmongers mod (re)announced

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  16:50:12  25 April 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
So, today the mod enters the final phasis of beta-testing before release!

I'll probably add few couple of weapons later on, some that I absolutely want to be in the first release, but this won't take too much time at all.
I'm positive that the current testing will happen very well (as the previous recent ones I've made) and thus allow me to finally grant you the full mod.

Randomness of events, of situation, of item used... Improved faction wars (factions ain't *too* strong and omnipresent either)... Top visuals (except that I haven't modded the sky for now, as I don't have a good enough config for now)... Incredible sounds (over 540 quality sounds for weapons in the mod's folder!)... Very clever ai... Many small surprises...
Be prepared for utter awesomness


I'll post the full changelog list soon, sorry about that...
  19:46:43  25 April 2011
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Lito602
Senior Resident
 

 
On forum: 04/27/2010
Messages: 217
Final phasis of beta-test, so released soon? Really lookin forward to this, sounds nice.
  07:31:16  6 May 2011
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iloveSHOC
Senior Resident
 

 
On forum: 02/03/2010
 

Message edited by:
iloveSHOC
05/06/2011 7:32:02
Messages: 747
First time ive looked at this cant wait. oh dear lord. Nice work
  08:50:42  6 May 2011
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L0n3r
(Senior)
 
On forum: 02/20/2011
 

Message edited by:
L0n3r
05/06/2011 8:59:47
Messages: 50

---QUOTATION---
First time ive looked at this cant wait. oh dear lord. Nice work
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The same, very interestimg!
And nice title too!
  09:04:02  6 May 2011
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Morter
(Novice)
 
On forum: 03/19/2011
Messages: 44
I like the sound of this mod. Very ambitious and very interesting. Just answer this question:

Throughout playing with this mod and enjoying all it has, would you say that the major portion of the ride will be enjoyed going from "Start to finish"? Or can you sort of stagnate at any point, just indulging in the zone, or the factions if you want to, etc etc?
  23:19:01  7 May 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
05/07/2011 23:22:18
Messages: 268
Finished installing my new config today, so now I can actually try to play a full game, from the beginning, to the end. And then add the few last stuff I've spoken of above. When I'm done with that, I think I'll start creating an account on modb to upload a little something...

I had very few crashes in my past playtesting, except that there's one terribly annoying bug which messes 50% of the new games (the emission on the tower simply won't start and then nothing happens - you can't even return to the clear sky base). This one is entirely due to the sleeping bag I'm using. I don't think there's anything I can do for this, aside from removing the sleeping bag... Anyway.



---QUOTATION---
I like the sound of this mod. Very ambitious and very interesting. Just answer this question:

Throughout playing with this mod and enjoying all it has, would you say that the major portion of the ride will be enjoyed going from "Start to finish"? Or can you sort of stagnate at any point, just indulging in the zone, or the factions if you want to, etc etc?
---END QUOTATION---



If I understand well your question, you wonder if we can ignore storyline at certain points, to focus on faction war, or simply the search of very rare or unique items (and there are many of them)? About the faction war, the answer is a definite yes, because to help a faction completing its objectives is *very* challenging and takes long.
The other factions operating in the same area are obviously hard to defeat, but not only that, certain attacks controlled via respawns can really cause them and you to loose some of your positions for a certain period of time. I can tell you that you'll be proud to control both the military outpost and Loners' base with the mercenaries, if you manage to do it... Cause there are these thousands of little details that should prevent you from doing this just with a good armor and a well loaded PKM.
I'm positive that there's even a real tactical aspect in the mod's faction wars ("mercs are trying to hold the Village center, so quick, recruit a squad and block the two bridges in cordon to prevent reinforcements coming from the Loners' base... or just try to hunt that military squad patrolling over here to see whether we can loot some decent items"!); again, the overall difficulty of the mod should force you to think you decisions twice before commiting a terrible error (enemy factions can erase yours as well... And it may be rather hard for a factin to recover some strenght after having endured so many losses).

There's however something that needs to be considered about faction wars: NONE happen in "places" (but not especially "maps"!) that have yet to meet storyline events... Once these last ones are completed, factions are technically allowed to move to there, but never before.


And now, about the time spent and enjoyed searching super rare items, hell yes, the mod also offers a vast potential in that aspect of the gameplay... Of the hundreds and hundreds of available stuff, I've even made some that are so rare or so costly that it's nearly impossible to get them! It shows how far I wanted to avoid the feeling of not evolving anymore, nor having anymore surprises to discover...
Note, about the weapons, but specially the armors, that the real top ones are balanced in a way that you absolutely need to be a true master to be able to keep them your own: the repair costs on these items are so high that if you damage them too much without making enough money in the meantime, you'll see them becoming useless very shortly. Even in terms of "realism", this could be justified this way: everyone knowns that any rookie can have small chances of finding some excellent outfit lying on the ground... To prevent people lacking of knowledge of the Zone from getting armors they didn't deserve, which can lead to some dangerous and confusing situations, technicians have decided to apply repair costs depending on the amor's or weapon's rank, which makes very well estimated ones to be *highly* ressources consuming.
It adds some more pressure to the gameplay, because, even when you are very, very good, you can still face some situations that truly harm your equipment... And eventually require you to use some secondary one while you gather enough money to repair it.
Anyway, you'll see all this by yourself when I'm done with this mod

I don't know if I've answered your question, but, regardless, thank you all for the comments. The reason why I'm not often here is that I need to work to earn my life, obviously, but specially (mind you) because I'm constantly working on The Warmongers mod. I really want to make something for this great game; something BIG
  00:44:36  8 May 2011
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Lito602
Senior Resident
 

 
On forum: 04/27/2010
Messages: 217
I think Spartan mod had the same emission thing, well at I had it when playing his mod.

You could ask Spartan how did he fix it.
  02:32:14  8 May 2011
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GeeNo
Caretaker of the infamous Pseudo duck
(Resident)

 

 
On forum: 03/20/2010
Messages: 631

---QUOTATION---
I think Spartan mod had the same emission thing, well at I had it when playing his mod.

You could ask Spartan how did he fix it.
---END QUOTATION---



I don't think he did ever fix it, the fix was to simply avoid sleeping before the emission hit which is what caused the game to break on you I believe. You could probably just not have the sleeping bag spawn on the player at the beginning of the game and have it as a reward for doing the first "tutorial" mission I guess with the money and flash drive you'd normally get.
  03:28:27  8 May 2011
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971
Yes, that was a Sleeping bag glitch, basically you cant use the slep before the 1st tower mission, to be safe.
if i recall, i did fix it. (for the non-beta versions).
also, i have radically changed the sleeping bag system, you can sleep any where, i re-added the mystery mutant danger thing, but, i made it work off the danger level. AND most importantly, the mutant does kill you if you wake up, as in the vanilla mod version of the sleep bag.

depending where you sleep or the danger level, the mutant spawns a bit further away, so you have time to get up from bag and fight etc.

@ Firmament. WD nice.
  13:37:30  8 May 2011
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Diablow
Senior Resident
 

 
On forum: 07/08/2009
Messages: 713
I remember when I was taking the highest building in garbage to get some sleep (flea market) (next to bar entrance).Once I waked up a rat spawned and killed me.giant climbing rat
 
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