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New S^3 Mod "All Uniforms" in development (feedback is welcome)


BlunterII

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I might be wrong on this one, but wasn't ammonium nitrate used as rocket fuel in the late 40s/early 50s? If it really was, 25% is probably too low for European conditions - if it's the same supstance the Germans were using, I remember the Americans seized full railcar loads of 70 to 90% purified ammonium nitrate!

 

I think there's a pdf version of the book from which I've read that ("Ignition!" I think, so I'll check)

 

 

EDIT:Nevermind, peroxide it was.

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Thank you for prompt anwser, yes, I am playing Sentinals and yes with your mod, I used dynamite early on with my engineer charachter, found it had no real effect then stopped using it, after testing it now at level 12 it seems to work much better! Thank you for help and excellent mod!
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Hah, I'm honestly flattered now! I'm just thinking out loud, nothing special... (deep in dimovski's lair: https://www.youtube....h?v=CxmC6OlUWiQ)

 

With "enjoying" I meant that I had to pretend I enjoy my stay on the shore for my family, even tho I hate going to the sea (don't really see why getting salty water into your nose and then trying to dry yourself for hours on a ludicrously hot coast is fun, but they enjoy it for some reason)...

 

Yes, the things we do for the family...

 

I also agree that my proposal is a bit far too complicated and tedious, there ought to be a better way...

 

We'll figure something out.

 

Those achivements are simply EXCELLENT! I'd like to propose another additional trigger for them, however - if you need 10 experiments to unlock level 1 of the achivement, how about adding for all level 1s a 95% chance that they happen. If not, the next experiment also has 95% chance etc, The 2nd would have maybe 80%, and the 3rd one 65%. It wouldn't be soo routinous then.

 

The random check runs every time we attempt to create something at the lathe or the med cabinet. If you think the %s are too high or the benefits come too early - I could reduce the %s and raise the number of required tries before the achievements are awarded... hmm... perhaps, I didn't really understand what you were getting at...

 

And the dialogs are HILLARIOUS! However, I have that funny feeling Klaus(?) would prefer red stripes on some trousers (general staff of the Wehrmacht... I always knew he just wanted a safe logistics place! I even heard that a bohemian doctor tried making him unfit for duty for just 2500RM!)

 

I am glad you liked the comics. smile.png

It was fun creating them.

 

I might be wrong on this one, but wasn't ammonium nitrate used as rocket fuel in the late 40s/early 50s? If it really was, 25% is probably too low for European conditions - if it's the same supstance the Germans were using, I remember the Americans seized full railcar loads of 70 to 90% purified ammonium nitrate!

 

I think there's a pdf version of the book from which I've read that ("Ignition!" I think, so I'll check)

 

EDIT:Nevermind, peroxide it was.

 

IIRC, ethanol and some of the ammonia derivatives were indeed used for fuel... in Belgium and a few other countries. So they might still have some depots and warehouses storing those... ( for us to 'borrow' from)

 

Thank you for prompt anwser, yes, I am playing Sentinals and yes with your mod, I used dynamite early on with my engineer charachter, found it had no real effect then stopped using it, after testing it now at level 12 it seems to work much better! Thank you for help and excellent mod!

 

You are welcome! Enjoy!

____________________________________________

 

Right,.. remember I mentioned the clinic nurse as a potential quest giver?

Well, guess what... She is now.

 

Infirmary_BM-HM_Quest_1.png

 

Yeah, what's going on!?

_____________________________________________________

 

Infirmary_BM-HM_Quest_2.png

 

...wow, ...do for me? (grinning), where do I start?.. Do you need any help?

___________________________________________________

 

Infirmary_BM-HM_Quest_3.png

 

The 'rotten' socialist system of free medicine and caring medical personnel is gone...

Now we have to work to get coverage...

_____________________________________________________________

 

Ready for editing:

--------------------------------------------------------------

Medicine Delivery,

 

The nurse from the Sentinel clinic is concerned with their dwindling medical supplies and irregular deliveries. The reasons for these shortages are still unclear.

 

She is asking you for help.

 

Benefit: If you obtain some burn and heart medication for the clinic, you will receive a 50% discount on medical services at the base.

 

Task: Bring 3 picric acid ointments and 3 heart medication packs to the nurse to seal the deal.

---------------------------------------------------------------

___________________________________________________

 

Infirmary_BM-HM_Quest_4.png

 

 

______________________________________________________

 

Infirmary_BM-HM_Quest_5.png

 

...the prices are adjusted to hero's level (14 in this case). That's the default system, not my invention.

_______________________________________________________

 

Infirmary_BM-HM_Quest_6.png

 

... yet another job to put on his resume' smile.png

______________________________________________________

 

Infirmary_BM-HM_Quest_7.png

 

I might need to make those usable medical items to avoid the 'crisis of overproduction'...

______________________________________________________

 

Infirmary_BM-HM_Quest_8.png

 

The doctor has some valid concerns now...

______________________________________________________

 

Infirmary_BM-HM_Quest_9.png

 

Did I ever mention I wasn't a programmer?..

______________________________________________________

 

Infirmary_BM-HM_Quest_10.png

 

Nice!

______________________________________________________

 

Infirmary_BM-HM_Quest_11.png

 

_________________________________________________

 

Infirmary_BM-HM_Quest_12.png

 

She is very kind, isn't she?

BTW, the doctor will do the same.

________________________________________________________

 

Infirmary_BM-HM_Quest_13.png

 

___________________________________________________

 

 

This mini-quest doesn't have to end here.

 

We could add another little errand (2 morphine delivery, for example) further reducing the fees to 25%, followed by a request to investigate the reasons/ causes behind the shortages...

 

That could eventually lead to exposing the Arms Dealer as the culprit... He could simply be corrupt or even be a 'Die Wolfe'/ 'Hammer' agent... and/ or the guy responsible for the kidnapping of the real Major... Thoughts?

________________________

(to be continued)

 

~ Blunter ~

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Great! I was thinking of adding uniforms of the allies of Germany that fought on the eastern front like Romanian, Hungary and Finland. Also though about adding more British uniforms (like those that they used in the north africa campaign)

Romania:

https://www.6dorobanti.ro/img/articles/0538ae8692.jpg

https://3.bp.blogspot.com/-vz71p2HoJJk/Uji-j_YcrWI/AAAAAAAAD38/NooJg4MfIOg/s1600/uniformes_35.jpg

 

Finland:

https://2.bp.blogspot.com/-Lflkn-WH2E0/U7r_lHiVBDI/AAAAAAAAF0E/m1jLCjToOJg/s1600/finland+uniform+world+war+ii.JPG

https://1.bp.blogspot.com/-5nnHpM-siws/UYKFEMmI_4I/AAAAAAAACmY/bcCcSSCUrME/s1600/uniformes_07.jpg

Hungary:

https://4.bp.blogspot.com/-UqPNPNBiD1A/UbixCKr45QI/AAAAAAAADF8/mlbxfguVIFY/s1600/uniformes_23.jpg

and the UK.

https://2.bp.blogspot.com/-UCfbTs4QDQc/UjjBqdQWcvI/AAAAAAAAD5A/1Nfk6_xdrb8/s1600/uniformes_39.jpg

https://4.bp.blogspot.com/-ahO9tVvF1xk/UjjBqDNBAyI/AAAAAAAAD4g/MNsivyna61k/s1600/uniformes_38.jpg

Having my squad running around in kilts whould be hillarious.

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I think we're trying to remove him with that quest. Regarding uniforms - the more the merrier.

 

Btw, how about a character (not Blunter's department, IIRC?) with Panzerwaffe background as a PK expert? And as his background/personal story - his tank got knocked out in Operation Typhoon so he had to fight as infanterist (good pistol and MP skill, with which german tankers were equipped. fighting as infantry was a one off for the assault on Moscow and had tragic consequences on the experience of the Panzerwaffe, as some of the best tankers have been lost in infantry combat) - so he could go the fanatic Nazi way (Axel) or be a bitter soldier, hating the time he had to fight as infanterist. And even more that he got transferred to an infantry regiment because there weren't enough tanks available for all tankers, and all instructor places have been taken.

 

Now to Blunter's post - I obviously agree and admire everything. I probably just misread the achivement post, nevermind. :P I usually stop functioning a lot later tho. Might have to re-grease my brain.

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Sounds good, might need to diversify the weapons choices for some of them (in case we encounter them earlier)... PPSs instead of AKs and TKBs, that sort of thing...

 

BTW, what is a "spy"?...

 

Ronin, thank you for putting it in perspective and describing some of the possible unit gear and composition.

When I am done with debugging I'll see about adding those elements to some REs or Scenario zones (in collaboration with you and others, of course).

 

I wonder where this new sub-branch would fit (in our current plot)?... and what specific encounters would it introduce?...

 

~ Blunter ~

 

Thank you, Blunter! I'm just trying to be helpful and to somehow participate in this wonderful project.

Not "spy" - scout. With each innovation, this modification is becoming more and more chic. As in the opinion it draws on the full add-on, and maybe a separate game

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Btw, how about a character (not Blunter's department, IIRC?) with Panzerwaffe background as a PK expert? And as his background/personal story - his tank got knocked out in Operation Typhoon so he had to fight as infanterist (good pistol and MP skill, with which german tankers were equipped. fighting as infantry was a one off for the assault on Moscow and had tragic consequences on the experience of the Panzerwaffe, as some of the best tankers have been lost in infantry combat) - so he could go the fanatic Nazi way (Axel) or be a bitter soldier, hating the time he had to fight as infanterist. And even more that he got transferred to an infantry regiment because there weren't enough tanks available for all tankers, and all instructor places have been taken.

 

 

Great idea! As an option: maybe make it a member of the Division "Viking", say Swede or Dane? We have a sniper from Norway, a grenadier of Finland, why not come to the Swedish / Danish tankman?

Continuing the theme: samples of uniforms of the United Kingdom, which is sent by McNeill (Scottish soldier), led me to some ideas. How about to add someone in the spirit of John "Jack" Churchill (https://en.wikipedia.org/wiki/Jack_Churchill). I mean terrible accent, kilt, tam, high values ​​of possession of melee weapons, and scottish broadsword with his own name

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Great idea! As an option: maybe make it a member of the Division "Viking", say Swede or Dane? We have a sniper from Norway, a grenadier of Finland, why not come to the Swedish / Danish tankman?

Continuing the theme: samples of uniforms of the United Kingdom, which is sent by McNeill (Scottish soldier), led me to some ideas. How about to add someone in the spirit of John "Jack" Churchill (https://en.wikipedia.../Jack_Churchill). I mean terrible accent, kilt, tam, high values ​​of possession of melee weapons, and scottish broadsword with his own name

Every game need Jack Churchill. He is that awesome.

It was really hard finding pictures of Romanian soldiers from World war 2 on the net. Or the other Axis powers that were not part of the big three. And Mike need his country uniform.

How about some Polish home army uniforms? Jerzey is from Poland after all.

https://2.bp.blogspot.com/-PqluEj5uvw0/T5PV8oTV1dI/AAAAAAAAD-0/tq581sSoY2k/s1600/Zoska+Battalion+Warsaw+Uprising+1944.jpghttps://4.bp.blogspot.com/-f-I5yVh052c/T5OhO8z2tjI/AAAAAAAAD7U/RBF4LN6KTgU/s1600/uniform_of_Polish_Soldier_of_the_Warsaw_Uprising_1944.jpg

 

After the war, some elements of the Polish home army still fought against the Soviet. Maybe you can meet some of them?

https://en.wikipedia....Cursed_soldiers

And maybe have the storyline take a detour to the baltics where the forest brothers fought. https://en.wikipedia....Forest_Brothers I also found out that in Romania people fought against the goverment. https://en.wikipedia.org/wiki/Romanian_anti-communist_resistance_movement So many scenario's.

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Great idea! As an option: maybe make it a member of the Division "Viking", say Swede or Dane? We have a sniper from Norway, a grenadier of Finland, why not come to the Swedish / Danish tankman?

Continuing the theme: samples of uniforms of the United Kingdom, which is sent by McNeill (Scottish soldier), led me to some ideas. How about to add someone in the spirit of John "Jack" Churchill (https://en.wikipedia.../Jack_Churchill). I mean terrible accent, kilt, tam, high values ​​of possession of melee weapons, and scottish broadsword with his own name

Cool, I had no idea 'bout Jack! Would be funny to see him in the game.

 

Viking fought in the South however... so instead of Moscow maybe Kharkov? It's more likely he'd be Swedish than Danish then, I think.

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Cool, I had no idea 'bout Jack! Would be funny to see him in the game.

 

Viking fought in the South however... so instead of Moscow maybe Kharkov? It's more likely he'd be Swedish than Danish then, I think.

 

Why not, which of the four battles for Kharkov you mean?

Maybe, battle of the Korsun-Cherkassy Pocket?

 

 

According to Churchill, in the old Sentinels modification of Natrix (Kazaki mod for SS2) Taras had his own specialization-Kazak (something between a soldier and a scout). Toki also had its own specialization- ninja. Both have their unique weapon - shashka and katana respectively.

Why not make the Mad Jack on this image? As weapons: Scottish broadsword, and maybe "Sea Devil" (it certainly is not a long bow, but still)?

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  • 2 weeks later...

Arms Dealer

Poor fellow. Goes to all that trouble to secure a supply of military-grade weapons, ammo, explosives and various other items for your every need, pays up for even the most badly broken items and provides expert repair services on top of that, but is considered a corrupted money-grubber and potential traitor. It's enough to make one weep.

 

More seriously, I don't see the point in getting rid of him. He provides 3 very useful services , and we'd either have to replace him with someone who does the exact same thing (in which case, why get rid of him in the first place?) or create a whole new economy system, likely with attendant bugs, when there's a perfectly workable one already present.

 

Also, regarding who he might be selling the stuff to, the various governments may be inclined to "acquire" another one's weapons for various purposes (reverse engineering, false flag operations, etc.) or reacquire their own equipment to keep it out of the hands of bandits and the like.

 

Alternately, the Sentinels have a credit system (you hand in an item, you get x amount of buying power represented by US dollars. Some portion of that is issued as actual cash for dealing with non-Sentinels, either on a per-mission basis or all the time) and he's not actually selling this stuff to anyone else or only through approved channels for certain items, if that makes you feel better about keeping him around. A rename to Quartermaster might also be in order in this case.

 

Lab/Workshop

Like it, though I would suggest listing the stat requirements in the crafting menu so the player can know at a glance whether or not they can craft a given item. Maybe (Produces 2, Req. Int 8 and Med 70)?

 

As for the satchel restrictions (6 total, 2 of each type, right?), I'm not entirely sure why it would exist in-universe. I mean, the Sentinels don't have any objection to you carting around dozens of other high-powered explosives, many of which could go off just by taking a bullet.

 

Soviet Internal Conflicts

It's a very nice idea, I like it. That said, I'm not too sure about making it a separate set of missions, there's already a lot of side missions and we haven't even started on the main ones yet.

 

From what I've read though, Zhukov and Khrushchev got along at this point, and they eventually team up to take Beria out of the picture in the early 50s after Stalin dies. I don't think it'd be a 3-way battle, barring rogue elements.

 

About Mikhalev, I don't think he'll be involved. He's stationed in East Germany, and I figure any such internal conflicts would mostly take place within or at least closer to Russia itself.

 

Editing

Ammonia Hydroxide Container

 

Ammonia hydroxide is a colorless liquid with a strong pungent smell. It's a precursor to a wide variety of chemicals, from nitric acid and fertilizer to pharmaceuticals and explosives. It's also used as an antiseptic in hospitals and households.

 

Combining ammonia with nitric acid yields an explosive compound - ammonium nitrate, used in the production of industrial dynamite and Amatol explosives.

 

Adding picric acid instead forms another explosive substance - ammonium picrate, also known as 'Explosive D' or Dunnite. 1:1 mixes with TNT yield powerful Pictratol explosives.

_____________________________________________________________

 

Fertilizer Bag

 

Fertilizer Bag

 

The bag is filled with ammonium nitrate (25%), a nitrogen rich chemical primarily used as plant fertilizer.

 

Ammonium nitrate is also one of the reagents needed to produce industrial dynamite and Amatol explosives.

_____________________________________________________________

 

Ammonium Nitrate Flask

 

RE Factor: 0.85

 

The flask is filled with concentrated ammonium nitrate powder, a nitrogen rich chemical primarily used as plant fertilizer.

 

Ammonium nitrate is also one of the reagents needed to produce industrial dynamite and Amatol explosives.

_____________________________________________________________

 

Powdered Ammonium Picrate

 

RE Factor: 1.22

 

The ammonium picrate powder is ready. It is also known as 'Explosive D' or Dunnite. Due to various stability issues, it's rarely used by itself.

 

Depending on your engineering expertise, you can combine it with TNT (1:1) to create Picratol remote explosives.

_____________________________________________________________

 

Phenol Container

 

Normally a crystalline solid, this batch of phenol is in liquid form. It's commonly used as an antiseptic and is a precursor to a myriad of substances, including medicines.

 

When combined with nitric acid, phenol forms a powerful explosive - Picric Acid, also known as Lyddite.

_______________________________________________________________

 

Powdered Picric Acid (Lyddite)

 

RE Factor: 1.2

 

The flask is filled with picric acid. In medicine, it is used as an antiseptic and burn treatment.

 

Depending on your engineering expertise, you can either create Picric Acid (Lyddite) charges with it or combine it with other explosives to develop more sophisticated devices.

__________________________________________________________

 

Glycerin Container

 

A colorless, odorless and viscous liquid that is widely used in manufacturing food and pharmaceuticals.

It can be found in bakeries (sweetener), hospitals (lubricant), botanical gardens (preservative) and various chemical plants (solvent and feedstock).

 

It can be combined with nitric acid under controlled conditions to produce a powerful explosive - Nitroglycerin.

 

CAUTION: Glycerin is a strong laxative.

______________________________________________________________

 

Hexamine Powder

 

The flask is filled with hexamine. Its tablet form is often used to heat rations and maintain fires by both civilians and military personnel.

 

Under controlled conditions, the powder can be combined with nitric acid to produce a powerful explosive - RDX.

 

NOT FOR INTERNAL USE: Hexamine releases toxic formaldehyde when ingested.

________________________________________________________

 

Hexamine Fuel Tablets

 

A form of solid fuel that burns smokelessly and has high energy density. Used by campers and the military to heat rations and maintain fires.

 

Under controlled conditions, the tablets can be combined with nitric acid to produce a powerful explosive - RDX.

 

NOT FOR INTERNAL USE: Hexamine releases toxic formaldehyde when ingested.

_____________________________________________________________

 

Formaldehyde

 

The bottle contains formaldehyde, a well-known disinfectant and tissue fixative. It is also used in the production of adhesives, paints and image stabilizers.

 

Formaldehyde is also a precursor to various explosive compounds, such as pentaerythritol (pentek) and hexamine.

 

WARNING: Highly toxic! Avoid skin contact! Do not ingest!

______________________________________________________________

 

(weapons)

(Satchel Charge Weapon Type Description):

Satchel Charge

Description: Part of a pair of remotely activated explosives equipped with a low frequency receiver.

Both charges are marked with the same color. Stable and insensitive to regular damage.

Instructions: Equip in the active slot to set the charge.

Warning: Unequip the detonator before setting the charge.

_____________________________________________________________

 

Nitroglycerin Tablets

 

This strong vasodilator medication is usually used in patients with angina to increase the blood flow to the heart.

 

Found in hospitals and pharmaceutical institutions.

 

WARNING: Overdose may cause severe headaches.

_____________________________________________________________

 

Picric Acid Ointment

 

The mixture has strong antiseptic and astringent properties. It's primarily used to treat burns.

 

Typically found in hospitals and pharmaceutical institutions.

 

WARNING: DO NOT INGEST! External use only.

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Great! I was thinking of adding uniforms of the allies of Germany that fought on the eastern front like Romanian, Hungary and Finland. Also though about adding more British uniforms (like those that they used in the north africa campaign) Romania: Finland: Hungary: and the UK. Having my squad running around in kilts whould be hillarious.

 

Thank you for posting those. I am not working on any new uniforms at the moment, ...but if we decide to expand the uniform selection I'll use the images you provided as references...

 

...can't do kilts. There are no models supporting that look, unfortunately.

________________________________________________________

 

Mike needs a Romanian uniform. Also a quest that exposed the arms dealer as some kind of traitor and replaced him with someone with better prices would be awesome.

 

I am still undecided on what to do with the dealer. I've no idea how to change the price modifier via scripts (it is a constant set in the database that stays the same throughout the campaign) and replacing him with someone else, who is very similar in what they can do for us (except for their looks and name), might not be worth the effort...

_______________________________________________________

 

I think we're trying to remove him with that quest.

 

I am actually questioning that after reading Ecthel's thoughts on this. Perhaps there is another way... hmm...

 

Regarding uniforms - the more the merrier. Btw, how about a character (not Blunter's department, IIRC?)

 

...not my 'department'... What do you mean? wink.png

 

with Panzerwaffe background as a PK expert? And as his background/personal story - his tank got knocked out in Operation Typhoon so he had to fight as infanterist (good pistol and MP skill, with which german tankers were equipped. fighting as infantry was a one off for the assault on Moscow and had tragic consequences on the experience of the Panzerwaffe, as some of the best tankers have been lost in infantry combat) - so he could go the fanatic Nazi way (Axel) or be a bitter soldier, hating the time he had to fight as infanterist. And even more that he got transferred to an infantry regiment because there weren't enough tanks available for all tankers, and all instructor places have been taken.

 

That's a nice introduction into his character and motivations. Now, how does this person fit in the story line? Or is it about possible Acks? Or something else?

 

Now to Blunter's post - I obviously agree and admire everything. I probably just misread the achivement post, nevermind. tongue.png I usually stop functioning a lot later tho. Might have to re-grease my brain.

 

Thank you.

The crafting system will need to be tested first, before I start adjusting all those numbers...

______________________________________________________

 

Thank you, Blunter! I'm just trying to be helpful and to somehow participate in this wonderful project. Not "spy" - scout. With each innovation, this modification is becoming more and more chic. As in the opinion it draws on the full add-on, and maybe a separate game

 

You are being very kind, thank you.

There is still a lot of work to do... and so little time... smile.png

_____________________________________________________

 

Great idea! As an option: maybe make it a member of the Division "Viking", say Swede or Dane? We have a sniper from Norway, a grenadier of Finland, why not come to the Swedish / Danish tankman? Continuing the theme: samples of uniforms of the United Kingdom, which is sent by McNeill (Scottish soldier), led me to some ideas. How about to add someone in the spirit of John "Jack" Churchill (https://en.wikipedia.../Jack_Churchill). I mean terrible accent, kilt, tam, high values ​​of possession of melee weapons, and scottish broadsword with his own name

 

We already have an ancient sword in the game. It's an RPG 'money item' not a melee one. I could probably try and make it a melee weapon.

 

Here it is:

 

Weapons_Melee1_RareSword.png

 

BTW, I read about Jack and his 'adventures'. Wow!

____________________________________________________

 

Every game need Jack Churchill. He is that awesome. It was really hard finding pictures of Romanian soldiers from World war 2 on the net. Or the other Axis powers that were not part of the big three. And Mike need his country uniform. How about some Polish home army uniforms? Jerzey is from Poland after all. After the war, some elements of the Polish home army still fought against the Soviet. Maybe you can meet some of them? https://en.wikipedia....Cursed_soldiers And maybe have the storyline take a detour to the baltics where the forest brothers fought. https://en.wikipedia....Forest_Brothers I also found out that in Romania people fought against the goverment. https://en.wikipedia....stance_movement So many scenario's.

 

What encounter are you thinking about?

Keep in mind, I am not very sympathetic towards those groups...

___________________________________________________

 

Why not, which of the four battles for Kharkov you mean? Maybe, battle of the Korsun-Cherkassy Pocket? According to Churchill, in the old Sentinels modification of Natrix (Kazaki mod for SS2) Taras had his own specialization-Kazak (something between a soldier and a scout). Toki also had its own specialization- ninja. Both have their unique weapon - shashka and katana respectively. Why not make the Mad Jack on this image? As weapons: Scottish broadsword, and maybe "Sea Devil" (it certainly is not a long bow, but still)?

 

Did he reshuffle the perks for those professions (with their own perk trees and specific skill values)?

Was there a plot twist involving Cossacks or ninjas in 'Kazaki' mod?

 

We could make unique starting weapons for every mercenary... Any suggestions?

Rocco already has "Vendetta" (a unique Chattel MG)...

__________________________________________________

 

I notice that Blunter mention one time that there is more way you can create your character then what it lets you do in the game. How was it again?

 

I don't know what you are referring to, MacNille...

 

There are several ways to create one's main character:

 

1. Custom process

2. Choose one of the 4 premade ones

3. Be forced to play a character via script... when the original character is removed and another one takes his/her place...Will need to override the 'lose' function here (at least once)

 

Did I mention any other ones?

____________________________

(to be continued)

 

~ Blunter ~

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Thank you for editing, Ecthel.

I entered all the suggested corrections.

 

Arms Dealer

Poor fellow. Goes to all that trouble to secure a supply of military-grade weapons, ammo, explosives and various other items for your every need, pays up for even the most badly broken items and provides expert repair services on top of that, but is considered a corrupted money-grubber and potential traitor. It's enough to make one weep.

 

I agree. smile.png

It does sound sad...

 

More seriously, I don't see the point in getting rid of him. He provides 3 very useful services , and we'd either have to replace him with someone who does the exact same thing (in which case, why get rid of him in the first place?) or create a whole new economy system, likely with attendant bugs, when there's a perfectly workable one already present.

 

I see your point, although with the skill overhaul we introduced - high level engineers (14+) can do all the fixing themselves. The banknotes (USD, rubles, Pounds, DM, etc.) and the bank system reduce/ eliminate the need to haul all the junk we found back to the base in order to make money. The only thing that's left to cover is the arbitrary tier system of unlocking 'new' weapons, most of which should really be available from the start... as they are far from being "new". In other words, we already have some parts of the new economy system in place.

 

Also, regarding who he might be selling the stuff to, the various governments may be inclined to "acquire" another one's weapons for various purposes (reverse engineering, false flag operations, etc.) or reacquire their own equipment to keep it out of the hands of bandits and the like.

 

Then maybe we need to add some description of what he really is... to the armory hint perhaps.

 

Alternately, the Sentinels have a credit system (you hand in an item, you get x amount of buying power represented by US dollars. Some portion of that is issued as actual cash for dealing with non-Sentinels, either on a per-mission basis or all the time) and he's not actually selling this stuff to anyone else or only through approved channels for certain items, if that makes you feel better about keeping him around. A rename to Quartermaster might also be in order in this case.

 

Hmm... that's interesting.

Wouldn't the credit system make us abandon the shopping screen anyway?

I mean I could do it all via the DialogMode system... just like the crafting system (possibly with multiple vendors). It would allow us to control the item availability and prices if necessary.

 

Lab/Workshop

Like it, though I would suggest listing the stat requirements in the crafting menu so the player can know at a glance whether or not they can craft a given item. Maybe (Produces 2, Req. Int 8 and Med 70)?

 

Done!

 

Lab_27_ReqsAdded.png

 

____________________________________________

 

Workshop_21_ReqsAdded.png

 

 

As for the satchel restrictions (6 total, 2 of each type, right?), I'm not entirely sure why it would exist in-universe. I mean, the Sentinels don't have any objection to you carting around dozens of other high-powered explosives, many of which could go off just by taking a bullet.

 

I understand your concern (unless it is the pop-up message that you didn't find very convincing...).

 

There are, basically, two reasons why I introduced that limitation:

 

1. I don't know how to make a working script that accounts for indefinite number of remotely-controlled explosives. Initially I was going with just 2 pairs (4 satchels). Well, after 7 revisions I managed to accommodate 3 pairs (6 satchels).

2. The way the RC-explosives system is currently set up (no APs required on setting the charges and their detonation, completely undetectable by the enemies, very powerful) - is a guarantee it's going to be abused and exploited (especially if the number of satchels the player can have at any given time is unlimited).

 

Soviet Internal Conflicts

It's a very nice idea, I like it. That said, I'm not too sure about making it a separate set of missions, there's already a lot of side missions and we haven't even started on the main ones yet.

 

From what I've read though, Zhukov and Khrushchev got along at this point, and they eventually team up to take Beria out of the picture in the early 50s after Stalin dies. I don't think it'd be a 3-way battle, barring rogue elements.

 

About Mikhalev, I don't think he'll be involved. He's stationed in East Germany, and I figure any such internal conflicts would mostly take place within or at least closer to Russia itself.

 

We could use the Soviet sub-plot as an introduction to 'Die Wolfe' and the virus.

 

The "Lab Assault" mission you proposed earlier in the thread can be one of the several war time missions (3-4) used to introduce the hero at the beginning.

 

As for Mikhalev, ... I thought his unwillingness to be antagonistic towards the Americans (helping with the spill) could have angered some MGB leaders in Moscow, triggering an open or a covert attempt to remove him from his position... ???

 

_________________________________________________

 

All right, I am done with the next stage in "Clinic Needs Supplies" mini-quest:

 

Infirmary_OP_Quest_01.png

 

It's not going to be morphine, but opium.

_____________________________________________

 

Infirmary_OP_Quest_02.png

 

ready for editing:

 

Opium Delivery,

 

The nurse from the Sentinel clinic is asking for your help again.

 

The clinic is in dire need of opiates. Painkillers, spasmolytics and cough suppressants are made out of Opium on site in the lab downstairs. The last two opium shipments didn't make it to the base. The nurse suspects the worst.

 

Benefit: If you can procure some opium for the clinic, they will further reduce the fees assessed for any of your medical expenses at the base.

 

Task: Bring 3 opium packs to the nurse to receive a 75% discount.

_________________________________________________

 

Infirmary_OP_Quest_03.png

 

The reason for using Opium is simple - UnitRemoveInventoryItem( unit, itemID ) removes items from the backpack as well as the the one equipped in the slot instead of removing only one at a time. Opium is a money only item (i.e. unusable), it can't be equipped and therefore it doesn't interfere with the Opium delivery counter...

 

(there is probably a workaround, but I haven't figured it out yet)

___________________________________________________

 

Infirmary_OP_Quest_04.png

 

______________________________________

 

...I also redid the Splittermuster 45 uniform (changed to a larger pattern):

 

Splittermuster45_5%2528Redone%2529.png

 

I remember Lt. pointing out that the print was too small...

 

All of these uniforms (5) are available for purchase now... as well as some other items.

______________________________________

(to be continued)

 

~ Blunter ~

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I am still undecided on what to do with the dealer. I've no idea how to change the price modifier via scripts (it is a constant set in the database that stays the same throughout the campaign) and replacing him with someone else, who is very similar in what they can do for us (except for their looks and name), might not be worth the effort...

I still think he has no place in the base, but I might be wrong. If he really works for a nation to collect weapons, would it be ethical from the Sentinels standpoint to provide these weapons for false-flag ops? If he is working for both the Soviet Union and the Western Allies he isn't exactly the most trustworthy person ever, and if he works, for example, with the Western Allies, we are, in some way, working for them aswell. And we can't buy Soviet weapons as we're supposed to get them to the Western Allies. And I've got no idea what would happen with German weapons then.

 

 

 

I am actually questioning that after reading Ecthel's thoughts on this. Perhaps there is another way... hmm...

I just pointed out that I find it unrealistic. Ofcourse I might be wrong, and it likely is a bad choice. Then again, I'm just thinking out loud, you're the one who can choose ;)

 

 

 

...not my 'department'... What do you mean? wink.png

I'm not sure anymore... I probably missunderstood that your daughter(?) is creating both acks and characters...

 

Or is it about possible Acks?

Possible Acks it is...

 

 

 

We already have an ancient sword in the game. It's an RPG 'money item' not a melee one. I could probably try and make it a melee weapon.

 

Cool! A bit too shiny for an officers sword I think... Here's one from the times of George VI:

https://www.antique-swords.eu/images/E79-1.jpg

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I guess my thoughts on the Arms Dealer might have come out a bit jumbled, I was somewhat sleepy at the time.

 

Arms Dealer

Blunter,

High-level engineers may be able to do as well as the Arms Dealer at repairs, but don't those require the usage of kits with limited uses? Also, it takes time and effort to get to that point, which could cause a pretty large gap where the player needs but does not have an effective repair capability, depending on how fast leveling is going to be.

 

The bank system is useful, but it does not wholly eliminate the need for a place to sell stuff you don't want to keep around, and unless bank notes are frequently given out in REs or story missions, I don't think there'll be much of a cash flow from there.

 

Regarding the credits suggestion, I meant it as a possible explanation/justification of the current system, rather than as an alternative one. Basically, you hand in (sell), say, a M1 Garand that the Sentinels consider to be worth, say, $400. You can then requisition (buy) up to $400 worth of items from the Sentinels' inventory, in addition to any previous credit you've accrued. Admittedly, this is just a whole lot of extra words for the same effect.

 

Lastly, I'm not opposed to a modification of either his inventory, prices and/or current role, I just think that wholly removing him is a far too drastic step.

 

dimovski,

I didn't mean that he's working for one or more of the governments (though depending on the backstory Blunter decides on, the Sentinels might indeed be directly working for the Allies, either as a whole or one of its members) or that he'll only sell to them. Rather, I meant that, when selling stuff, he either sells stuff on the black market, but discreetly makes sure that they don't fall into the wrong hands, or deals directly with people on the Sentinels' whitelist, which would include (portions of) the Allied governments.

 

As for the false-flag ops thing, I was just throwing out ideas as to what they might want the weapons for. Could state that it's part of an agreement (give us some weapons from these guys, and we'll hand you some of our special restricted items), the Sentinels don't especially care because they need the resources to fight a greater threat, or that the Sentinels don't do that precisely because of what the governments might do with them.

 

Satchel Charge Restrictions

I get the restriction from a game balance standpoint, I just can't think of a decent story reason as to why this would be in place.

 

I mean, size and weight wouldn't be an issue, each of your squad members can tote around multiple rocket launchers and machine guns without even slowing down. Safety can't be it either, you can carry a large assortment of other powerful explosives which, unlike the stable satchel charges, can explode prematurely when struck by a bullet. I was thinking maybe it was to avoid attention, but you can carry and openly display all manner of heavy weaponry and explosives, as well as wear various military uniforms, possibly with body armor on top, without anyone batting an eye.

 

Hmm... maybe technical limitations of the detonators? Can only simultaneously detonate 6 charges, any more than that causes them to go on the fritz (which is especially bad with explosives. The only thing worse than a bomb that doesn't explode is one that explodes when you don't want it to). But then, the limitation of only 2 per satchel charge type...

 

Mikhalev

I don't think they would, at least not for that reason. The spill is affecting the Soviet occupation zone as well (Berlin is located in East Germany, and we've got the infected bodies in one of the cutscenes and the zombies in the Overrun Clinic RE there), so he's pretty much just doing his job. They are still officially allies at this point, so openly working with his American counterpart(s) on a problem affecting both their sectors is probably not going to raise too many eyebrows.

 

Then again, that's assuming said leaders are reasonable...

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Satchel Charge Restrictions

I just can't think of a decent story reason as to why this would be in place.

I guess we simply disagree about the Arms Dealer, and I'm fine with that, so I won't argue with it anymore :)

 

I guess the detonators for the charges are wireless? If that's the case, maybe something simple could work, like having only 6 frequencies to set them off.

 

Or maybe limit charges to engineer use only, and make it so that the whole inventory is filled with 6 charges + the stuff needed to set them off. Would work aswell I think... it just wouldn't really be plausible to carry 3 Panzerfausts in the backpack, and one in each hand but only 6 satchel charges ^^

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I still wonder why the Arms Dealer is a problem or are you intending to change how you get your weapons? If it bugs you so much, make him a Quarter Master that gives you some of the earlier stuff for free and you have to buy the other weapons off him. As I stated, it would be nice if the weapons selection was a bit bigger even earlier on.

 

Also, any developments on the 3d models front? Anyone here willing to model weapons for this mod (well, rather create a pure weapons mod with new guns) and give the file over to Blunter? I mean, not to long ago someone here posted a question about custom 3d models because he was trying to put an AK rifle into the game.

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Once again so very much has happened since last I dropped in to loose my 2 cents.

 

Jack Churchill is indeed quite a find - and quite a handful too, when you consider that he was a married man and quite newlywed in the timeframe of some of his craziest antics (some women like facial scars, most of them are Krogan, mind you - G. Vakarian).

Is there somebody on this thread who can do a convincing highland accent (or who knows someone who can do it)?

 

I think that the current debate about arms-dealer and placed explosives is one of history vs. game mechanics.

In the real world mobile patrols would interfer with setting up dets, the package would be spotted and whatever you can think of. Go play Far Cry or something in that league - The S3 artificial idiot just is not up to the challenge, so the playing field needs to be levelled for it. I personally don´t mind having limited remote bombs.

Also this cuts both ways - just imagine what you would say about being on the receiving end of a defensive setup with remotes.

Then there are the weapons - either we agree about tiered guns or we don´t. A real Mauser bullet is just as deadly as a Springfield round, just to name two of them.

The prices for these weapons are completely arbitrary and yes, they offend my sensibility too, but so what? It works for the game.

S3 gives us a tier system in which the russian guns are the deadliest - so what? I could live with that in vanilla.

 

Before this turns into a rant I conclude that I find this discussion a bit fruitless. I also remember taking part in it, the last time this crept up, so I am not blameless either.

 

Let´s return to discussing our new careers as drug-dealers(opium). Does S3 have jungle textures? If not, maybe a mission to kurdistan with its desert/mountain terrain might be in order, if we wanted to go to the source. Holidays of a mercenary... Is it feasible to get together something quasi-arab for the opposition to wear?

 

Have a nice time

 

tofudog

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Ah, so I have been a bit harsh in my yesterday post. Sorry about that.

 

I know, that I like to refer back to the real world for reference about how I want the game to handle its mechanics, so it is not that far off to assume that others do that too - and are vocal about it.

But the fact remains, that this game just is not up to certain things. A lot of them. Refer to the "suppressive fire" discussion, or the shotgun discussion, or the flamethrower discussion (not sure if we had that one yet, might be high time to kick it off).

 

I remember the answer Blunter gave me, when I came up with a crazy idea for a mission/questline:

 

Give me a concise script/screenplay and I will consider it.

 

I found that pretty generous and it might be the lead-in for coming up with fan-based missions - kicking around scripts in this thread until they are ready to be set up in the game.

 

So let me start:

 

miniquestline:

Gib dem Opi Opium, denn Opium haut den Opi um.

(Give opium to granddad, because opium knocks granddad flat - it only works in german)

 

tracking the missing opium shipments to amsterdams harbour, the heroes are setting up a meeting with the current suppliers, to find out what´s wrong.

When they arrive at the warehouse, they hear three gunshots. Barging in to investigate, they find themselves in a standoff with a gangstercrew (smgs and pistols for urban gang warfare). On the ground, the three emissaries. Dead.

Now we have the option to either open fire (being - hopefully - better armed than the opposition) or negotiate a new deal with the gangsters who obviously have taken over.

The new deal would be a rotten one, with double the usual prices to be paid. This would not result in a discount from nurse, but it would end the questline nevertheless.

Withdrawing after refusal would result in the gangsters opening fire (they are so flush with victory, that they do not take our heroes seriously. Last mistake.)

Either way, after the gunfight our heroes find the address of one Abdullah ibn Ibrahim, trader of opium in eastern turkey, also known as kurdistan.

Negotiating a deal with ibn Ibrahim, who is freshly out of his european retail service would involve the assassination of a competitor of his and secure the sentinels a steady source of income (financing clandestine operations with drug-money is a practice that would later be imitated to great effect by honoraries like the CIA).

 

That is my rough expose. Depending on how you play it there are zero or at least two gunfights (in the warehouse, depending on your actions you get first or second move, on the assassination mission you go first (if you are not discovered by Ali ben Gator´s numerous guards, armed with sabres and antique muskets (and a penetrating smell of dromedary))) - maybe a random encounter or five in the desert.

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Did he reshuffle the perks for those professions (with their own perk trees and specific skill values)?

Was there a plot twist involving Cossacks or ninjas in 'Kazaki' mod?

 

~ Blunter ~

Yes, Natrix changed, perks. Here is a page with his mod for Sentinels (https://natrixss.narod.ru/page/mymod.html), maybe it is useful.

Different Storyline associated with cossack or ninja was not - it was the new classes with their perks and skills

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  • 4 weeks later...

Hello

 

Just played through your mod (v2.4), and its great!

 

Never played through the original s3 . No need for it now anyways, it can only be inferior

 

I really like the unique guns they add flavour to friend and foe. Getting them as a reward is a very nice gameplay experience

 

The soviet subplot is great, even feels more polished then the original missions: Collecting clues, comparing fingerprints, making live or death decisions, optional stealth passages, hiding hints in the dialogues; I like these RPG mechanics. Adding gameplay beyond the "shoot everything that moves" doctrine of the main game. And I still had some of the best tactical shootouts there.

[You did miss some lootscreens, regretfully I dont remember which missions in particular.

The pathfinding on the roof of the mansion with the wall and alarm where you get the package is all wonky ( I should have made some notes, sorry, but I was too much in awe).

I always was afraid I missed a clue and therefor an optional consecutive mission due to not showing any objectives on the drop-down-menu]

 

And the uniforms of course. I cant tell the difference between original and custom made. Speaks for the quality of your work. Although I mainly dressed my squad in civil clothes (just feels more "badass") having them running around in officers uniforms or yellow rubber coats and mowing down zounds of villains is just hilarious.

Maybe extend on this further: You already introduced armor on some of the uniforms, why not give gasmasks protective properties against ABC-weapons (there is a "viral" subplot coming?).

or give standard uniforms stealth values : As long as you wear Hammer uniforms in Hammer territory you stay invisible, only combat or unique NPCs may detect you, and ... ah, what am I doing?! A man can dream though. But definitely vary outfits of the opponents: some rouge officers (axis and allies), mercenaries ,who didnt find their way home from war, or just plain crazy lab coats, running around with MGs and gas-grenades (here I go again). Show off your fine work

 

Castle Linden: best single mission. Different enemies and a lot of them and the sweet rewards at the end. Just great.

It only seems a litle bit too easy. Once You have settled in, found your positions, there is no need to move around anymore, adjusting your strategy.

Some sneaky bandits coming in from behind, or Kamikaze-Zombies blowing stuff up pushing you out of your comfort-zone, ultimately making the heavy MG in the back "useful", would change that drastically (I think).

 

"Die Wölfe" random encounters were surprisingly difficult, especially at night. Thats a good thing. I am guessing they are not finished: the map has several ghost levels underneath the cellar; and I didnt encounter any wolves. Otherwise, more "ranenc" are always fine with me

 

Cant really say anything about the "ruins" mission in Poland. The one time I stumbled over it I got destroyed. And then never found it ever again. Looks interesting though and definitely is challenging

 

The training facilities (Sphere and Shooting Range) are a great idea for bringing new Sentinels up to speed. Hopefully this will cure my save-reload reflexes once and for all, when finished.

[The adv. training protocol seems to add and subtract attribute-points when used more often.

Can not train sniping on the range?]

 

The only real concern I have is the overall balance

Player progression seems too generous ,making the more delicate attributes like sniping ,engineering and hiding, overpowered.

The Anti-Material-Rifle takes out a Panzerklein in one shot. In addition with the superior range: unbeatable. Removing the scope maybe helps

I read that repairing weapons nets a whole point in engineering. And so I did, maybe over did it. Dynamite destroys a Panzerklein, nitro ends 5 of them in a decent radius. And I definitely will never use a hexogencharge again; That takes out evreyonething! Engineer included.

Hiding skill is funny and frustrating at the same time. Egypt ruins: I walked everyone into the middle, scout was "downladders". I didnt pay attention when the game turned realtime, only to be surprised by a bunch (15?)of Hammer-goons. They were standing right next to my guys. Toe to toe with no clue whatsoever. The only difficult part was to figure out the right angle for my engineer to kill them all with one TNT-charge.

I dont know how much you changed or if these are base game values or if this even bothers you at all, given it was late game, it is not gamebreaking. I just wanted to point out that, besides engineering and the advanced training protocol, I didnt specifically train these skills. And since you are planning to add a lot more missions and stuff (goody goody), skill levels will be even higher in the mid to late game.

 

I almost forgot: Grenade throwing must become an Olympic discipline! My Shade character can throw a light nade as far as rifle can shoot. With almost the same precision.

 

Anyhow, I really like your mod and will never play without it.

 

Kudos to you sir !

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