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A Post-Nuclear Mod for S3 (Sentinels)


Okim

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Кхм, написано, что ты из России, посему попытаюсь обратиться к тебе на родном языке.

Мод просто великолепен! Знаешь, я давненько ждал чего-то подобного, а тут есть ВСЕ! Новые пушки, новое снаряжение, даже карты новые - именно то, чего как раз мне в оригинальном Сайлент Шторме-то и не хватало.

Собственно говоря, ко всему я хотел бы добавить еще одну просьбу - если сие будет не сложным, а можно было бы сделать мод, который просто добавляет оружие и новое снаряжение в магазин?(То бишь без самого пост-ядерного остального содержимого?). Уж очень иногда, играя в твой мод, хочется испробовать новые пушки и на молотовцах(Привык, наверно, уже к ним. Как никак, игра пройдена 24 раза, собираюсь и в 25 проходить)

Заранее спасибо smile.png

 

Поздно уже. Годом раньше, когда только начинал работу - мог бы сделать такой мод. Сейчас уже все оригинальные локации и файлы перелопачены.

 

Могу помочь лишь советом поиграть с консолью. Например, "template 100" или любой иной номер выдаст карту из оригинальной игры, а giveitem X (или getitem X - не помню), где Х выше 1000001, выдаст пушку из мода.

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Hello, i just repurchased Silent Storm on steam after i've played it long time in the past, and your mod alongside the summer discounts and some nostalgia for a good tactical RTS was the main reason that convinced me to proceed with the purchase. :)

 

So far the mod looks amazing! I used to dislike all the science fiction stuff in the original game, since I think that those things don't really fit in the ww2 era. But now with your mod it's like having a complete new game (even if it's still unfinished and with only 3-4 missions). So keep ut the good work!

 

Regarding the mod itself, i agree with who suggested that bipods should work also on higher surfaces, like walls, sandbags, windows, etc... Though I know that it would be almost impossible to implement that since the game engine has a lot of limitations.

All the rest seems so much well done and curated... Can't wait to see the mod complete with a full campaign. :)

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I have a strange request that may be impossible due to the limited scripting capabilites of SS modding.

 

Taking inspiration from a game called Red Orchestra it would be cool if you can use terrain to stabilize weapons. Any weapons with bipods will have the effect amplified. This means that if you are prone, sitting behind high enough cover, or standing behind high enough cover, and are facing said cover, accuracy should increase and recoil should lower.

 

Part of this is already present in the game (firing from prone, for example, increases effective range of the gun making it a bit more accurate). However in Silent Storm this is done per weapon type.

 

For APN i`m making a bit more complex system with each gun familiy (i.e. 6mm assault rifles, 7mm machineguns etc) their own bonuses and even some penalties (in case of smgs with too long clips).

 

There are also some guns (like 12mm Anti-material rifle) that is extremely heavy and can`t be effectively used while standing.

 

However, what you ask (getting accuracy bonus behind cover) is impossible to do,

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Шикарный мод! После многочисленных поправок к оригинальному сеттингу смотрится он свежо.

Слушай, а не подскажешь, как можно узнать ID-номер предмета? Вот в твоём моде, говоришь, выше 1000001 выдаст пушку. В других модах, полагаю, номера тоже другие. Получится их как-то узнать или только методом перебора? Заранее спасибо.

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He asked if i can make another mod with only my guns. No campaign stuff. Explained that he wants to try these guns against Terrors in original game.

 

I said that its too late to do that. I`ve also suggested him to use original maps (calling them via console) and to give his guys APN`s guns via the same console.

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Little progress update.

 

All guns in the mod (108 items) now have their unique description with effective range, prepare and reloading costs and some hints on how to best use them.

 

There is a fully scripted and playable 4th mission in the mod that has two stages and some deadly foes in it. This is the first mission that you can pick in the first block. 3 more to come.

 

ShelSec soldiers that you are given when operating without mercs no longer can be used as meat grinder. You are now penalised for loosing them and rewarded if all of them survived the mission. Most of the missions have one of the soldiers preset for it - this means that on a looting mission you`ll always get an engineer, on assasination - a sniper, on defence missions - a gunner and etc. This way you won`t be penalised for not picking mercs.

 

I`ll probably release the current version of the mod to get some feed back on the descriptions and weapon rebalances.

 

Far going plans:

1. add 3 missions to the first mission selection block.

2. add 2 non-essential missions per sector with some specified and scripted conditions of appearance. These are bonus missions where you can loot some stuff, get a merc, kill a bad guy for XP and money, rescue some captives for future help and etc.

3. expand the current conversion options (most of the convertable guns still have no options).

4. experiment with descriptions for non-weapon items.

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Here is a list of all gangs/organisations/forces that you`ll see in APN.

 

ShelSec.

 

Powerful military organisation that managed to secure a large and rich sector as well as establishing numerous trading, political and military pacts all over the sectors. ShelSec is employing you as a squad leader of their special force team.

 

ShelSec soldiers use military-grade weapons such as 6mm Assault Rifles, Machineguns, Sniper Rifles, Standard and Combat Shotguns, variety of SMGs and other guns.

 

https://www.lordsofthestars.com/other/S3/ss33.jpghttps://www.lordsofthestars.com/other/S3/ss30.jpghttps://www.lordsofthestars.com/other/S3/ss34.jpg

 

Bandits.

 

The most common encountered 'forces' that harrass civilian and military of almost all known sectors. The majority of bandit groups inhabit Badlands sector where they are kept busy with destroying each other.

 

Bandits are scavengers and raiders - thus they use whatever they managed to loot. Encountering a band armed with advanced weapons has almost the same odds as the band armed with some cracked or hand-made guns.

 

https://www.lordsofthestars.com/other/S3/ss26.jpghttps://www.lordsofthestars.com/other/S3/ss27.jpghttps://www.lordsofthestars.com/other/S3/ss28.jpg

 

Mutants.

 

Unfortunate fellows who were unlucky enough to get born or stay for too long in Mutant Wastes region. The mutations aren`t actually the mutations, but rather a significant skin deformation due to prolonged exposure to toxic and radioactive dust in the air that was produced during the war by explosion of the nuclear plant and nuclear dump facility.

 

Mutants don`t have central gouverment and mostly consist of raiding parties, small clans and bands each operating withtin their own limited region. Due to this they are quite agressive and territorial and don`t like wonderers that much.

 

There is a large clan of mutants who call themselves 'The Wasters' who live near the Great Toxic Lakes. This clan is believed to keep order and some sortf of controlled peace between the mutants.

 

Mutants are mostly scavengers and thus don`t have any uniform or weapon preferness. Their arms consist mostly of what was used by the enforcer and guard units of the past. The Wasters, however, are rumored to possess some advanced energy weapons.

 

https://www.lordsofthestars.com/other/S3/ss19.jpghttps://www.lordsofthestars.com/other/S3/ss20.jpghttps://www.lordsofthestars.com/other/S3/ss22.jpg

 

Plainers.

 

Allied with ShelSec. Plainers are the residents of Scorched Plains who control a number of settlements in the region. They accepted ShelSec protections in exchange of constant supply of resources and recruits and thus don`t have any significant military forces.

 

Order and peace in cities and security of the caravans is provided by local militia units mostly armed with light weapons.

 

https://www.lordsofthestars.com/other/S3/ss11.jpghttps://www.lordsofthestars.com/other/S3/ss12.jpghttps://www.lordsofthestars.com/other/S3/ss14.jpg

 

Glowers.

 

Allied with Shelsec. Inhabit Glowing Hills sector where they control several settlements, outposts, mines and trading posts. Glowers are the main source of mined materials and heavy industry production for ShelSec.

 

Their enforcer units are easily destingueshed by grey uniform and full metal helmets.

 

Enforcers are mainly guarding local sites rarely leaving their sector. Main enemies are the Marauders and local bandits who harrass trading routes and raid vilages at outskirts.

 

https://www.lordsofthestars.com/other/S3/ss07.jpghttps://www.lordsofthestars.com/other/S3/ss08.jpghttps://www.lordsofthestars.com/other/S3/ss09.jpg

 

Marauders.

 

Hostile to ShelSec. Operate in Scorched Plains sector where they raid Plainer caravans and cities. Recent increase in firepower and agression suggests them being hired by the third force.

 

Marauders prefer to use high rate of fire guns and explosives. They wear the same destinctive uniform with squad leaders having red bands and masks.

 

https://www.lordsofthestars.com/other/S3/ss03.jpghttps://www.lordsofthestars.com/other/S3/ss04.jpghttps://www.lordsofthestars.com/other/S3/ss06.jpg

 

New Order.

 

A hideous organisation that has recently emerged on the surface from the number of the hidded shelters. This organisation is extremely hostile and has a single goal - kill or enslave all survivors.

 

Order is using advanced weaponry that was considered extremely rare by ShelSec and thus given only to elite units. This includes energy weapons, advanced ballistic rifles and machineguns, launchers and powered suits.

 

https://www.lordsofthestars.com/other/S3/ss17.jpghttps://www.lordsofthestars.com/other/S3/ss16.jpghttps://www.lordsofthestars.com/other/S3/ss18.jpg

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  • 2 weeks later...

I quite like how distinct each of the factions look from each other. Though looking at the images, it seems that Shellsec have more variety in terms of faces and the rest use the same. I don't see any reason not to have the other factions (maybe aside from the mutants) use random faces rather than the exact same bald dude with different hairstyles unless part of being in a faction means being from a certain nationality. Of course, these are WIP I guess so there will probably be a lot more later on.

 

Also, bug report: I've seen certain units holding their guns sideways, which I will admit, looks a bit gangsta. Though I doubt it's intentional since when you look closely the hands aren't actually holding certain parts properly. One unit I can confirm doing this is a bandit holding a 10 mm heavy smg.

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  • 2 weeks later...

A little progress update.

 

RANDOMS.

 

First of all - a random encounter map with caravan being ambushed by bandits. In APN lore almost all regions are covered with ShelSec outposts and bases as a part of numerous protectorate pacts and alliances. These outposts by the lore send out scouts and patrols which report any hostile or abnormal activities they spot. This is how you get random encounters in the mod.

 

So, here is the map: https://www.lordsofth.../S3/caravan.jpg

 

As you can see - its a large open area with bandits to the right and caravan survivors to the left. You start at the left bottom corner of the map right in the middle of firefight. Some of the bandits and caravaneers are already taken down with one of the carts.

 

Bandits have an advantage in numbers and cover, so you must act carefully to defeat the enemy. Once you kill all of the bad guys you get a small dialogue where you can choose a reward. It is either a sum of money or a number of rare drugs (non-forbiden by ShelSec, of cause) or a gun.

 

This map is a one-time encounter in ShelSec region. Happens along the trade route to Scorched Plains.

 

Other random map were also reworked. Here are two examples of basic desert encounter maps:

 

https://www.lordsofth.../S3/random1.jpg

https://www.lordsofth.../S3/random2.jpg

 

As you can see these maps now provide extra space for snipers and more cover to hide behind both for you and your enemies. All randoms will now take into account your group size and campaign progress. The first will spawn specific number of enemies (2-6) and the last one will provide additional experience to the bad guys.

 

GRAND MAPS.

 

I`ve remade all of the grand maps (region maps) in the mod. They now lool like this:

 

ShelSec region: map: https://www.lordsofth...map-shelsec.jpg

Mutant Wastes region: map: https://www.lordsofth.../map-wastes.jpg

Scorched Plains region: map: https://www.lordsofth.../map-plains.jpg

 

As you can see - the maps are now a bit more informative. Note that all the sites are there mainly for decorative purposes. These was an idea to make free-visit areas, but its impossible to achieve on Sentinels engine due to some stupid limitations (one of which is an automatic and unaviodable location closure once you leave).

 

All maps (regions) will get at least 2 special non-essential 'missions' like tech recovery, bandit camp raid, outpost defence and etc. These missions will depend on your current campaing progress and wont count towards minimal amount of missions required to complete a block. All of the missions will last just for a single block (a part of the plot where you are able to pick missions).

 

NEW TOYS.

 

Here is what i`m currently working on:

 

https://www.lordsofthestars.com/other/S3/lmg6.jpg

 

This is a 6mm Light Machinegun. The weapon has much lower ammo capacity compared to other guns (45X), but can perform singe and aimed shots, fire in bursts of 4 shots and in long bursts. In addition - it is fired with 'high aim mode' (not from hips as all other machineguns) which allows you to fire over cover (such as windows, large rocks and etc).

 

The gun`s family will consist of a basic gun, a gun with combat scope (shown on pic), a gun with silencer, silencer + CS. A basic version could be converted to 7mm version with a drum instead of the curvy clip. This 7mm LMG will also have all the versions listed above.

 

6/7 LMG is a Glowers weapon given to elite guards. You`ll get a copy of the gun for some secondary missions and lots of copies during one of the later missions smile.png

 

And here are the guns i`ve made a little while ago:

 

https://www.lordsofthestars.com/other/S3/gls.jpg

 

The upper one is a High-Capacity 42mm Grenade Launcher. It can house 6 grenades and is fast to fire (no pump-action stupidness of it`s 3-grenade comrade and one-shot thingy of it`s 1-shot little brother). The draw back is extreme reloading time that may make it impossible to reload during combat for certain slowpoke soldiers with low AP. A rare toy that you`ll have to take with force from one of the Marauder leaders.

 

The lower gun is a 23mm Anti-Armour Grenade Launcher. A huge clip in it`s stock houses 8 grenades. The launcher does little area of effect damage, but can instakill an unarmoured person or critically hit powered armour if scores a direct hit. Fast to fire and easy to reload, has careful shot mode. The gun is a New Order toy only and can be acquired in the last couple of missions.

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I love the region maps, they look great, maybe a bit too deserty (I prefer a "destroyed world"-apocalypse over a "there's been a sandstorm"-apocalypse).

 

The random encounters seem a bit small, how exactly do they work? It seems to me that the person that gets to move first can immediately kill the others, because they already see eachother.

 

Drooled over the guns, they are amazing, grenade launcher must be a lot of fun to use, does it have a burst function? xD

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Automatic grenade launcher is planned only as a powered armour weapon. Giving it to infantry is too devastating. However, both grenade launchers shown above can perform up to two shot per combat round.

 

Speaking of randoms - its not important who starts the first as the more experienced the enemy is - the more often it gets turn interrupts. In addition - bandits always start in cover, so you wont kill them that easy.

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LMG 6 in action.

 

https://www.lordsofthestars.com/other/S3/lmg6-2.jpg

 

That is what i call 'high aim mode'. The gunner is standing and is firing over the wrecked car. Standard machineguns are too heavy to perform such shots and thus are restricted to 'hips mode' fire. In the case of standard MG the operator on that shot wont be able to fire over the car.

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Awesome to hear someone's making a content mod for Silent Storm (and not cutting out the PKs)

I downloaded the latest release and made an account here to post my feedback.

 

 

The first mission was rather annoying because it starts out with enemies already shooting at you and it can take a while to kill the enemies on the left, which gives the other enemies a chance to score a lucky hit on the player character and end the mission right there.

The other two missions were better, I do hope later missions take place in much bigger areas that are of a similar scale as the ones in the main game.

 

 

Regarding bugs, I encountered the same bug as Toneone where people on that random encounter map fall though the ground.

 

Also during the third mission I had bandits that were already spawned move during the cutscenes that introduced each new wave, even clipping into each other at one point (see attached image).

 

 

As for general comments

I'm surprised you haven't added an AK style assault rifle, especially since there's an AK-47 that's been added in Sentinels.

 

Also for a group that lives in what is now a desert, Shelsec doesn't have any desert camo.

Would be nice if one could at least buy desert versions of Shelsec uniforms, along with urban camo versions for the missions that will take place in a ruined city (you're planning on that being a thing eventually, right?).

 

My main question right now is: what are the characteristics of the PKs in the mod going to be like? I hope they'll be faster and less invincible than vanilla PKs since having PK would often turn a mission into a matter of sniping anything that can hurt them then slowly walk up the the remaining enemies and unload a big gun in their face.

 

Also are you planning to make a PK shotgun?

post-11705-0-79890800-1406028952_thumb.jpg

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About camo. ShelSec actually have desert camo, but not so yellowish/sandish as you might expect. These camos are used by SpecOps (your) soldiers and grenadiers. And city camo is also present for snipers/scouts.

 

About first mission. You are ambushed and are forced to adapt. Killing the shotgun buddy near the right rocks is a key to quickly dispatch the rifleman on the roof. Note though that this map was a bit improved after the release, so my experience differs from yours :)

 

About AK series. The machinegun you see above is exactly the gun with the AK style. Note that APN has nothing to do with real world and it`s weapon manufacturers. Its an alternative universe with it`s own guns, factions and even world. And honestly i don`t like AKs that much.

 

Third mission. That`s a consequences of my script limitations. Look at this as a rage/panic for killing the bandit buddies. The fact that they move into one another is a bug, but it happens rarely.

 

PAs. Powered Armours are easier to kill in APN. Mostly due to abundance of toys that are specialised in killing PA such as AP ammo, improved explosives and laser weapons. Note that even the 6mm gun with the best penetration wont outright kill the PA, but focused fire from several such rifles will. PA shotgun? Do we really need such a thing? There will be advanced energy guns for the PAs and lots of other devastating toys.

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Dev version of the mod contains 3 starting consequent missions, 1 out 4 mission for picking from the list, a random encounter map with bandits and a caravan rencounter in ShelSec region.

 

That`s not much, but at least something.

 

Here are some pics of a WIP of a second mission for the first block:

 

https://www.lordsofthestars.com/other/S3/wall1.jpg

Makeshift wall reinforced by metal sheets of varios density. 6mm guns have almost no problems with these, but other guns will not penetrate them.

 

 

https://www.lordsofthestars.com/other/S3/wall2.jpg

Guard post near one of the entrances. Protected by the same metal sheets and some sand bags. Can you spot an 'easter-egg' in the middle of this screen? smile.png

 

 

https://www.lordsofthestars.com/other/S3/wall3.jpg

Sniper`s nest (in the middle). The only place on the wall that you can jump over.

 

 

https://www.lordsofthestars.com/other/S3/wall4.jpg

Ruins (WIP) with a second guard platform. Platform is standing on metal supports and barrells. There will be a hole in the wall right behind the beds - an entrance inside the camp.

 

 

https://www.lordsofthestars.com/other/S3/wall5.jpg

Third guard platform with a passage inside the ruins. This platform is actually a main entrance inside the camp - a well guarded one. To the left of it will be a mine field and lots of garbage to hide it - a sneaky way to get inside the camp.

 

 

https://www.lordsofthestars.com/other/S3/wall6.jpg

One of the rare covers that you can use while getting to the wall (which is to the north of these cars). The area between your spawn and the wall is relatively empty, so its either a 'crawl-to' or 'run-to' way to cross it. A dead truck driver or probably a member of a rival gang lies near the barrel.

 

 

 

This is a large map with lots of cover and some places specifically made for close combat and others made for sniping the enemy.

 

The goal of this mission is to locate and eliminate bandit Leader.

 

Once you enter the mission area you a prompted about the day time of the operation. If you pick DAY - this means that you chose to directly assault the camp. In this case bandits will get some extra guards and no patrols - so there is still a possibility of sneaking into the camp. The main trouble in this case is the wall and it`s guards. There are several entry points that you can use to get inside the camp. These include a unguarded mine field, two guarded main gates, a hole in one of the ruins and a sniper nest that can be used to jump over the wall.

 

If you select NIGHT - it means that you are about to get inside unnoticed and silently hunt down the leader. In this case most of the guards will be resting inside the camp, but there will be patrols around the walls and buildings making sneaking a bit difficult to do. If you are spotted - all of the bad guys will be alerted and start to roam the map searching for you. Main entrance inside the camp will be through the same minefield and sniper`s nest (sniper in this case wont be present at his post, so sneaking here would be easier).

 

In both cases there will be two secondary objectives - free slaves and kill all bad guys on the map. There are arsenal and storage buildings inside the camp that your engineer will be glad to loot.

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  • 3 weeks later...

Guys.

 

A little update for current weapon conversion system. I am a bit unsattisfied with it`s current mechanics and have some ideas of how to improve it.

 

A little reminder

 

Currently we have a set of weapons with certain attachments applied to them (laser sights, combat scopes and etc) via a guy in armoury. The system is highly restrictive (by no more than 2 attachments per gun) due to the amount of models a single weapon needs to accomodate all possible combination. For example - a 6mm rifle has more than 10 different models each with it`s own item/weapon/weapon type/string entries to provide all the characteristics a gun has with these attachments. It`s time consuming and requires a lot of dedication....

 

To be honest i often find myself putting just a combat scope for most of the guns - it unlocks a careful shot mode for the gun its installed on.

 

New system concepts

 

A new system that i`m currently trying to design is a bit simplier from technical side and a bit difficult from player`s side. The idea of these new mechanics is simple - each attachment has it`s own inventory item (a scope is indeed a scope, a silencer - is a silencer). To attach a scope to a gun you no longer need to get back to base and pay money for. All you need is a suitable gun, a scope item in your inventory and a simple workshop (a desk with tools, for example) that you can find on some maps during play throught and which is always present at the base.

 

When clicking on such workshop you`ll be prompted which attachment you wish to install to your gun.

 

Upgrade sets

 

In order to cut down amounts of useless models/weapons - there will be specific weapon upgrade sets for some guns. For example there would be 5 upgrade options for your 6mm ar:

 

1. tactical rifle with a silencer, a laser sight and a combat scope (silenced multirole rifle with careful shot mode and cheaper shots).

2. CQC rifle with red dot and tactical laser (fast to fire both in aimed and snap shot modes).

3. marksman rifle with bipods and sniper scope (good aim boost while prone and unlocked sniper mode in the cost of snap shot).

4. light support rifle with extended mags and bipods (good recoil compensation while prone and nulocked long burst mode).

5. combat rifle with just a combat scope (easy to create, but with just a single stat increase and unlocked careful shot mode).

 

Stripping down upgraded stuff

 

With the amount of modified guns reduced by addition of sets it would be possible for me to allow players to strip guns from all attachments these guns have. Imagine finding a hunting rifle and upgrading it with a sniper scope stripped from your 6mm precision rifle (that might be faster to fire, but deals much less damage than 7mm rifle). Or taking an extended mag mode from bandits 9mm auto pistol for your light support version of 6mm AR (a bit stupid and non-logical as it sounds, but quite useful in game).

 

What it brings

 

This sistem makes you independent from the need to get back to your base (you`ll be able to modify your gun in almost any mission where you find an attachment be it a bandit camp or an abandoned bunker).

 

This also removes the necessity to pay for the upgrade. However, some attachments will require you to buy them from some NPCs or from base`s store.

 

You`ll no longer have useless low-impact upgrades like a tactical laser on a 6mm assault rifle or just a silencer on it.

 

Attachments will now be obtainable items which you can find at different missions, on randoms, get as a reward and etc. This adds a bit more fun to the game.

 

You`ll have an option to either upgrade your pistol with a tactical laser right away or wait for a proper attachments to get a tactical rifle set for 6mm AR, for example.

 

You`ll be able to 'strip down' an upgraded gun that you no longer need or wish to provide with a different set.

 

All attachments are going to be universal. This means that you can use combat scope for any guns. Of cause this may create some odd situations like silencers being interchangable between 9mm and 6mm guns (which surely not so IRL), but this should not cause problems in the game. A simple explanation should do the trick.

 

A feel that you are actually working on an 'put-an-attachment level' rather than on 'buy-a-permanent-upgrade level' as it is now.

 

What do you think of it?

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I think two mods around here are really, REALLY tempting me to get S3. Yours is without a doubt one of them.

 

The system you are proposing is definitely a far more natural and realistic. I guess it would have to be well balanced though, which you're probably doing by the need to buy some attachments.

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6mm Assault Rifle and all it`s 6 versions (animated gif img):

 

https://www.lordsofthestars.com/other/S3/AR6-mods.gif

 

Each upgrade, except for the PDW version, requires 2 different attachments. Upgrades are specialised in certain battlefield roles, but all are considered to be of the same weapon type for the required skills and perk bonuses (to be specific - all are considered as vanilla 'SMG' type weapon).

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