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


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#1021 BlunterII

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Posted 17 August 2017 - 05:51 AM

Hey, folks. It's me again! ;)

Our next topic is the bike, its enormous hunger for refined hydrocarbons and the available to us options to satiate that hunger.

I remember Heruvim and I brainstorming on this very topic.. we talked about fuel consumption, some kind of fuel storage (possibly at the camp site), various ways to refill the gas tank, time limited missions relying on speed (on foot it's about 6 times slower) etc.

It took me a few days to process it and to come up with something I was happy with...

What is this bike to us, as players?

- A convenient way to collect the loot... Check!
- A very convenient way to access our storage... Check!
- An extremely powerful stationary MG (particularly at the beginning of the game)... Check!
- And now a fast, reliable transport that would allow us to get wherever we need to get to -ON TIME! ... Check!

Now, what do we do to keep it with us?.. Well, not much, except for maybe keeping it from being destroyed...an unlikely occurrence, really.

That was the driving (excuse the pun) reason behind creating the refueling/refilling mechanic.

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If we didn't pay attention to the "place, month, weather, fuel, hours" notification after entering the encounter, we can always check fuel levels later.
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66%? And how did you arrive at this magical number, Blunter? (now imaging Bill Burr speaking in a mocking voice)... that's pretty arbitrary!

Okay, the list of assumptions I made in this case:

- bike is important (we don't want to lose it)
- bike should not be taken for granted (we should do something to keep it operational)
- bike's speed (loaded) is ~ 30 kmph (18-20 mph)
- long trips utilize some paved highways (at least part of the way)(higher speed, lower fuel consumption)
- short trips primarily use secondary roads (lower speed, higher fuel consumption)
- since "camp" can be anywhere on the map, and there no way to tell which sector it is in - it's in the same sector as our last encounter, just 30 min (0.5 hour) away.
- if we run out of fuel (<14%) the bike is left at the camp (can't use it until it's refueled)
- And the last one (partly derived from the one's above) - any one way trip on a chapter map consumes around 29% of the tank (+1 - 3%)

In essence, we can travel 3 (maybe 4) times between refueling.

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Canister refills are pretty straightforward:

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Right. There is another thing I introduced the OnExit() check:

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This is currently the only way to lose the bike.

Not sure if anyone is interested in any scripts. If you do - let me know...
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These are our Globals, set in the "Escape" mission:

------- SET COORDINATES ---------------------------------
SetGlobalGameVar("Column", 1) --C1-to-C6-
SetGlobalGameVar("Row", 1) --R1-to-R3-
------- SET TIME ----------------------------------------
SetGlobalGameVar("Hours",3.5) --cumulative--
SetGlobalGameVar("Time",9) --Evening--
------- SET VEHICLES ------------------------------------
SetGlobalGameVar("BikeStatus",2) --1(Broken)--2(Present)--3(NoGasLeftAtCamp)
SetGlobalGameVar("Gas",100) -- Full
--- INTERACTIVE CAMP OBJECTS ----------------------------
SetGlobalGameVar("LabStatus",1) -- 1 No -- 2 Yes
SetGlobalGameVar("WorkshopStatus",1) -- 1 No -- 2 Yes
SetGlobalGameVar("RadioStatus",1) -- 1 No -- 2 Yes
----- REPUTATION ---------------
SetGlobalGameVar("RepP",10)  
SetGlobalGameVar("RepSS",10)
SetGlobalGameVar("RepW",10)
SetGlobalGameVar("RepUPA",10)
SetGlobalGameVar("RepC",10)
SetGlobalGameVar("RepNKVD",10)
----- FOR LATER ----------------
--SetGlobalGameVar("PriorkaDoctor",2) -- 1-Dead / 2-Alive
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Oh, I forgot to show the "Reputation" color coding scheme:

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...and some silly stuff for last:

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Unless you guys are interested in the character Acks, that's it for now.
__________
~ Blunter ~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#1022 brandeburg

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Posted 17 August 2017 - 07:52 AM

Really Nice work indeed.
About Fritz question : this is not Bug, surely small pox
And yes her hairs are brigth, wonderful haircut.


I will put the partizan ammo remote fabric idea and sheme soon. (some partizan leader a GUGB should chek and cleverly eliminated if he is Trotkist or anarchist, or may be a Vladimir Petlyakov agent.

The silenced weapons should be limited to  GUGB and SD and few of them in the game, sound 1 (sound 0 limited to crossbow, knives, club)
special Ammunitions very scarce, even for special units wich are far from base,
partizan should have only suppressed guns with theater made suppressors sound 5.

the Team Hero is GUGB member? from which departement? Should he treat civilian affair too?
  • Department 2 (СПО/SPO) - [Secret Political]
  • Department 3 (КРО/KRO) - [counter-intelligence]
  • Department 4 (OO)- [Special] —(responsible for counter-intelligence in the military)
  • Department 5 (ИНО/INO) - [Foreign (Intelligence]
you did mister Blunter an excelent work, the day dawn night is wonderful, do camouflage change hidding power? (it should work if you indicate for each region what items are requiring to enter area and effect (I have to go back in modding and watch for this) white suit for snow, civilian clothes to be a real infiltrated agent in partizan or occupied areas...

and for lieutenant Havoc this german silenced guns (sorry we did not done in game stay as project). I am adding the Pistol 27 with schaldämpfer L31 the P38 got a walther schaldämpfer and an Opel one I believe; the P08 has an Erma schaldämpfer (schaldämpfer=silencer or supressor)

Edited by brandeburg, 25 August 2017 - 02:02 PM.

"pillerit Saksan oli parhaita"

#1023 Tsylie

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Posted 20 August 2017 - 04:31 AM

Hello, all!

Tsylie, back reporting for duty for edits, suggestions, and the like!

I have been unofficially editing the dialogues in the past and will continue to do so in this thread now.
~~~~~
Scrap of paper from dead civvie doctor:

[ready for editing]

As the fragment falls apart in your hands, you manage to make out "...sis..." and "Bravari" on it.

Just a comma; nothing major.
~~~~~~
I didn't see anything else necessary for editing. Looks good, so far!

Where are you going to get gasoline containers? Will the party be able to pick them up from somewhere?
"War is peace.
Freedom is slavery.
Ignorance is strength."

#1024 BlunterII

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Posted 20 August 2017 - 05:12 AM

Thanks, brandeburg.
I'm glad you liked the update.

I just checked your classes info (in your other thread) - very practical perk assignments. I think the "saboteur" pulled a short straw somehow and some of the marksman perks I am not totally convinced about... But overall, it's a very nice and balanced chart. Great work!
I am looking forward to seeing those perk tree charts and having a discussion about them.
I think it'll be very helpful...
--------------------------------
[EDIT] When preparing those perk trees, please consider adding the "Look for free" too. I changed the default Crawl rotate cost from 4 to 6, the Rotate from 2 to 4 in RPG APs, and changed the parameter in RPG Perks from 0 to 2.
I already tested it. It's 2 APs for all rotations now after applying the perk.
So, no freebies anymore. Posted Image
What would we call it now? "Born Curious"... "Reduced AP cost for looking"... "Observant"... "Spinner"..?
--------------------------------
Scar and Kat are not military trained, so I wouldn't expect them to have skills and abilities that make sense from a "let's create a class that is efficient and serves a specific purpose" type of approach. Their skills/perks are a mixed bag, some might have certain synergy but most probably won't. That's why I was asking about perk ideas for a civilian medic-turned-sniper, and a civilian mechanic-turned-bandit. They'd be separate classes, specifically tailored for Scar and Kat, not available to any of the possible mercenaries or the main character. Would they be a pain to play? I don't know...maybe... well, if I add all the bizarre conversations I've imagined they could engage in, yeah...a very strange couple of folks, indeed. Posted Image

I am also thinking about adding rare, unique perks.
From the start, Scar would have an "addict" or "alcoholic"; ex.: he'd be the only person who could use spiked alcohol and heroin.
Kat could have a "bookworm" perk that wold allow her to use magazines and other literature, we find in the game world, to temporarily increase her medical, engineering (or some other) skill above the normal levels.

The same goes for the main character... based on the class we chose for them.
- It might be a "Diplomat" perk (that would help us with various negotiation and persuasion checks),
- "Eagle Vision" would have a higher than normal Spot value.
- "Commando training" would add an otherwise unavailable "Good Evasion" perk (???)
... basically minor, not necessarily critical but a decent helpful boost to something...

They'd be 'attached' to different classes with proper visual representation but without any visible prerequisite, basically not selectable by the player...can only be given through a script.
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Well, all that was about our average grunts/mercenaries/hirelings or whatever we call them.
Now, what about the officers?
I think "inspiration" should have a huge aura and be available only to officers. With that in place, eliminating them as soon as possible would finally make sense. Seriously, in vanilla, they were restricted to pistols, had no perk panels, nothing special or outstanding except for Acks, and even those were kinda meh... I think they need a major boost: proficiency in most weapons, higher Spot and stealth values, plenty of VPs, higher interrupt etc. (maybe even some 'evasion' skills, not too much... just a little bit...)
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You know, redesigning all the item sizes is a big undertaking. If we have our bike with us then the whole "increased difficulty" goes right out the window, since we can access anything we need right there in the zone (once the objective are completed). Besides, aligning every item in the backpack, x, y, z and the distance adjustment for thousands of items (because for most items it's not just a size increase)... is a lot of work... and could potentially be worth it if we had a lot of zones (25-30) to visit and could really appreciate the new challenge. At the moment - there are only 2 completed zones.

In short, I hear you and get your point... Actually, I agree with you to a certain extend. Carrying two MGs in one's backpack is pretty unbelievable.
But right now, I'd rather get on with developing the plot and building more encounters.
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I think using snapshot is somewhat similar to shooting from the hip... no aiming is necessary or required. At least that's my understanding of it. (...and that's based on the fact that we already have the "aimed" and "careful" shooting modes using the iron sights, and also the low  AP requirements and relatively low accuracy when in snapshot mode just screams 'not aimed'.)
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I haven't decided what the main character's rank and specific branch are.
They could be a Senior Lieutenant of State Security, from Department 3 (counter-intelligence) or 4 (special) ... not sure... they are gonna be dealing with quite a few of doppelgangers here... more like Department 13 (ghost-busters???) Posted Image

Main task: discover what happened to the missing agents (4 NKVD agents disappear without a trace in Lubni/Poltava areas)
- check if any of the safe houses have been compromised
- ensure competency and loyalty
- find and eliminate traitors (we don't know about the doubles yet)
- once we find out what's really going on - find their training facility and destroy it, find both surgeons and kill them, capture the Intel on the remaining doubles and deliver it to the drop.

Opportunity objectives (while keeping a low profile):
- kill any doubles you come across
- assist allied groups and forces in the area (partisans, civilians, resistance...)
- capture any Intel we encounter
- eliminate or compromise any targets of opportunity
- sabotage German military installations
- increase tensions between UPA and Wehrmacht/SS

There will be a time when we are joined by a couple of other State Security agents (if we use your classes then they'd probably be a Skirmisher and an MG gunner)...but that's going to be later... in the winter...
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As far as I am aware the vehicles don't move...
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In Sentinels, there is no way to determine the type of uniform a character is wearing... UnitGetUniform() is not a valid function is S^3, unfortunately.
---------------------------------------------------
Thank you for bringing up some excellent points, brandeburg.Posted Image
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Now, I have a question:
What was the correct German radio communication procedure for the tank and aircraft crews?
Why I am asking is because when we find our first radio in a destroyed/abandoned Tiger (transceiver's operating radius around 150-200 km) we'd need to pretend we are not who we are while trying to reach the right 'audience'. So what would that exchange be like?
- An example of a successful (we get to talk to one of our operators in the area) and unsuccessful (we happen to get someone else) transmission would be great.

Perhaps this will help. I've found it somewhere (I think it was on axisforums.com):
--------------------------------------------------------------------------------------------
1. to call another radio operator (otto calling ida):
Ida, von otto. Ida, von otto.
Wait 5 seconds
Repeat if no answer

1a. to call with priority:
Ida, von otto. Ida, von otto. K R. (I have no idea what K R stands for)
Wait 5 seconds.
Repeat if no answer.

1b. to call with message and no reply required:
Ida, von otto. Ida, von otto. Keine quittung, Keine quitting
Send message.
Repeat.

1c. to call with message and ask for verification:
Ida, von otto. Ida, von otto. Bitte prüfen, bitte prüfen
Send message.
Wait 10 seconds for reply.
If no reply, repeat.

2. to answer (ida answering otto):
Ida empfäng. Ida empfäng. Kommen.

2a: to answer but not ready to receive:
Ida empfäng. Ida empfäng. Warten.

2b. to answer 1c.
Ida quittung, ida quittung.

3. to report signal strength:
Lautstärke ...
- eins (weak)
- zwei
- drei
- vier
- fünf (strong)

3a. to ask for a repeat:
Bitte wiederholen

4. to end a message:
ende.

There are 3 bullet points at the bottom, written in red, which I assume are important:
- speak clear
- speak monotone
- speak short (I assume this means keep it brief!)
Underneath that is the mnemonic: KMK (klar, monoton, kurz)
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Does anyone have any ideas?
____________________________________________________________________
____________________________________________________________________

Hey, Tsylie, thanks for editing.
(Corrections entered!)

I added a full canister to the first mission's template.
____________________________________________________________________

Oh, and here is one of the female models Heruvim shared with me.

Posted Image

Doesn't she look fantastic?
______________
~ Blunter ~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#1025 brandeburg

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Posted 20 August 2017 - 07:07 AM

Hi, ,Blunter, sorry for the misunderstood about resizing items, this is an idea for futher development of another mod,
This is your mod an I do not want to interfer in your actual goal, I know it is a lot of work with all dbo.page to change,.. I have done it already and will give it a way everyone would understand and easy to use.

Sorry about Scar and Kat perks, I just did not understand you would do a special perk tree for them..Shame on me!
You are rigth about making new perks, as my friend did with perk100 radio-operator.
''Addiction'' is good especially to give fun
"Diplomat" perk really good _may be some other as "bargain" or "seduction" (Kitty saloon SD female agent...),
- "Eagle Vision" would have a higher than normal Spot value.
- "Commando training" might give something like assasination (lethal strike with strangling wire or knives)= Evasion is so weird,;; but it is your game.

Inspiration could be the key, with wider affect area (30 squares=about 20m??) and more effect on accuracy and moral (I put it with my Medic Machine gunner and Radio rifleman new classes and of course we will speak about that classes which are far to be definitive or perfect).

I do not know about officer's ennemy, in real german officers and NCO got sMg and pistol, but during officer course they are trainning with every kinda of weapons even ally or ennemies, but not specialized.. only with sMg. so I think you are rigth again give them spec. so they will be the first target, I mean officer and NCO.

If you add a medic to other side which try to heal ennemy wounds, they will be the next target. This is what missed in Sentinels, ennemy never get cover to be heal or wound themselves them wounds, It will be a "Plus". 5just an idea.

about snap shot I am agree with you, but the side animation should be the one use for LMg hip firing or player would not understand, or may be change the control action pannel instead of a can, a half figure with a gun at the hip. I am working on that and send the result.
_(This is like bolt action rifles, a side animation showing the character using the bolt to reload will explain the more AP require: But for another mod of course). I look at table and aimed shot is really shot + targeting, so you are right snap shot is "tir instinctive".

For me right now snap shot is hurry shoting what we call in french "tir au jugé"=( just rapid aiming in direction of the target),Aiming "tir pointé" is using really iron sigth +npoint, and careful shot is when man take time to adjust his shot_may be 20% better accuracy.
Again it is as the game show, but as you wrote snap shot should be hip shot (and do not inclued preparation shot AP).

May be the hero could be NCO (sergeant) and his behaviour following NKVD precept allow him to get graduation to finally become officer. Imagine what a gratification for a player to reach major rank and have medals, not only finish the game but obtain the highest rank, from having be a good agent.

I have heard about department 13, the chief staff are Kalmuks from Tobolsk area and Uriankhai; Bugä and Udayan from Tengri religion, kind of "shaman" who are believe to have overpower upon nature spirits and other supranatural forces.
but other claim that this department have the number ooo, in fact 3 circles, the three symbol of vacuity, the whole, and the metal.
They were hard "forest" ethnic groups such as the Altai Uriankhai, Tuvans and Yakuts.
The name "Uriankhai' means "uria" (motto, war motto) and khan (lord) in Mongolian.
The personnal guards it is said, were frontline soldiers who have already passed out, but were bring back to life by skilled Büga medic.
But noboby ever met this alleged department, or no one is still here to claim such encounter, except may be Stalin Himself.
The document by the Abwehr's Walli III unit, titled "Bands and other Insurgency Movements in Northwestern Ukraine" and dated July 13, 1943, is a succint report on various military formations. The report is divided into the following sub-headings: a) Soviet partisans, b) Bulba's movement, c) Bandera's movement and d) other insurgency movements. The last section reports on the activities of a detachment under the command of P. Onyshchenko in the region of Fastiv, south-west of Kiev. Other leaders of the detachment are: A. Kravets', A. Ustymiv, V. Polishchuk and P. Bilovus. The information for each sub-heading provides the following: the areas of concentration of each movement, a profile on its membership, the number of men, weapons, fighting capability, type of operations as well as other data. The last page is said to have deal with a rapport upon an ambush between Rosenberg Ubersoldiers and some members of the NKVD department 13, but this page was undoubtebly erase By Alfred Rosenberg Himself.

For radio sorry for me but I did not join the german army, Maybe Lt Havoc?
try this link, may be? http://www.ab4oj.com/1st/links.html
or :

http://www.campx.ca/...landestine.html

http://alifrafikkhan...ikasi-yang.html
http://fykse.dnsalias.com/radio/old/
http://www.rkk-museu...sitemap_e.shtml
"pillerit Saksan oli parhaita"

#1026 brandeburg

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Posted 20 August 2017 - 02:09 PM

This is may be a useless contribution, but as you try to be close to a historical context, here are the real uniforms Schutzmannschutz abteilungen static indigenous soldiers and NCO should wear. (guards firemen...warder, office and transmission, drivers...).
Active units (combat units) were issued with green polizei uniform in 1943.
The commanding officer and Nco were german mixture of SD, Polizei and Waffen SS and wore polizeigrun or felgrau uniforms.
Before and after this date they wear soviet uniform without insignias, civilian uniform with armband In Dienst Der Wermacht. (good in game to recognize them among other civilian and avoid patrol or control, or more easy to deceive with false Pass...an idea !!)
They did not wore all black Algemeine-ss uniform nore ss arm eagle (german were so strict that only full germanique people or full ss who swear allegeance to the Führer or to Himmler could have such items) This is just if you want Mister Blunter to teach something to player.
To resume : The SS were wearing Felgrau uniforms since december 1939 even ss Postschutz, only Gau local ss Algemeine militia and germanique people (Danish, Flemish, Dutch, Irish, Breton...) in SS motherland militia wore plain black uniforms.

If all this knowledge have no purpose for you, write it to me I will stop, I do not want to be annoyance in your thread.

sources : book #4 Foreign legion of the Third Reich by david Littlejohn,ISBN N° 0-912138-36-X
and multiple other reading, NARA documents and lot of original pictures,
"pillerit Saksan oli parhaita"

#1027 F@1kM@r

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Posted 21 August 2017 - 12:04 AM

Hello Blunter, I've been reading this thread and I am relieved to see the Silent Storm series isn't dead after all! This Partisans mod you appear to be working on looks fantastic. Is it something I would be able to try out now, or is it still unreleased?

Thank you for keeping the game alive!

#1028 brandeburg

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Posted 22 August 2017 - 03:56 PM

About your radio research, here is the radiocall alphabet.
Okay about "look for free", I red your edit.
What would be nice would be to have 2 speed for moving action,
the slow: silentwalk cost at 8AP,  Silent crawling at 8AP, silent crouching (Duckwalk) at 8AP ...or more.
the normal: walk at 4AP, run at 2AP, bend downrun (but the capture motion does not exist!) at 3AP, the fastcrawl at 4AP
This is an idea like this for futher game playing development, not for you to change your game as a new pannel with a switch should be made. I think I will put every idea we try to develop but never done on my own thread.

About the Partisan's lair with partizan subsonic ammo, it is still of interest or not. I work on it, but not too much dialog, only for clues, as in a game I do not like read too much dialog.
Resume : (after a radio calling to authority) The GUGb  the will provide via airdrop in a small crate some silenced weapons with few ammunitions and give you by code how look like a person you should contact for him to lead you to a remote factory with NKVD supervisors to obtain subsonics ammo to begin to do your own stock. As a GUGb agent you know you will have to check loyaulty of this NKVD member, whitout them knowing who you are (dual mission)
the partizan are lead by 2 NKVD members Kommissar but not from GUGB supervisor of a "at front" subsonic ammo fabric by self made craftmen (with 2 scientists 1chemist and 1 pharmacist, working together in the rudimentary Labo (blokhaus=wood shelter with underground) to make nitroglycerine, cordite..and remedy.

notice to me Blunter for the rest of encounter if you would use it. And I got other missions (with items to find.. radio batery...)
I got questions :
Do you schedulde for the main Hero to propose a choice of classes, Gamer like to have the choice, at least between 2 so you can play again different ways.
The same with Ekatarina and Scar, do you propose to play with others characters ( just to feel free to change, and if they are dying?), gamer like to change, not true ?. (the hero may contact different persons in different place, and pick them up when it is required, and as he is from NKVD he should not rely on only few people to succeed in his missions, he may have to do his choice at the campment base too,).

You both prepare a really good Mod it seems to me, so make it enjoyable with multiples choices, no linear as in H&s (in which if you do not take the rigth person with you, you cannot finish the game=at the beginning I did not give a damn to Sanders and...The end. and if you do not take a scout you just cannot succeed in the first mission crossborder, or the second "save the soldat Sander").
In my opinion it is not a good way to do for a good "long life" playable game = gamers love freedom. If you do not have "liberty", even just a little bit, and if you have to play always with the same team this is boring and you forget it like H&Swhich have really good inovations.
in Silent and sentinels, Random encounters help for that, this is what KoMIK understood, thank to him.

Already You add the real good "Behaviour" to play (as wrote Werheruvim : if you not following the mind or line or GUGB "game is over"), and this is real plus in playablity to add, but please not give dead end issue plot if you do not explain it first...
it is difficult to increase the power of hero and of his team and if you always have to reload far away, it is boring and you play twice, not more=H&S.

And please no Romance affair this is a turn base figthing game, not  "LOVE BOAT STORM" or "Sim's Bedroom Figthing", not even "Hello KITTY againt the empire of Evil".

You did excelent work in Blunter's mod with Bootlegger and zombification chemistry, seems to me you are following the same tracks!
Thank you to both of you, the beginning is amazing.!

Edited by brandeburg, 23 August 2017 - 05:02 AM.

"pillerit Saksan oli parhaita"

#1029 BlunterII

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Posted 27 August 2017 - 07:39 AM

F@1km@r,

Thank you. I appreciate your kind words.  
The mod is not ready to be released yet. I'll need to finish testing, debugging... Besides, there are only 2 encounters, nothing else is completed yet.
_______________________________________________

brandeburg,

Thank you.
You have some interesting ideas... and ... some pretty wild ones... Posted Image

I don't know how to create/implement new AP requirement perks and changes without accessing and adding or modifying the hard-coded functions and ids...
If you know how to do it - tell me. I'll add it.
The same goes for the 'enemy healing'. I am not aware of a way to determine what they are holding in their hands at any given moment (it's not H&S)....
I am not even sure if adding an 'enemy doctor' running around will improve the game by much. If we want to increase the difficulty or present the player with a challenge - we can just add more enemies, ad infinitum if needed, period.
---------------------------------------------------
Thank you for the radio alphabet. It might come in handy. Posted Image
What I was asking for was a conversation example (In German)...

unsuccessful attempt:
- Unit (such-and-such) requesting assistance. Over.
- (Radio noise)
(transmission terminated)

successful attempt (wrong recipient):
- Unit (such-and-such) requesting assistance. Over.
- (short radio noise) Lubni North Tower responding. State your coordinates. Over.
- (pause...self induced radio noise)...
(transmission terminated)

successful attempt (correct recipient):
- Unit (such-and-such) requesting assistance. Over.
- (short radio noise) Unit leader (such-and-such) responding. State your coordinates. Over.
- West of your position, moving east. Experiencing mechanical problems. Over.
- Proceed to your designated area. We'll take a look. Over. Out.
(transmission terminated)
----------------------------------------------------
I can see how a snap shot can be confused with 'blind firing' or 'spray and pray' for automatic weapons ( that's what "tir au jugé" basically implies) There are a lot of references to snap shooting in hunting where the hunters shoot the birds with minimum preparation. I believe they have a similar term for that in Russian as well - "выстрел навскидку".
It has nothing to do with blind firing or firing around corners in enemies' general direction. It's just a quick shot at the enemy without using the weapon's iron sights.
----------------------------------------------------
Classes and encounters (random primarily) is what I'd really appreciate help with. Not just the classes that make sense militarily, but the ones I need for special characters as well. I've seen the panels you posted. I'll examine them more closely when I have more time...

In terms of Scenario zone/RE ideas - here is what I'm looking for:

- describe the encounter, make a sketch of that zone. Mark where everything and everyone is, major loot locations + their proposed contents, landmarks, terrain specifics, etc. It can be just a primitive drawing, a rough draft of your vision of the encounter, basically. Like this one I made for the "A1 Peacekeeper" scenario zone:

Posted Image

GP2 and GP3 are in 'pocket' and will show up only if we start shooting.

- what are we doing there?
- if our presence there is self-explanatory then what are our goals (if any at all)?
- how does it start?
- allies, enemies, neutrals behavior, goals (plot related, please), equipment (plot stage limited)
- what tactical challenges are we presented with (if any)
- possible splits with logical consequences: if we do this then.../ if we do that then...
- if you are unsure whether something is possible, or if I'm willing to implement it - ask.

To illustrate ("Peacekeeper" rough draft):

1) we arrive at Brovari, park the bike behind a building (a 'club' or taverns perhaps)
2) we witness a heated argument between some young Nazi sympathizer punk and Dr' Sed'yih's brother.
3) At this point we get a choice of either:

- challenging that punk to a fist fight, (would require Str. > 8 or 9). A German patrol shows up. Beating him into a pulp will get us a +1 with Wehrmacht (repW) and +1 with the civies (repC), maybe -3 with UPA?. The Germans marvel at our skill and invite us to an officers' club boxing event or something (I mean they were heavily into sports then, even played Kiev Dynamo in 1942, IIRC). At the club we could get an opportunity to steal some intel(???), sabotage something and/or win some money....
- talking sense into him/threatening him to leave the brother alone. Req. Int. > 8 or 9 (75% chance of success)
- fast/smooth talking him into leaving. Req. Dex. >9 or 10 (75% chance of success)

4) if we fail the doctor will have a 50-50% of making the punk back off.
5) if she fails - her brother gets shot... (dead or wounded??? don't know yet). A German patrol shows up and takes the punk into custody (he laughs it off saying he's going to be out the moment they bring him to the polizei station). His father is some local businessman in bed with the Germans (we'll deal with him later)
6) Here we get a choice of:
- attacking the punk along with his buddies and the Germans. repW (Wehrmacht) -5, repC -1 (+5 to repW and +2 to repC if we destroy/hide the bodies and kill a German runner who will try to leave the map within several turns)
- do nothing
7) if the doctor survives and her brother is alive and healed we are invited to her house and she gives us the lab worktable (reward).

Later, when we hook up with the partisans we might see her there too...
------------------------------------------------------------
I don't know what will happen with Kat and Scar yet. I don't have a detailed master plan for them or for the actual plot. There is a general direction I'd like to steer it in... but I don't have any specifics yet.
------------------------------------------------------------
Well, I can assure you there'll be no long lasting romances of any kind. Although, some of my family members might take an issue with Hello Kitty not being able to fight the empire of Evil. They did draw a mustache on those dolls at one time, don't know why,... signifying its machismo and readiness, I suppose... hmm... I wonder if that felonious gender change was consensual at all... Gotta ask them. Posted Image
------------------------------------------------------------
------------------------------------------------------------
I am guessing cordite is going to be used in subsonic ammunition production.

Here I'm listing some of the new RPG item descriptions and the simplified chemical reactions necessary to produce them:
-------------------
Cordite N is a triple based smokeless military propellant. It is well known for its slow burning and brisance that cause a subsonic deflagration wave. It is produced by combining nitroglycerin, nitrocellulose, petroleum jelly and nitroguanidine.
Use: artillery shells and small gun subsonic ammunition.

Nitroglycerin (3 bottles) + nitrocellulose (3 bottles) + petroleum jelly (1 container) + nitroguanidine (1 flask) = 8 cordite N (sticks)
------------------
We already have a description for nitroglycerin
------------------
Cellulose is a polysacharide organic compound found in plant cells. It is usually obtained from cotton that contains 90% cellulose. It can also be extracted from cotton-containing clothes and uniforms. Cellulose is mainly used in nitrocellulose manufacturing.

Any regular uniform = Cellulose (1 jar)

If there are no other uses for cellulose we could skip it and do this:

any regular uniform + nitric acid (1 bottle) = Nitrocellulose (1 bottle)
------------------
Nitrocellulose or guncotton is a highly flammable compound used as a military propellant. It is one of the main components in cordite N manufacturing. Nitrocellulose is produced by exposing cellulose (90% in cotton) to nitric acid.
It can also be found in pre-war films.

How to make: Cellulose (1 jar) + nitric acid (1 bottle) = Nitrocellulose (2 bottles)
------------------
Petroleum jelly or Vaseline is a semi-solid mixture of hydrocarbons. It is frequently used in medicine and cosmetics as a skin protectant. It is also used in the production of a triple based smokeless powder cordite N.

How to make: find in the game world
------------------
Nitroguanidine is a colorless crystalline solid. It is primarily used as a military propellant, as well as a fertilizer and an insecticide in civilian use. Its ability to reduce flash and flame without sacrificing chamber pressure earned it its place in triple based smokeless powder production. Manufacturing of cordite N utilizes nitroguanidine.

How to make: Fertilizer (1 bag) + Ammonium Nitrate (1 flask) = Nitroguanidine (1 flask)
------------------
Fertilizer, nitric acid, ammonium nitrate, uniforms and nitroglycerin are already in the game...
____________
~ Blunter ~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#1030 brandeburg

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Posted 28 August 2017 - 04:35 PM

Sorry about my weird ideas, here is another one for your inquiry
Cit' Did you develop that encounter any further? (How do we learn about this secret place?
Why would they want our help?
What is the threat and how would it affect us if we helped?

This is just the story, map and Items ID will come only if you are interesting with further development (this is from my 10 years old duty GUGB mod concept). Hope could be interesting for you. You can change things if so.
What is important is that the player know he is playing a character as evil as SD einzatstruppen. And he had to play his role in this manner, Hello Kitty is Back (sorry it is a joke as usualy).


The Main Hero (= сержант ГБ — Sergeant of State Security?) after a radio call ? His mission before being emprisonned. He had to help to gathering information about The Union for Armed Struggle (Związek Walki Zbrojnej or ZWZ) which are evolving in Polesia, some of them in the vinicity of Tchernihiv (ukrainian= Чернігів ou Tchernigov ( russe :Чернигов) ; in polish Czernihów) which is at 140km north west from Kiev. Their lair is supported to be between Mizhrichynskyi and Zalissia forests.
Main hero should in the village of Brovary ukrania meet someone ( this person is a GRU dormant agent but the heros ignore that) but he know to recognise this person via a coded message the OSNAZ send him with a cyphering they prepare during his training in NKVD, and only him could understand far from the base:
the coded message physically describe the contact ; for this purpose, they listed the first names of relatives and parents the hero knew, to indicate the physical feature he should recognize : Zadar (his uncle) for his moustache, Lavrenti for his height 1,72cm, Simona for her brown eyes, ….and Tatania his grandmother for the contact will spit his tobacco after having cut with teeth the cardboard of the cigarette he will roll, with Maxopka N°2 tobacco.

The contact is high ranking agent from the Main Intelligence Directorate (Russian: Гла́вное разве́дывательное управле́ние, tr. Glavnoye razvedyvatel'noye upravleniye; abbreviated GRU (Russian: ГРУ), the foreign military intelligence agency of the Soviet Army General Staff of the Soviet Union. Even the heros does not know who he is.
This agent is born in Poland Volhynian in 1902. He joined OZNAZ at his creation in 1918 (OSNAZ is a special abbreviation for the radio and radiotechnical intelligence units).
In 1921, after the end of the Polish-Soviet war, the treaty known as the Peace of Riga divided the Volhynian Governorate between Poland and the Soviet Union. Poland took the larger part and established a Volhynian Voivodeship
In 1922 he was send as a dormant agent in poland to spy the polish army after he joigned it.
He was discharge from active duty in 1932 as lieutnant.
In1933, he met Ilia Grigorievitch Starinov when they join GRU in the military transportation unit. They followed together the courses of Mikhail Svetchnikov at the Military Academy Mikhaïl Frounze.
In 1935 back in Volhynian he continued spying actions as civilian as retired army active officer now garments' contractor for polish army.
In January 1939 this agent was reactivated in polish army with the rank of captain.

In September 1939 NKVD OSNAZ Battalions subordinate to the GUPV (Frontier Guards) moved into the newly occupied territores of Poland, Lithuania, Latvia, Estonia and Bessarabia along with Red Army units and Communist Party officials. OSNAZ Battalions carried out functions like – carrying out NKVD directives to ensure the smooth transition to Soviet power. Orders which led to widesweeping purges, arrests, imprisonment and execution. They were subordinated to the General Staff of the Red Army till 1942 and then were shifted under the supervision of NKVD. OSNAZ was an NKVD Special Forces unit, but more like killers of the NKVD, or more politically correct the Political Special secret Forces.
_In 1940 The contact agent was helping the NKVD to identify for interrogatory, the main useful officers, during the KATHYN slauthering, when Starinov command him to escape with 2 intelligence service polish officers, to keep eyes on them and help them whatever the cost to reach the new born ZWZ.
They arrived together in the wood of Zalissia, and the GRU agent help them to organize a ZWZ partisans group, furnishing (from his civilian army tissues supplier firm's stock), coton for making nitrocellulose, and nitric acid his firm used for treatment of wool.
From this he get from partisan the pseudonym of “LONGJOHN”.
He lives in Kiev and Brovary as a simple pedlar in alcohol, tin and rags.(Bottles to do glass mines)
_Level 20 ? changing appearance no-one can notice, He is the ONE the heros can thrust.
The two ensnared former intelligence service polish officers are furnishing the soviet grenade detonators from a secret source but surely in soviet army.
As the hero put his hand on a medical convoy he got a lot of field dressing bandages of coton and pack of coton too, a good way to be introduced to the subsonics (or other ammo) hidden factory =exchange + money the partizans need to buy food, dress...
The dormant agent weave his net conscientiously, to know exactly where, who are the polish and Ukrainian secret service agents, the paid agents and the helpful volunteers to one day get the entire connection tree, to allow may be at the end of the war the complete destruction of the nets polish or Ukrainian and capture the Polesia' commandant Alexander Habiniak ("Kmicic").
Longjohn's motto is “I do not want to cut the wing of the Hen to forbid it from flying or behead the chicken to stop its running, no, I want to fry them both, the hen with its belly full of eggs.”
He knows he had to catch names of post office and railways workers too from the zwz net named “Blanchisserie” (SMOLENKS RIG DVINSK KARKOV).

To succeed in his mission he helps killing or gun down himself soviet army soldiers or NKVD regular troops. But he never show up his abilities, and would wait a bit to show his talents to the hero, but would never reveal his task, only on order may be from Stalin Himself.

The ZWZ officers help a red partisans group with some Trotskyist members supervised by 2 NKVD Kommisar, may be the one who furnish the detonators? ("Longjohn" agent as the authorization to help partizans to create weapons and ammunition, but not a simple NKVD people kommissar, rules are rules, order are order. And as they are making subsonics 'ammo and he cannot investigate himself,( it is too dangerous and his mission is top importance), he relay on the hero.
The people kommisar are Lea Kempner, and Vassily Stepanov. Level ???

A Pharmacist Benjamin Marx and a chemist Noah Yoram have joined the partisans' group to help to make explosive and medical remedies.

Write me about it, if you like it or not, just to know if I should work hard or let it sink!? I had to translate my old work from french...Posted Image

here sketch ZONE C3R1 on your map.
Partizan reach this linked zone following the brook into the dense forest to avoid to let signifiant tracks. just a scout guard the forest ? Too much guard=possibility for german to locate the hidden lair ???
The entrance is a hole with ladder going to storey -2, excavating earth/mine type. The complex is too difficult to assault : 1corridor with 2 ligth machine gun guards.
BUT there is a hiding exit in the lattrine link to another game area map, the only way to come back stealth and clean the entire lair if it is required, depending of the clues and in game choices ?
In the lair, the NKVD female and male Kommisar, the scientists and some male and female partyzans=civilians, poor figthers may be 9 or twelve, no Smg, old Mosin (homemade suppressor or soviet stock's Bramit?) with subsonic ammo, Nagant 1895 silenced revolvers (ID345), Luger 7.65 (ID2), C96, may be some shotguns (to create) as russian & Polish & Ukranian hunters got.
May be some Polish army weapons RkM Wz28 (ID57), KBK Wz29(ID25), KB Wz 98A(ID24).
"pillerit Saksan oli parhaita"

#1031 Fireman

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Posted 28 August 2017 - 11:51 PM

This is a fairly pleasant surprise to see everything back to normal. I'm really happy!

I was looking for boxed versions of Silent Storm on eBay and suddenly remembered this forum, came back here immediately to check on the mod and everyone was here again \o/

Good stuff and welcome back!

#1032 brandeburg

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Posted 14 September 2017 - 02:54 PM

Mister Blunter; Here some radio code :

Term . Explanation
Abfragen To Enquire
Ackerschnacker Colloquial term for field telephone
Bedienungsanweisung Operating instructions
Bereit Standby, ready
Endstelle End point, terminal
Feind hört mit! the enemy listens in!
Gespräch Conversation
Lauschen to Listen, to eavesdrop
Lautstärke Volume
Mithören Listen in, monitor
Niederfreqeunz NF Speech frequency
Rufen To call
Überwachung Monitoring
Überwachungsschrank Monitoring station
Übertrager Transformer
Wechselstrom Telegrafie WT Tone telegraphy.

If the above GUGB mission is of some interest for you mod project, let me know I have 20 more from my own plot.
"pillerit Saksan oli parhaita"

#1033 iknowjack123

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Posted 30 September 2017 - 05:05 AM

Hi I used this mod about two years ago and really liked I what I saw. I recently got back into Silent Storm and was ecstatic to see that this mod is still alive and is actively being upgraded. While I like just about everything you have done, I do have a few balance suggestions:

1. Charge Money for Healing (like the vanilla version of Sentinels): I'm not sure why this was disabled, but I think it was a big mistake. With the addition of added currency and the bank, you have a ton of money to spend, and very few things to spend it on. Charging for healing was a great way to reward/punish players for good/poor play. Not only does it make the game more challenging, it also gives you a good way to spend all the money that is currently just sitting around in your bank account.

2. Reduce Grenade Range for Most Classes (Keep it the same for enemies): As things stand, grenades are insanely overpowered. A few guys stocked up on grenades can literally just stomp the entire enemy army with a handful of good throws. While I like the idea of added grenade range, its simply too much firepower. Could you reduce the damage amount on grenades? Or perhaps add restrictions to certain classes? Grenadiers, scouts, and soldiers could keep the added range, but the other classes should go back to the default mechanics for grenades. If this is too much, I would suggest that you just do away with the added range and keep the default mechanics (it kinda makes the whole grenadier/scout classes pointless anyways).

3. Improve Melee Damage: Right now, melee is hands down the worst type of attack in the game. It takes so much effort to position units for melee attacks, yet the payoff for doing so is minimal. Could you increase melee damage? Maybe 2x the current values? There is really no point in using melee, as any other weapon is insanely more useful then daggers/clubs/swords.

4. Can't Find Any Random Encounters: I'm not sure what the problem is, but I am currently unable to find any random encounters in the game. I have progressed to the 3rd Sentinel Mission (the one right before that stupid UN Bomb Mission), yet I'm not seeing any random encounters anywhere on the global map. I have "Hidden Random Encounters" enabled, is this somehow messing up the game? I remember seeings tons of unique one's the last I played, but now they are completely non-existent.

5. Replace Submachine Gun Enemies with More Rifles or Heavy Machine Guns: While I love how the AI has been made insanely more aggressive than the vanilla version, it is really easy to just sit back from afar and shoot enemy submachine gun units with ease. If you replaced most of the submachine gun enemies with rifles or heavy machine guns, I think this would go a long way to adding more challenge to your mod. Right now submachine gunners will notice your units and try to unload on your guys from super far away. They rarely ever hit and make a lot of the encounters really trivial to progress through. Either do this, or have them advance on your units until they get within range to actually have a good chance of hitting them.

6. Add a few more restrictions to medic/engineering units: It is kind of cool how the restrictions on enginnering/medic items has been reduced. However, I think the lowering of restrictions has gone too far. The majority of your units can use high level medic/engineering equipment with relatively low skill. This reduces the importance of Medics and Engineers and makes a lot of the equipment entirely pointless to use. Bandages become relatively useless since anybody can skip over them and use the more advanced medic gear right away. The same can be said with almost all of the engineering gear.

7. What is the point of the Training Basement?: Last time I played this mod, the training basement was just barely being developed. After playing it recently, I'm not sure if anything has really been added to this since two years ago. I have found Dr. Compton's notes, yet I see no way to actually try and find him. The notes urge you to use a screwdriver to lower the force fields. However, whenever I try and do this, nothing happens. There is no prompt to use it on the barriers, or anything else inside the training facility. Was this part of the mod simply never finished or am I just missing something completely obvious?

These are just my humble suggestions to make your mod a little more balanced. As things are right now, your mod is hands down the best thing that ever happened to Silent Storm. However, I think if you added in some of my recommended changes, it would go a long way to making your mod even better. I will be checking back on this thread in the upcoming days/weeks and look forward to seeing what you have to say.

By the way, great job guy! I really feel like you should be earning some real money for the work you've put into this game.

#1034 BlunterII

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Posted 02 October 2017 - 04:29 AM

brandeburg,

Thanks for the info and the ideas. Posted Image  
I am planning to introduce other NKVD agents (sleeper and regular ones). I found most of the historical background you mentioned quite helpful... and the radio communication terms are also appreciated.
I will elaborate and ask questions about that specific encounter and the characters involved a little later.

September's been a pretty busy month for me.
_______________________

Hey, Fireman. Nice to see you too.
_______________________

iknowjack123,

Two points:
1) I agree with almost everything you said and am planning to make appropriate changes.
2) I am not working on that mod anymore. This is a different story, no Sentinels, no Hammer, no vanilla randoms.

Thank you for your comments and compliments. Posted Image

______________
~ Blunter ~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#1035 brandeburg

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Posted 05 October 2017 - 12:55 PM

Well, I am glad my old work could find some use.
But if you already may have written your entire plot and encounters ?

I was thinking about special commando mission as robbing the german's ammo supply (special tank's canon destructing ringmines) and go destroy Tiger or other Panzer).
"pillerit Saksan oli parhaita"

#1036 grammarsalad

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Posted 07 October 2017 - 02:46 AM

Awesome to see that this mod is still being worked on!

Can anybody tell me what is the latest version?

#1037 brandeburg

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Posted 29 October 2017 - 08:36 AM

what are you thinking about these Propaganda Poster to denounce NKVD/soviet mass murdering of Polish and ukrainian...would look great in game and help understanding the evil behaviour from every opponent (if the heros translate for players of course).
and the last one to show that some well informed people know about "living dead soviet soldier", if you include some zombies..
Whatever a funny poster.

here the link :

http://www.allworldw...-1939-1945.html

Attached Thumbnails

  • kathyn_12000-dead.JPG
  • Russian-zombie-troops.JPG
  • Vinita mass murder of ukrainian.JPG

"pillerit Saksan oli parhaita"

#1038 Fireman

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Posted 18 March 2018 - 05:00 PM

Happy belated new years fella, just checking in :)

#1039 brandeburg

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Posted 12 July 2018 - 06:29 AM

Well, I was out for some time.
Are all fellow doing well.?
What about your project Sir Blunter ?
"pillerit Saksan oli parhaita"

#1040 JohnnyRu

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Posted 12 July 2018 - 10:35 AM

In waiting of any news of projects, too calm here this time




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