Version 1.1 of my mod soon up.


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#1 Oddball_E8

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Posted 11 November 2003 - 09:51 PM

Well heres what i have changed (off the top of my head... man i really need to write down as i mod)

1. all heroes (hireable characters) have individual looks and uniforms
2. all player characters have new looks
3. changed the german soldiers, elites and saboteurs to look more like soldiers in the army (more of a difference between different types like gunners, riflemen and grenadiers)
4. changed the UK soldiers (mixing different uniform types to give a more varied look)
5. changed the UK Elite into US soldiers
6. changed terrorists... cos i wanted too ;o)
7. changed almost all units weapons and inventory to be more realistic.
(for example i have added knifes (or similar) to most soldiers as well as first aid kits in the form of plaster. i also replaced illogical wepons with more logical ones... like UK troopers armed with a PPS 42 are now armed with Sten guns instead.)
8. removed all sci-fi weapons (lasers n such....) and replaced them with more acceptable weapons.
9. made the panzerkleins tougher.
10. fixed some small sound issues
11. changed the heroes starting equipment to represent the elite squads they are. (nothing over the top... just slightly better guns and more ammo, grenades and knifes)
12. changed the player character just like above.
13. anything i might have missed in the above list  :)

oh and i put in some nice treats in the axis starting mission...
and if you activate my mod and type Autoplay in the console (or just wait in the main menu for a while) you can see terrorists fighting eachother with and without panzerkleins.

ps. im still polishing the mod so it wont be sent to the webmaster for at least 20 hours (have to go to bed and to work too)

planned additions (if i have the time before uploading):
more options for facial damage such as scout masks (if i figure out how)
more detailed key story figures. (adding equipment and changing looks)
oh and screenshots of course.

if you like my mod please tell me... i love feedback... even negative ones... just means someone tried my mod...
It´s a motherbeutiful bridge...
and its gonna be there!

#2 Biggles

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Posted 11 November 2003 - 11:05 PM

This is sounding excellent and is definately most far reaching mod we've seen so far.

#3 axelgreese

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Posted 11 November 2003 - 11:13 PM

sounds pretty cool

#4 Kenny5512

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Posted 11 November 2003 - 11:18 PM

Full of good ideas i will try ASAP

#5 Darth Valium

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Posted 12 November 2003 - 02:00 PM

its to much for a single mod, as long your are not planing to do a tc.

for example 8+9 will render the game unbeatable. whats the sense of improving the pk's AND removing the only weapons which effectly harm the soldiers inside?

you really should split it into a "realistic-modells" mod and a "tweaked game-constants" mod !

#6 Oddball_E8

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Posted 12 November 2003 - 04:29 PM

Well im finished with the polishing now...

heres what is added to the above mentioned list:

14: removed ALL sci-fi weapons (forgot the ground mounted plasmagun)
15: changed the Thompson M1 to use .45ACP ammo instead of .45Thompson ammo (wich meant you couldnt load ammo from a Thompson 1928 into an M1)
16: changed the ammo in the Vickers to .303 british (wich it should be) and changed the name from Vickers 12.7 to just vickers.

im sending it to s2hq as we speak.

about change 16: this only affects the ground based vickers. The PK vickers still uses 12.7mm ammo, but it uses the russian one.

and darth? dont worry about me making the PK "too tough". I just upped the riccochet value from 40% to 60%.
it shouldnt make the game unbeatable. Ive seen PKs fighting in the autoplay and they get the crap kicked out of them by normal soldiers from time to time, but you have to use more tactics. you cant just run up and shoot at them. you have to use what you have: speed, stelth and shitloads of rockets or grenades  8)
It´s a motherbeutiful bridge...
and its gonna be there!

#7 HornyRabbit

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Posted 12 November 2003 - 08:45 PM

Sounds promising oddball :)

I've been too busy to play the game for few days, so I havent seen any of the sci-fi weapons beside the prototype destroying the car in pre-mission..

Maybe this mod of yours gets me to play all night :)

ps. Does your mod cause crashes as I have read that mods do that?

#8 Biggles

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Posted 13 November 2003 - 12:23 AM

I should have Oddballs mod online either later today (if I can sneak time at work) or tonight.

#9 Oddball_E8

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Posted 13 November 2003 - 12:37 AM

cause crashes?
i havent heard of that... but ive been using my mod for quite some time now and the game has never crashed... it did once, but that was before i even started making my mod... didnt have any mods at all then...
maby the game just crashes from time to time no matter if you use mods or not...

i have a new version coming out soon, but there are no major changes in it. just some fine tuning so you can all go ahead and start playing the game anyway.

ps. what i have changed (yes im done already) are the "important" characters in the game like the german field agent and so forth. ive just added some items to them and changed their uniforms (editor uniforms that is... the stuff that decides where ammo and grenades go. not the actual uniform)
and tomorrow i will change all the autoplay characters to mafia gunmen fighting with colts, nagant revolvers (S&W), thompsons (both types) and a rifle or two... all for a good laugh (might even throw in a german officer or two as "policemen")
It´s a motherbeutiful bridge...
and its gonna be there!

#10 Biggles

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Posted 13 November 2003 - 03:36 AM

OK, I've uploaded v 1.1 file you sent me.

I'd like to put a specific page on the website for this mod (and others) but I need the author to do the content, as i really don't have the time to do this.

I'm going to start a thread on what I need from mod creators.

#11 HornyRabbit

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Posted 13 November 2003 - 06:30 AM

Wohoo!

No school today...
almost 8 hours to play, must go to work then :)

...I'll try to look for any mishaps(spelling?)

Thanks Oddball!

#12 Oddball_E8

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Posted 13 November 2003 - 07:10 AM

Well if you make it far enough in the game to meet some panzerkleins and any missions where there are supposed to be sci-fi weapons, please report how it works out to me since i havent been able to play that far yet.

quality testing you know  8)
It´s a motherbeutiful bridge...
and its gonna be there!

#13 HornyRabbit

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Posted 13 November 2003 - 07:42 AM

first crash...

I started a axis campaign with FirstMod and DieHard. When training my engineer in camp, he fumbled and explosion sound played and windows appeared...

I'll start a new campaign with FirstMod only...

BTW. thanks for giving Olli Suomi-Smg :DDD

#14 hanspech

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Posted 13 November 2003 - 08:46 AM

hello,

my english is not so good, please excuse me about that.

first of all i want to thank Oddball_E8 for his awesome mod. so far it's just great and there is a lot of space to improve it further.

i 100% agree with with you to delete all sifi-weapons. i want to handle with weapons which a typical for this period of time. the same i think about the "panzerkleins". this sort of equipment cost a lot of feeling and a atmosphere in silent storm. of course they are a elemental piece of the story line so the can't be moded away. and again, im very sad about that fact. i hope there are ways to mod the "panzerkleins" to a more historical correct solution.

i have myself some suggestions for a more "realistic" mod. in my opinion the are a lot of weapens are not realy good ballanced:

[list]
- semi-automatic rifles
* a bit more accuracy
* a bit more cost of actionpoints per shoot
* reloading weapons should cost a lot more actionpoints (near a whole turn)

- full-automatic rifles
* a bit more accuracy on "burst shoot"
* a lot less accuracy on "fullautmatic shoot"

- mg's
* it should be near impossible to hit a target while standing or crouch
* accuracy of shooting should be a lot better while prone
* weapon should cause a lot of critical wounds
* reloading weapons should cost a lot more actionpoints (near a whole turn)

- granade's  
* should be thrown longer
* fragmentation of frag-granades should be larger and cause more damage
* exploive granades should cause more damage to the center of the explosion

- melee weapons
* target should be better to hit
* should cost a little less actionpoints
* a hit should cause a lot more damage (1-2 should be deadly) and critical wounds

- dart/poison weapons
* if target is hit, it should be immediately out of action
[list]

this are some of my ideas of a more historical realistic game. of course the correct values must be tested but silent storm will gain a lot more feeling for a true combat simulation.

greetings
hans

#15 honk123

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Posted 14 November 2003 - 01:46 AM

first of all, thanks for goin in advance modding s2 !!!
i installed ur FirstMod by adding it to the Mod.zip archive in Mod directory, but when i use the AddMod tool it doesnt give me the choice to activate the FirstMod features..... and when i use ur game.db instead of the original one the game crashes. so what do i wrong???

#16 Biggles

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Posted 14 November 2003 - 02:04 AM

Each mod needs it's OWN subdirectory, each mod has a game.db and a description.txt which need to be in that sub-directory.

#17 Darth Valium

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Posted 14 November 2003 - 02:40 AM

1.) create a subfolder beneath your sstorm-directory ("c:sstormmod2")
2.) copy the include game.db & description.txt to 1.)

3.) et voila

#18 Kenny5512

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Posted 14 November 2003 - 02:03 PM

I noticed a bug in the latest version of Oddball's mod : the Finnish grenadier (Olli i think, Axis side)... well his medals and all dont fit him, it have visual bug (visible only in the inventory screen... the window where your character is, not in the game).
But great work indeed!!

PS : tient un français ! salut Darth  :wink:

#19 Oddball_E8

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Posted 14 November 2003 - 06:07 PM

Well that problem has something to with the game itself since im only using the standard german uniform for olli.
I dont think that the inventory screen is suited to displaying medals.

on a sadder note i have to say that my 1.2 version of the mod doesnt work. so ill stop modding now for a while... but in a couple of weeks ill probarbly release a brand new mod incorporating the changes already included in this mod but a bit more refined and thought through.

if its ok with M1911 ill include some of the thougts from his mod, like having scouts dressed in the enemy uniform.

but since i havent been able to play the game properly (havent played more than 4-5 missions) i will concentrate on that for now... ill probarbly do the mod over a weekend sometime soon... but i dont know when.
It´s a motherbeutiful bridge...
and its gonna be there!

#20 Kenny5512

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Posted 14 November 2003 - 06:34 PM

So.... have a nice game  :wink:
Thanks for your efforts.




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