I love this game!


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#21 Pete

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Posted 05 July 2006 - 03:30 PM

Y'mean that guy in the hut in the woods? I got as far as talking to him and he brags plenty but I didn't see an option to repair anything ;)
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#22 Sorbicol

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Posted 05 July 2006 - 07:12 PM

View PostPete, on 5th July 2006, 4:30pm, said:

Y'mean that guy in the hut in the woods? I got as far as talking to him and he brags plenty but I didn't see an option to repair anything ;)

Keep talking to him and evetually the option comes up I think.

#23 FullAuto

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Posted 05 July 2006 - 07:59 PM

I talked to him, and got the option to modify various weapons and buy repair equipment from him, but I don't remember an option for him to repair them.

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#24 Crazy Gringo

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Posted 05 July 2006 - 09:15 PM

I don't think that any vendors repair weapons anymore....I only used the guy in the forest to modify some weapons which got repaired and rearmed in the proces.
aybe sell your weapon and buy it back repaired? But with the low sell value of the weapons and items compared to the purchase value you just wind up loosing a lot of money....
It also makes more sense since you are 'alone' behind enemy lines with out any kind of support from HQ and therefore you don't have that kind of 'base' that you have in S2 and S3.
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#25 WangChangZhang

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Posted 05 July 2006 - 09:48 PM

I just received the game from Amazon.de for the full retail price of 29,95$ (ouch).
Although H&S is only a mod gone full game, it has an intro movie and completely new setting, additional sounds, weapons, skins, gameplay changings etc. That means it beats JA2:Wildfire retail by miles. Just too bad there isn't a German unofficial patch for it :)
I just started my second time, because the first time I killed Konrad in G-Town because he suddenly turned hostile during the fire fight with the THOs and this way I missed the ambush on the Army Post and ended up with nothing to do on just 4 maps except wasting everbody. Thanks to Ms. I'm-wearing-uniform-Soldier-girl I couldn't even go to Z-town without having my team locked up (my bad, although the location names are in my native tongue, I can't remember them ;) ) .
If I hadn't consulted a walkthrough on what to do next, I wouldn't even had known what I did wrong. In danger of shooting prematurely here, I'd call that a giant design flaw. And while the dialogues are witty and interesting, they are also sometimes very confusing and out-of-order.

The roleplay is pretty nice, but even though I just solved about 3 quests in my first attempt at the game, I already went up to level 12 or so... is the game that short or do I spent the last half/third as a kick-ass jack-of-all-trades in my class?
And since finding new equipment and applying it to my squad is a very important part of a RPGs magic to me, the generally low weapon durability is really pissing me off. I don't want my SMGs fall apart after 5 repairs due to sunken durability, Novik  ;) ! I found the S³ durability quite annoying, but still more realistic than the H&S one.
Nevertheless, I like the game. It has an interesting setting, the lovely S² engine, and the addictive taste of interesting story and new weapons to be discovered. The German dubbing is good, too, and the new missions are a fresh breeze to the still brilliant tactical gameplay of S² (fake Secret Service papers, you gotta love them).

#26 WangChangZhang

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Posted 08 July 2006 - 05:05 PM

I just finished the last mission...
F*cking great job, Novik!
While some parts/traits of the game are certainly somewhat annoying (I don't need to brag about them again), the story really gets you hooked in the last part and that somewhat Fallout-style ending - just lovely!
;)

I must say, concerning story, characters and dialogues it beats S² and S³ by miles. Of course, H&S *is* meant as a tactical RPG, while the predecessors are only tactical games with RPG elements. But still, the way the story is told, the characters, the Baldur's Gate-esque conversations between the squad members, that's really cool.
Is is just me or do the biography files at the end scream "sequel"? I do hope so.

#27 Danny Elfman

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Posted 19 November 2007 - 02:21 AM

View PostWangChangZhang, on 8th July 2006, 9:05am, said:

I just finished the last mission...
F*cking great job, Novik!
While some parts/traits of the game are certainly somewhat annoying (I don't need to brag about them again), the story really gets you hooked in the last part and that somewhat Fallout-style ending - just lovely!

Is is just me or do the biography files at the end scream "sequel"? I do hope so.

Maybe you had the early and undesirable ending of WWIII.   The goal is to avoid that.

Oh yes a sequel would be awesome.

#28 Taargus

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Posted 04 January 2008 - 08:48 PM

just wanted to respond to an earlier post about the music sucking in this game, i doesn't! the suck metal battle song doesn't quite fit in there but it really gets me pumped for battle. when you hear those derivative riffs start up you know its time party. also i've heard alot of complaing about the main menu theme. are you people f***ing nuts! i would leave the game there an just listen to it. its really a beautiful song if you listen to it and have any musical appreciaton skills. totally off topic but im tired of people putting that song down. the metal thing i understand but damn the main song is good.

#29 justinstyles

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Posted 11 March 2009 - 07:07 AM

Three years later, I'm finally playing this game and although I find it quite difficult, it fits my personality to want to explore every option: quite enjoyable.

**spoiler(s)**

I've been playing for ~two days' equivalent and already had the "very bad" ending (got to Wenzburg far too late because I discovered how to fetch the female uniform too late and couldn't find the route to catch the train) after ~1.5 days.  Since then, I've gone back to an earlier savegame where I could re-try and am onto avenging some folks' deaths, as it were.

Blunter II's walkthrough has been essential while the chap whose walkthrough is posted on gamefaq is missing some details, but did help me figure out that I'd missed things and the "why" I ended up with the very bad ending.

I do fear that I've got a bug with Gaffburg loading (not the "can't leave" bug that I found on another forum, but a "can't enter and see the village"; after the photo-esque loading screen, a black screen appears that never displays the game screen), but am trying a few other methods before in the hope that I can trick the game into loading.

The game is running poorly though... scrolling on the map is laborious at best (shuddering / jerky scroll).  The non-game screens (map, menus, and sub-menus) are fine and the mouse / cursor moves smoothly, but the game screens have progressively slowed, starting with the Hammer archives map.  I've played through the hamlet and am on the forester's map now, but I'm experiencing the scroll issue on all three.

Hope that the preceding isn't read as complaints as I am enjoying the game, but playtime becomes severely limited because things are slow.

Best regards --- js

PS: notebook PC specs... P4 2.1 Ghz, 512Mb RAM, 32Mb ATI Radeon 9200 Mobility, ~5Gb free HDD space.  I haven't loaded anything new onto the PC since installing H&S ~2 weeks ago; I only play S2, S3, and H&S on this machine for the past year.

#30 justinstyles

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Posted 24 March 2009 - 06:18 AM

Finished two days ago with the "good" ending; really enjoyed HS.

**spoiler(s)**

(although I couldn't resolve the Gaffburg black screen problem (going directly from archive-looted location to Gaffburg) so I had to go to Gaffburg after visiting the scenes at the Hamlet and the Forest; that was the only way to get Gaffburg to load)

After completion of the game, I immediately started a second game to try the stuff that I missed last time (e.g., getting Moshe, following up regarding the rumour about the antiquarian, etc.) and to increase the difficulty.  Playing as a medic, it took a few tries to get across the border (kept being detected), which fortunately wasn't an obstacle at all during my first play.  Ironically, upon my arrival in Gaffburg, he slaughtered the firing squad far more effectively with a single grenade (medics only receive one) than my first character did with two.  The medic only needed one short burst to finish off the last Sentinel.

Interesting though that in both play sessions, I couldn't get the "militia" guys to join the fray (I would choose the dialogue for them to pick up weapons and they do, but then they never attack anyone) when the other Sentinels return; therefore, I elected to not have them join and picked up all of the weapons from the initial combat (so that my character responds to Ferdinand that he has no weapons  :D ).  Since they still pick up weapons after my character killed the returning Sentinels, I'm not certain what effect, if any, there is or will be on my game.

This round I've also elected to kill Peter Klaus and his gang.  In the first play, I smooth-talked and he promised to send men to help to attack the convoy, but no one showed up (not that it was hard, but was interested in seeing the outcome).  This was a difficult combat since I had two riflemen without scopes; an SMG for my character would've been wiser, but we scraped through it :D .  I suppose I should say that I'm working on improving my character's medical skill  :laugh: .

Onto the convoy....

#31 BlunterII

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Posted 06 April 2009 - 11:38 PM

I'm glad you are enjoying the game!  :laugh:

- 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

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

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