iknowjack123
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New S^3 Mod "All Uniforms" in development (feedback is welcome)
iknowjack123 replied to BlunterII's topic in Modding
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. -
Jerrynor reacted to a post in a topic: Shot Percentage Glitch
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Turn based games are a dying breed. People who like these types of games are basically stuck playing SS and JA2 because there's literally nothing else really worth talking about.
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This glitch I'm about to describe applies to both S2 and Sentinels. I've noticed that if I load up a map (any map it doesn't matter), theres a chance that my characters shooting percentage all goes to sh*t. Its almost as if the game isn't taking my characters stats into shooting calculations. For example, my sniper whose normally a great shooter (100+ shooting and sniping), will sometimes struggle to make the easiest shots. With no cover separating my guy and some goon, I can have an enemy as close as 10 feet or so away and my sniper will only get something like a 52% chance to hit with his top of the line sniper rifle. If I reload the map and play the same encounter under the exact same circumstances, my shot percentage will go back to normal (90% chance to hit). What gives? Why does the game do this? Is there any fix to this other then just reloading maps hoping your stats and character progression are taken into account? This glitch is really taking the fun out of the game. Any solutions or responces would be greatly appreciated.
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This glitch I'm about to describe applies to both S2 and Sentinels. I've noticed that if I load up a map (any map it doesn't matter), theres a chance that my characters shooting percentage all goes to sh*t. Its almost as if the game isn't taking my characters stats into shooting calculations. For example, my sniper whose normally a great shooter (100+ shooting and sniping), will sometimes struggle to make the easiest shots. With no cover separating my guy and some goon, I can have an enemy as close as 10 feet or so away and my sniper will only get something like a 52% chance to hit with his top of the line sniper rifle. If I reload the map and play the same encounter under the exact same circumstances, my shot percentage will go back to normal (90% chance to hit). What gives? Why does the game do this? Is there any fix to this other then just reloading maps hoping your stats and character progression are taken into account? This glitch is really taking the fun out of the game. Any solutions or responces would be greatly appreciated.
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New S^3 Mod "All Uniforms" in development (feedback is welcome)
iknowjack123 replied to BlunterII's topic in Modding
Still no word from the OP? Anybody know whats going on with this mod? If anybody could answer these questions I'd really appreciate it. Looking back in this thread, there's apparently a workshop to craft engineer items and missions for the infirmary back at base? Anybody know why I'm not seeing these? I looked throughout the entire building and I've yet to stumble across this workshop bench. I see the bank and the trainining room but, that's it. Also in my game all healing costs are 100% free. When I try to talk to the nurse, the screen fades to black, I'm healed 100% and there are no options for dialogue. Were those features never implemented or is my game just messed up? -
New S^3 Mod "All Uniforms" in development (feedback is welcome)
iknowjack123 replied to BlunterII's topic in Modding
Perfect download on my end. Did you unpack the mod right? Windows zip is iffy and doesn't always extract things right. I suggest you download 7Zip (its free and safe). After installing 7Zip, download the mod, left click mouse, hit extract folder and put unload it in the archive where you have Silent Storm downloaded. My computer (Windows 7) its something like C-ProgramFilesx86-GOG.com-SilentStormGold-SilentStormSentinels. Put the file there, load up custom game and add the mod, you should be good to go. Hope its work out for you, hell of a mod to miss out on -
New S^3 Mod "All Uniforms" in development (feedback is welcome)
iknowjack123 replied to BlunterII's topic in Modding
I'm playing this right now and just wanted to say its awesome. This is one of the best mods I've ever seen. You've not only fixed alot of the games shortcomings but, you also added a great deal of quality content to the game. The extra scenarios and RPG elements are all well done and really make the game better. Some of the things that really stick out: - Kudos to you for making the AI actually aggressive. I was so tired of enemies just camping zones the entire round, oblivious to everything around them. In vanilla mode they just hunker down and wait for surprise interrupts when you search for them...not a problem anymore with this mod. Now the enemy actually coordinates and hits back hard. That one change alone makes this a must-have mod for this game. - I also liked how you fixed the weapon stats so that they actually make sense now. God it was so stupid comparing weapons in the vanilla version only to recognize how they all made no sense. Old models of guns would have better stats than new ones, yet Nival somehow priced the newer ones higher? It was just completely stupid and illogical. Good job fixing that sir! - The uniforms you added are all well made and many are even better than anything Nival created. There has to be around a 100 or so and most of them are pretty cool. I can tell you spent alot of time making these and it shows. - Your additional RPG elements are fucking outstanding. You basically added another dimension to the game and fit it into the base game seamlessly. I'm only a couple levels deep here, but the bank/training facility and extra missions have all been nice touches. Again kudos to you sir. - I like how you balanced out grenades as well. I always thought it was dumb how a character couldn't throw a grenade farther than 3 feet unless they specialized in throwing grenades. Absolutely non-seniscal and really took away from the immersion. You've made grenades useful/more realistic and its done wonders for the game. I thought it sounded overpowered when I first read the description, but you balanced it out nicely. Grenades are more rare and do less damage, but aren't needlessly stupid anymore. - The random encounters add a great deal of content. I accidentally stumbled onto "The Ruins" map not really knowing what to expect. With my three man squad I managed to take out the first 10 or so enemies by the skin of my teeth. Thinking the level was done, I start healing up my dudes and scavenging equipment. I find a letter within a chest in the middle of the map only to be bumrushed by another wave of goons. Surprised the hell out of me and all my dudes died in a hail of bullets, but it was a fun encounter none-the-less. Gotta try that again when I add a few more members to my group. The vanilla versions might have 2 or so random encounters per map. From what I've seen so far, this mod has increased that a great deal. Three wishes: 1. I don't even know if the creator of this mod is still around or what but, there are three small things that really bug me. First off throwing weapons. Why does a throwing knife take more AP to use than a careful shot from a pistol or a small burst from a SMG? The vanilla Sentinels expansion has the same feature and it just completely ruins throwing weapons as a viable tactic. Can you please lower the AP required to throw knives and make it similar to the original SS game? In the original game, a throwing knife takes around 10-12 AP to throw at low level. For some reason, it takes 20-23 in the expansion. PLEASE FIX THIS!!! 2. Melee weapons need a buff big time. Melee requires a player to get nice and close with the enemy. Not only does the player have to open themselves up to counter fire and interrupts in order to move in position, they also have to spend a good amount of AP just to do that. Seeing as how movement costs have been doubled since the original game, could you please increase the amount of damage that melee weapons do? In the very first mission, Boris died and I ended up picking his lumberjack axe. After carefully vying for position, I managed to plan out my strike where I would have just enough AP to run behind the enemy and take him out with a well-placed axe swing. After getting behind him and landing the hit to his back, I was stunned to see I only did like 40 damage! Needless to say, he promtply turned around on his turn and put 4 perfect shots right in my face. Would you be willing to increase the damage values for melee weapons? IMHO it makes sense both rationally and from a game perspective for melee weapons to do more damage. I'm not asking for some overpowered cheatcode stuff or anything like that but, melee weapons need some kind of buff. Right now, it really doesn't make any sense to pick one up. Melee needs some kind of damage increase, can't say how much exactly but, definately something substantial. 3. Why is the infirmary free of charge? What kind of crazy socialist non-sense is this!?! (Sarcasm). Lol one of the few things I liked from the vanilla Sentinels expansion was how medical costs came out of your pocket. It really made the game more challenging and held the player accountable for taking hits. I also thought it added to the whole economy aspect of the game and made money that much more valuable. The one thing I did not like was how you couldn't heal up your party members only part way if you didn't have enough cash for the full healing. The game simply wouldn't allow any healing unless you had the total amount right then and there. Is there any way you could fix this? Perhaps you could add some kind of credit system where the hospital will credit you with 10k worth of healing until the bill has to be payed? I would really like to see this feature brought back if possible. - Wow looking back I didn't mean to write so much! Haha anyways thanks for the mod dude. I know this game is like 10 years old and that the creator of this mod could even very well be dead but, if your still out there somewhere I just wanted to say thanks for all the hard work. If I had to pick two words to sum up the whole thing they would be: Simply excellent. PS I'll check back here every week or so and see if your open to the changes I suggested. -
Playing through again - how to increase difficulty?
iknowjack123 replied to NoxNoctum's topic in Silent Storm
Sincerely recommend the DieHard 1.52 mod. I played the game on hard without the mod and it was pretty easy. The AI isn't normally very aggressive...the Diehard mod changes all that by actually making the enemy go out on the offensive. They throw a ton of grenades too, coordinate attacks, and its generally just more challenging/fun. Pair that up with the easier Medic/Engineering mod and the Ammofix mod and your good to go. -
I'm shocked people still play this game. Anyways one of my dudes is rolling with the Delizle Silenced Carbine...not sure if thats what the OP is talking about. I found it in a random encounter...sticks out in my mind because it was underneath a random house next to a oil barrell. One of my dudes accidentally shot the barrel and it opened up the floor to a secret basement with a chest. Couldn't believe my luck when I found it