brandeburg

Member Since 07 Jun 2005
Offline Last Active Apr 09 2020 03:38 AM

#165619 [S3 MOD] SILENT STORM: TRUE TERROR (--IN DEVELOPMENT--)

Posted WerHeruvim on 21 December 2017 - 04:16 AM

brandeburg
Sounds like good old power armor from Fallout. But I like it. Posted Image  I will have to think about its design.

***

Nazi girls

Posted Image

TH elite winter camo

Posted Image

***

Besides I decided to drop S2 Remake idea. Completely lost any interest towards making it. Instead I am going to create a brand new campaign.
The main hero will play as... TH agent. Yeah, he/she is going to work for Thor's Hammer. For now I don't have enough info to share with you, but I will explain this stuff after winter holidays.

Here are some assets for TH campaign.
Attention: more new female bodies/caps/masks incoming.

Uniforms (TH)

Soldier
Posted Image

Veteran
Posted Image

Elite
Posted Image

Elite Commander
Posted Image

Saboteur
Posted Image

Mercenary
Posted Image

Winter camo
Posted Image

Winter elite camo
Posted Image

Desert
Posted Image

Posted Image

Posted Image

PK Pilot
Posted Image

Bodyarmor (light)
Posted Image

Uniforms (Sentinels)
Winter camo

It used to be a night camo. BlunterII was so nice to share some of his textures with me, so I remade it. Thank you! Posted Image
Sentinels will bring a lot of trouble.
Especially in cold regions...

Posted Image

Guns
Fedorov Automatic Rifle
Posted Image

Posted Image

New darker textures for vanilla weapons

Featuring Stg.44 scoped. Posted Image

Posted Image

Posted Image

Posted Image

Posted Image

Posted Image


#164307 [S3 MOD] SILENT STORM: TRUE TERROR (--IN DEVELOPMENT--)

Posted WerHeruvim on 16 October 2017 - 05:52 AM

Thanks, brandeburg!

Mosin sawed-off

Posted Image

Posted Image

DT, tank machine gun

Posted Image

Anti-tank rifles

PTRS
Posted Image

PzB 38
Posted Image

Boys
Posted Image

New PK weapon

BESA machine gun
Posted Image


#164271 [S3 MOD] SILENT STORM: TRUE TERROR (--IN DEVELOPMENT--)

Posted WerHeruvim on 12 October 2017 - 10:55 PM

German uniforms

Trench coat

Posted Image

Winter pack

Posted Image

Infantry

Posted Image

Trench coat

Posted Image

Germans are ready for cold winter... or maybe they are just delusional. Posted Image

Some weapons.

Nagant replacers

Posted Image

Posted Image

Reising M50 Posted Image

Posted Image

Owen machine carbine

Posted Image

Update:

Trench gun

Posted Image


#164043 [S3 MOD] SILENT STORM: TRUE TERROR (--IN DEVELOPMENT--)

Posted WerHeruvim on 04 October 2017 - 07:48 AM

brandeburg

Thanks! Just wanted to give this character something she deserves – attention. Posted Image

***

Russian Scout (unused in H&S).
Posted Image

TH night camo (mask was not used in H&S)
Posted Image

TH desert camo (mask was not used in H&S)
Posted Image

TH forest camo (mask was not used in H&S)
You may notice something new here...
Posted Image

TH winter camo
Posted Image

True Terror will feature some new weapons. So let me show some of them. Posted Image

MAT 43 (MAT 49 in H&S, this one will be a prototype) -- name is subject to change, so if there are better ideas I would be happy to change it.
This SMG will use MP 40 clips.
Posted Image

Stechkin, APS (H&S)
This pistol will use M.712 clips
Posted Image

Ithaca 37
A shotgun. With "spread". Works fine. Deadly in close range. Posted Image
All shotguns will use 12 ga cartridges (clips textured by Okim, APN mod)
Posted Image

Sawed-off shotgun (used to be a russian hunting rifle)
Good damage in close range.
Will use 12 ga cartridges.
Posted Image

There are more new guns coming.
When the time comes, I will make an update. Posted Image


#163935 [S3 MOD] SILENT STORM: TRUE TERROR (--IN DEVELOPMENT--)

Posted WerHeruvim on 30 September 2017 - 08:05 AM

brandeburg
Good point. I need to think about this for a while. Maybe I will found a solution.
Working on a new female uniform for Rose (german merc), Will try to make a mix of german and allies style.

***

New uniforms I made (some featuring new combined geometries).

Posted Image

Posted Image

Desert Pack.
Posted Image

Male soldiers
Posted Image

Female officer (Rose)
Posted Image

Thanks to BlunterII for this cool uniform!

I reused some of its textures and made this:

Female soldier
Posted Image

Both work with other races too.

Posted Image

Kate's new face
Posted Image


#163012 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 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.
-----------------------------------------------------------
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...)
-----------------------------------------------------------
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.
-----------------------------------------------------------
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'.)
-----------------------------------------------------------
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...
---------------------------------------------------
As far as I am aware the vehicles don't move...
---------------------------------------------------
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
__________________________________________________________
__________________________________________________________

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)
--------------------------------------------------------------------------------------------------
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 ~


#163128 [S3 MOD] SILENT STORM: TRUE TERROR (--IN DEVELOPMENT--)

Posted WerHeruvim on 24 August 2017 - 06:55 AM

I am sure this particular uniform shall have darker colours (this helps to hide some undesirable stuff from previous russian model).

I like your idea, but in order to make this reality I will have to create a 100% unique model. Maybe I will succeed in future, but this process is not the fastest. Making some beatiful legs... it takes time. Posted Image

Churchill tank

Posted Image

Posted Image

Posted Image


#162908 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 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.

Posted Image

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.
______________________________________________

Posted Image


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.

Posted Image


________________________________________


Posted Image


______________________________________


Posted Image


__________________________________________


Posted Image


_____________________________________


Posted Image


____________________________________________

Posted Image


_____________________________________

Canister refills are pretty straightforward:

Posted Image

___________________________________


Posted Image

___________________________________


Posted Image


____________________________________


Posted Image

___________________________________

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

Posted Image

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...
____________________________________________________

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
_____________________________________________________
_____________________________________________________

Oh, I forgot to show the "Reputation" color coding scheme:

Posted Image

______________________________________

...and some silly stuff for last:

Posted Image

________________________________

Posted Image

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


#162905 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 17 August 2017 - 02:59 AM

All right, to the rest of the "Supplies" mission...

The medical supplies package is located in the back of the second truck (the one that's broken).

Posted Image

The thread checking its presence in our inventory runs in parallel with the other two objectives, so it doesn't really matter when we pick it up. Whenever we do - the objective gets updated...
_________________________________________

Posted Image

...almost there...
_____________________________________________

...and viola!

Posted Image

...the partially blocked message says: "The package contains a wide variety of wound care items and a field med kit. You might have also noticed the "Suture Kit", I added, among the spawned items.
_______________________________________________________

Posted Image

...a couple of PDMs an engineer of 1-2 lvl should have no problem removing...
____________________________________________

And finally, one of the bandits in the opposite (to our starting position) corner drops a scoped 33-40. I think the girl was quite happy with that.

Posted Image

_______________________________________

Okay, about the scoped rifles... I feel the need to limit all of them to a "snap" and a "scoped/sniper" shooting modes only. I am also thinking about slightly raising their snap shot AP requirement... by 5-7% (bulky, scope is in the way...) and maybe (just maybe) increasing their damage. Their counterparts, carbines especially, should probably have slightly cheaper snap shots. We'll probably need to have a discussion about this. Pros and cons, the observations and the wishes...

____________________________________________________________
------------------------ NOTIFICATIONS --------------------------------------------
____________________________________________________________

Well, not being a programmer, it took me a while to figure out the scripts that could support the ideas Heruvim and I talked about.

Some of those ideas were:

- Fully scripted transport (Loot, storage, loss upon destruction..)
- Fuel consumption and refueling
- Daylight cycle
- Time tracking

So, here it goes:

Posted Image

The place and month will change with each chapter where as other variables are tracked through various behind the scenes counters.
but before we touch upon those subjects let's look at the new chapter grid that started it all.

Posted Image


...and the chapter view after the grid's been applied.

Posted Image


I remember looking through Novik's scripts for H&S's traveling routine that covered all possible variations (for all 11? zones) with a separate calculation/value assigned to each and every one of them. You can imagine A, B, C, D, E, ...etc. A to B, A to C..., B to C, ... so on and so forth. That seemed a little too bulky, so I decided to do it differently.
...now we have 6 columns and 3 rows dividing the map into 18 sectors. I also made several assumptions:

- minutes don't count when we travel on the Chapter map. Hours do.
- it takes around 2-3 hours to travel 30-50 km using secondary roads to any adjacent sector on a fully loaded Zundapp K750
- it takes 2-3 hours for any major light change to happen.
- we don't spend more than 2-3 hours in any given encounter.

Then I created 10 Daylight cycle phases: Moonrise, Moon, Moonset, Dawn, Morning, Noon, Afternoon, Sunset, Evening, and Midnight.


Posted Image


Traveling from C1R1 - Nemyeshaeva ("Escape") to  C2R2 - Priorka ("Supplies") would equal
(C2-C1) + (R2-R1) = 2 light cycle zone skip would determine the light and the time in the next one.
then multiply that by 2.5 (approx. amount of time it takes for one light state to change to the next), so 2*2.5 = 5 hours
I didn't use the 2.4 because it created a very long decimal and I haven't found a way to round it down. (Yes, I read the various LUA manuals and forums already ;))
I also added a small random number to that result to make it look more natural.
So, after the initial global for "Time" (as in time of the day) was set in "Escape" for Evening ("9") then when we arrived at Priorka outskirts it moved two daylight phases forward to "Moonrise".

There is a behind the scenes "hours" counter as well.
-----------------------------------
I don't really know how interested you guys are in the mechanics of it all...(???) so I'm gonna stop here. But if you'd like to see the script itself I can definitely copy/paste it in the thread.
_______________________________________________________
---------- R E P U T A T I O N -------------------------
_______________________________________________________

Posted Image

All the Globals are set to "10" in "Escape" then constantly readjust based on our actions:

Posted Image

After all, we were on the roster (Germans were famous for excellent record keeping, right?) and now we are gonna be gone leaving a bunch of dead SS faithful behind. Thus -2 to RepSS.
On the other hand we risked our life and helped the partisans... as a result +2 to RepP. (only +1 if their leader doesn't survive, and 0 if none of them survive)

Of course, if we hide the bodies then...

Posted Image

...the reputation returns back to its default value.

It works the same way in "Supplies". If the doctor lives civilian reputation RepC goes up +1 and so does RepP.

__________________________________________________
------- E S C A P E ----- C H A N G E S ------------------------
__________________________________________________

There were a few things I thought were necessary to address:
- the strange key
- the source of "Supplies" marker

Posted Image

___________________________

At first, I wanted to introduce the med supply raid through a somewhat heated conversation between Kat and Scar:

It went something like this:

Kat (screaming): That's not what I said!
Scar: You are gonna get us all killed.
Kat: It's pointless talking to you! Pointless!

You: What are you arguing about?

Kat: I want to get some medical supplies, if I am to be of any use to you. I heard them talking about a delivery to Priorka today.
Scar: All I heard was "...medikamente.."
Kat: Well, you didn't study German at school and then at the university like I did.
Scar: Right! That's all I need...a bookworm covering my ass in a firefight! Bah!

You: Armored convoy?
Kat: No, just trucks. "LKW"...and a medical facility in Priorka was mentioned.

You: I see. Hmm... We could check it out but if's anything other than a lightly guarded convoy we withdraw immediately.
------------------------------------

Eventually, I scrapped it and found a shorter way to introduce that encounter:

Posted Image


________________________________________

Oh, and the new global map marker:

Posted Image


(to be continued)
______________
~ Blunter ~


#162894 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 16 August 2017 - 07:16 PM

Hey, brandeburg. Thank you for the info and the ideas.

I have a few questions (thoughts, if you will) for you:
(if anyone else wants to chime in - go for it. The more the merrier!)

1) If I am to create an encounter where we need to lay some mines (I assume they'd be given to us) then what would stop us from just taking them?
There is no script support for checking if the mines were actually placed, is there?
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? If there is a fight - what kind of fight? If thee is a trader - what do they offer? What is the payoff if we succeed (aside from a reputation boost)? We are going to be moving eastward, how do we re-establish contact when we are in a different chapter?)

2)I really enjoyed your perk assessment and new class ideas in another thread.

Did you work out any perk panels/ perk taking order for each/any of those classes? I don't mean panels themselves, I can make them no problem... what I mean is this: 1 > 12 > 4 and 17> 68 >43 and 3 and so on... (where the numbers are perk IDs). I would love to have a discussion on that. Posted Image

Since in the "Partisans" scenario we don't have any standard "mercs" here are the classes I am especially interested in creating:
- a Engineer/Scout hybrid for Scar
- a Doctor/Sniper hybrid for Katya
- any hybrid (or not) ideas for the main character.
- any enemy classes (with specific flaws and advantages)... from Bandits to Wehrmacht, from crazy SS chicks to insane asylum patients and perhaps even uber-soldat types.

I realize you don't necessarily favor the "free look" and "I am a rabbit" perks. Posted Image
And I also share your concern about the ridiculously powerful 'Evasion' attribute.

3)Now about ammo and weapons.

If I understand correctly, all the "Partisanskiy..." stuff is going to be produced and/or sold by the partisans. Of course, we could (theoretically) acquire the blueprints and make those ourselves at the worktable. The worktable is already scripted to produce some pretty complicated contraptions... provided we have a skilled engineer in our party but still...

Anyway, the thing I am still unsure about is if there is an actual niche for them in the game.
We are already picking up a lot of 9x19 Parabellum and 7.92x57 Mauser rounds along with a few others. How would a  homemade/makeshift  ammo and weapons compete (in desirability) with much superior, already in abundance German made counterparts. There are only 2 ways I can think of:
- to delay/limit the introduction of weapons like silenced Mauser pistol and Kar98 silenced and make the partisan weapons the only ones available
and/or
- to make partisan weapons truly silent, but then the question of balance creeps in immediately... and this one will require quite a bit of testing.

Hmm... very interesting, brandeburg.
I appreciate the opportunity to brainstorm about this issue, thank you. Posted Image
_________________________________________________________________
_________________________________________________________________

All right, moving along.

There are a few changes I've introduced into the game:

- a fully functioning "Reputation System" for RPG purposes: faction reactions, levels of hostility, scale of resistance (opposition numbers and overall skill), trade possibilities, random help or ambush probabilities.
- Traveling time (to set markers for timed missions)
- Fuel consumption/vehicle refueling/canister refill routine
- Daylight cycle routine, 10 light variations (each 2-3 hours long)
- Map quadrants (with columns and rows) to all chapter maps

Other things done:
- cleaned up some of the scripts
- added SS and partisan reputation adjustments to the "A1Escape" mission
- introduced new global variables to better control the plot.
- finished the "A1Supplies" mission (intro and dialogues, combat scripts, variables, vehicle dialogue mode, etc.)
- new RPG item: Suture kit (blood stopping med item), full gasoline canister, empty gasoline canister.
- wrote new Acks for the main character, Scar and Kat (500 - 600 replies in total)
- ...other things I don't remember at the moment.
---------------------------------------------------------------------------

Well, let's start with the "Supplies" mission.
Here is its PWL image:

Posted Image

It is foggy and rather dark.
_____________________________________

The template is the same size as the previous one (64x80). Since we don't have any range boosting perks yet, no "Night Vision" and no weapons to justify a larger template I decided to go with this. I think it's big enough...

Posted Image


___________________________________


Posted Image

[ready for editing]

A1Supplies_Dlg1:

Scar (whispering): Hey Chief. There are three trucks, one is broken…stuck in the mud. I spotted six Germans and a civilian doctor.

You (quietly): That's too many. Besides, there might be more of them...What are they waiting for, anyway?

Scar: I don't know. They unloaded the broken truck but didn't move the cargo to the others. It seemed like they were checking the road for something.

You: What are you thinking... mines?

Scar: It's possible. You know Chief, I think there was someone else in the forest. Not German… but I didn't get a very good look at them. It's too dark.

You (thinking): Hmm… That's strange...
_____________________________________________________

Posted Image

[ready for editing]

A1Supplies_Dlg2:

You: Well, a three way fight is a different story altogether.

_____________________________________________

Posted Image

That's the new notification feature, I mentioned earlier, we'll see at the beginning of every encounter.
_______________________________________

Posted Image


____________________________________

Posted Image

I won't be posting the detailed fight pictures... I'll just say that it was somewhat unpredictable... sometimes Germans had the upper hand, but most of the time it was a tie...
_____________________

Once we cleanse the place of evil we are presented with a hint:

Posted Image

[ready for editing]

Scene staging

There will be situations where hiding or destroying the bodies, planting evidence, inciting one group to attack another could turn out to be useful. You can get what you need and even earn favor with certain factions and individuals as a result.

In this case, however, the stage had already been set before you arrived. The highwaymen set a trap, killed the German guards and made away with the supplies. That's what the evidence would indicate anyway. As long as it's plausible... and in this instance - it is.
_____________________________________


There is a whole line-up of various bandit types. This is one of the local bandit bosses:

Posted Image


_______________________________________

I'll probably need to create a few new uniforms for us to change into.

Posted Image

I didn't include the Russian helmet and the fleece hat ("Papaha") on purpose... I'll save those for the partisans.
Although a white fleece hat could fit the bandit theme... hmm...

_______________________________________

Posted Image

After all the hostiles are eliminated the doctor is 'set to talk'.
______________________________________

Posted Image

[ready for editing]

A1Supplies_Dlg4

Doctor: Thank you for sparing my life.

You: Sure… What's your name and what are you doing here exactly?

Doctor: Svetlana Sed'yih… Well, I am working… was working. We were transporting medical supplies to the local hospital before all this… started.

You: How did you end up working for the Germans, Svetlana?

Doctor: I am NOT working for the Germans! I service local population…primarily… Look, it was either tend to the locals or go to a concentration camp. I volunteered… it was an easy choice.

You (pondering): Hmm...All right. You can go.

Doctor: Thank you. I'll go check on my brother. I think he is in trouble... Oh, and if you are in Brovari, please stop by.
________________________________________

Posted Image

Don't worry... we'll see her again...very soon.
____________________________________________

Posted Image


_____________________________________________


Posted Image


____________________________________________

Posted Image

[ready for editing]

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

On a completely unrelated subject of... drinking... Posted Image
when I noticed it...I had to take a screenshot of that...

Posted Image

____________________________

(to be continued)
_________
~ Blunter ~