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Unsterblich

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Everything posted by Unsterblich

  1. Necroposting here, just wanted to say my max resolution is 1280 x 960 x 32 (it
  2. Just a few corrections to make here. 1. Nival was indeed bought by Ener1 Group, an american company, with hopes to increase it
  3. You are Absolutely right, Fire. It was a gold mine of info about everything. And it
  4. Thank you so so much, Slaughter, I totally forgot about how to play hotseat, and I have a S2 communitie over at Orkut, and a guy asked me about S2 Multiplayer, and I was desperate trying to find how to activate a hotseat game... lol... You
  5. Gettin Koch on this mission, before he gets away in his rocket, was very frustrating to me at first, as I imagine it has been for you. Either on axis campaign, then on Allies campaign, I just couldn
  6. Thanks very much for the articles, and the debate, Slaughter. Always hated sports games... but didn
  7. If there isn't an Mg at the crate, where's the spoiler? lol... Yeah, that door got to my nerves, and after running out of ammo shooting it, I destroyed the darn thing with a knife, in a psycho way!
  8. Like Cookie said, what you said is not true. 1. About sniping: I managed to get a very high sniping skill with Zinaida, my sniper. How I did it? Dahh... sniping? Cookie explained this all to well: it seems you don't know how to train your squad properly. 2. Engineering: not true either. To increase your skill in something, you have to use it, to do something using the skill. EVEN IF YOU DO NOT SUCCEED, YOUR SKILL GOES UP, on the contrary to what some people here said. I didn't take the care to see if your increase is greater with success than with failure (could be), but one important thing is the skill cap: you can only increase your skill so much, depending on class and level. This means that a Soldier can have 110 engineering... around Level 48... got it? In other words: the skill cap to all the skills depends on the class. Engineers have a very high skill cap for engineering, while soldiers have a very low skill cap for this skill. 3. Medicine skill: same as itens 1 and 2. You didn't used properly your medic, so he didn't learned enough. My medic was extensively used (Gary), and I ended the game with him using all the itens available to medics. About the serious bug, with characters inside base "training" far better then the other doing the hard work on the field: yeah, it's true. One way to circumvent this is cycling characters: leave one of your squad members on base, pick a replacement. When you return, he will be highly trained. Yeah, it sucks, but...
  9. Unsterblich

    Chakra

    Well observed. Also, only boomerangs return. A returning chakra would be like a panzerklein: unbelievable, and a spoiler of game fun.
  10. Originally posted at Nival forums, here Well, guess this is a somewhat old subject, multiplayer for Silent Storm. But it has to be said. Also, I have some ideas, and I would like to share them here, in the hopes someone has enough programming skills, like Novik and so many others (and wich I don't), and listen to me and make this thing happen. Of course, I would work day and night, for free, to help it. But because I'm a SS addict? No, because I know it will work. Plain and simple. Let me explain: games like Counter-Strike and Day of Defeat, two Half-Life-based mods, are still out there, better than never. In fact, CS 2 and Dod 2 came out recently. So did Half-Life. But let's get this straight: who do you think kept HL alive to this day? The mods, specially CS and DoD. And whow do you think people kept playing them until today, even when they're so outdated in graphics, always the same weapons and enemies, stuff like that? For the very same reason extremely old online rpg's, like Ultima Online, are still played today, on free servers around almost every country: they never get boring. They always have content. That's the magic of multiplayer games: content. The human challenge never ends. You can play against the computer at the most challenging difficult level. Either you give up, or eventually will beat it. When you win, it's over, you conquered the game. But against humans, it's a different story: it never ends. You can win the first round, and loose the others. The challenge is always present, and the human players are always doing different things, exploring the scenario, trying new tactics and strategies, new ways of exploring the weapons and the combat ground, etc. And we have all this content in a type of game that is very straight-forward, like CS and DoD: teams on both sides, they're armed, they're ready, they have to capture the flags or destroy the objective, or kill everyone on the other team. What could have less content than that? Now, take all those limitless possibilities, and enter them on a single multiplayer map of Silent Storm. You have different classes with different skills, all of them with perk trees and skill points to alocate. You have an infinity of weapons, ammunition types, explosives, grenades, medical items and other things to put some more color and add elements of strategie. There you go, at least ten years of fun. And this is just for starters. The real deal, the real thing, what I really wanted to talk about, begins here. Before that: as for the gameplay, that's just details: it would be much more intelligent to assign for excample one minute to each side. In fact, the total time would be agreed upon by all the players, before the beginning: one minute for veterans, three or maybe more minutes for greens. Then they can move their units and assign commands. If they move some units quick, they'll have more time to think on what to do with the other units, engaged on delicate or critical situations. If they end sooner, so much the better: they pass the turn. But like I said, that's just details. I want to talk about something bigger here. And what is it? The concept of Silent Storm servers. No cheating. No exploiting (of course, this kind of thing gets corrected over time and playtest), none of the things that make us players unhappy. And no piracy , because to play on the server you have to have a valid cd-key, pay the monthly fee, or something like that. None of the things that make the game developers and publishers unhappy. I mean, for Christ sake, didn't we learn the lessons from Ultima Online? CS, DoD and Half-Life with it's "Death Match"? Or the recent Star Wars Galaxies, Warcraft Online, and similars? Official servers to play the game means "no piracy". Even if you copy the game, or download it, you have to have a valid key, and/or to pay monthly to play on the server. And with a Silent Storm server, running a "world", my friend, that's when the REAL MAGIC begins... Imagine a cross-bread between S2, S3 and Hammer & Sickle. Imagine you start with a main hero, say, on the post-WW II scenario. There are still Werhmacht units on the fight, refusing to surrender and adopting hit-and-run guerrilla tactics (this really happened). The world is polarizing between the capitalists and the comunists. After creating your main hero (which can be from any nations displayed on S2), you can choose your political affiliation, which side your fighting for (at least, you say you are), or decide to be a rogue combatant, just a "soldier of fortune". You have to choose somewhere to begin, then, on the real map, you have to find and create a base of operations. From there, you will have to do something to raise money: sell infomartion, sell your services as a soldier, attack military forces, or just rob the civil population. Almost all of the civilians are AI (with the exception of a player or group of players disguised as civilians: you could be attacking Eagle, the russian Sniper, and realize it when it was too late), and some of the military units. Some civilians (other starting or disguised players) and most of the combat units are human-controlled, real-live players, eager to find and rob-kill someone to get more weapons, items, uniforms and money. Anything goes. You would, by paying for informants, buying the local newspaper, or giving items to some AI civilians or military, obtain info about what's going on in the world. Is the city being attacked by american marauders dressed as soldiers? This could bring an uprising of the locals: with leadership, money and training, you could start hiring some civilians and turning them into your team of soldiers. Or you could just hire some mercenaries to do the dirty work. Although they're professionals, they're expensive and not an example of loyalty. If you're injured and the situation get's ugly, they may even leave you to die or be captured, on the battlefield. On the other hand, civilians would be extremely loyal and fight to the death. Also, you would have to manage resources on your base: food, money, ammo, weapons, maintenance, etc. And, if your system of inteligence is weak (what you mean, you don't have intel?), you might even wake up with the turn-based system on, and discover your base is under attack by a much superior force. Even if you win (winning, in this case, would be to survive while standing ground), your base will be left in pieces. More money to spend reconstructing your house/fortress/bunker. I am still developing the game concept, but the general idea is putting much more rpg elements on Silent Storm, while maintaining the action, and putting all this on a server, then let the players enter. Other two ideas: damage system to the ground (so you can have mortar holes, holes from bombing, or just create a fox hole, a trench, using your spade or shovel, for purposes of constructing a defensive position), and expanding the maps, to include the casual vehicle, like cars, tanks, etc. And yes, they would be controlled by you and the other players. Maybe even script some events, or make them available, like the use of artillery fire, or parachuters to take enemie positions from behind. Imagination is the limit. But it all starts in only one place: a silent storm multiplayer. But before we go on into details, let's skip them, and concentrate on the game play concept. And to understand it better, we have to look first to S2 and S3 game concepts (wich are the same, actually). WARNING: S3 Spoilers. If you didn't play S3: Sentinels, don't read this. . . . . . . . . . . . . . . . On the Silent Storm series (S2 and S3), the concept is somewhat straight-forward: you start the game already in an introductory mission. Either you complete the objectives, or you have to replay it. When you do complete the objectives, you are directly transfered to your base. From there, you can modify, heal and equip yourself and your squad. Also, you use the base to store equipment, weapons and ammo (and money, in S3). When you leave the base, you see the global map. One or more of the regions are highlighted, indicating you have something to do over there. You can click on that regions and see one or more places where you can deploy your squad. Even if there's nothing for you to do there yet, there are always the random encounters, and the possibility of camping on the region. So, we see here the basic struture of the game: you do a mission. After sucessfully completing it, you open up other missions, like a tree-branch structure. Thanks to that structure, you may fail one or more missions, and still be able to progress on the game, opening other missions or doing already opened missions. S3 Changed that somewhat, giving you a "menu" of missions to choose from. You complete 3 of the 4 available, you move on to another menu of 4 missions. This odd structure led to strange things, like if you want to see all the 4 missions, you must fail one of the first 3 that you try, so that you can see the fourth mission. Also, S3 has a serious flaw: on the "hire/fire soldier" menu, there's no ability to hire or fire the two secret characters. The consequence is: once you get one of the secret characters (Shade, the ninja, and A.B.R.S. - the Robot Soldier), you're stuck with it for life. The only way of getting rid of him is killing him. Wich is a problem, specially on the last part of the game, where you can choose one of two missions (frontal assalt, or the special commando back-door entry). The commando mission does not allow use of panzerkleins... ...wich means you can't do this mission if got the Robot Soldier. Only way of taking the mission is destroying the Robot Soldier, wich is not only unpleasant and anti-game enough, but worse, it's very difficult. The thing just don't die. But enough with the "SS" game concepts and S3 flaws. So, we want a open-ended single-player game, to lay the foundations to a Silent Storm MMORPG (Massive Multiplayer Online RPG). What concept do we have to work on? Here are some more of my ideas. Fell free to contribute or critisize. As the ideas keep coming up, I'll post more here. Instead of "opening" the mission zones when you complete previous missions, how about all, or almost all, the mission zones already opened? Also, you don't have a base. You choose somewhere to appear (country), and you're there. You have to find an empty house, or base, or fortress, ocupy it (or fight your way in, if it's already occupied), and you will have the option of "make this your base". From there, you can start stocking weapons, ammo, equipment and personel in there. Also, you can change the view: normal map, or "base view", with fixed camera positions and the base sorrounded by black, empty spaces.
  11. I already posted this on Nival, but since no one unravelled the mysterie... I'm sure everyone of you noticed that green box on the camp sites (when you camp your squad). AND I'm sure all of you opened that green chest too. Only to find out that there's nothing there. Never. So, here's the question: what's the purpose of the green camp site box? Also, did anyone tryed to put something on the box, then exit camp site, and come back to see if it was still there? Make jokes as much as you like, but the presence of this mysterious green empty box is really troubling me. It's almost like a monolyth from 2001 or something: it's there, you don't have the slighest ideia why it's there, or how it got there... but it's still there.
  12. Nice screenshots, Brandenburg!!! Casual, congrats too, I liked specially the .gif. Could you tell us how to do SS gifs, or send a link with a tutorial? I would appreciate that. Brandenburg: don't you never check your emails? I've sent one to you... lol. It's about the manuals. Also, I've been asking everyone your e-mail, no one knows (lol).
  13. Not yet, but I'll try, and post the results. : ) As soon my download ends, lol.
  14. I can add floor texture layers and walls... but I don't know why I can't add roofs and floors (message: "Only wall can be selected"). Any ideia what am I doint wrong? I'll continue to bash my head into it, but it really feels like a blind man walking in unknown territory... without a stick. Edit: Also, I can't see the trees.. I just moved the objetcs to the screen but they don't appear. Only their green rectangles and squares.
  15. Thanks very much for the "compiled instructions" for newbies like us, Dragon. U surely helped a lot of people, specially when there are some instructions for starters, but the general rule for them it's to be "thrown in the wind" casually.... like "that thing, click on it, then voilá, it's done! Easy, huh?" Lotekk, you said we could use the "build" button of the editor. I've noticed that, but I'm in doubt: the build button also creates two files, like "full-mod.db" and "game.db"? I mean, it creates one file with all the data of game, and another with just the modiffications?
  16. It also depends if your on S2 or S3. In S2, EVERYONE is unconscious, unless theyre blown to pieces, in which case they disappear. "Oh, he was disintegrated by my hexogen grenade! Did he die?" In S3, most of the time, people die. It is as Doommunky said. Also, on S2 "clue characters" can die, differently from the "average" character. If you use grenades or other lethal weapons, youll probably fail the mission objective. A good way to avoid this is using the billy club and other stun weapons. Here's another difference between S2 and S3: stun weapons are almost useless in S2. They won't hurt much, nor they put the guy to sleep. It was a total dissapointment the few times I used them. You'll have to leave the enemy with some 10, 5 life points, to use a stun weapon on him. In S3, stun weapons are the opposite: you hit someone with them, they sleep like a little baby. If by some chance, you happen to have to capture someone inside a panzerklein, for example, try to use your bare hands... it works. And yes, you'll do damage.
  17. Slaughter, the first two links you posted "these and these" aren't working. I've just took the Big Joe, both with my axis and allies teams. When I was happy, thinking the "quest for the rare item" was over... there comes the Delisle...
  18. Thork, or any of you guys... could you help another newbie? My dream is to be able to make new SS missions. For example, the "Valhalla Oficces" mission of S3. It could have been a WONDERFUL mission. But to me it wasn't. Why? Because it lacked the rpg potencial it offered. All the other missions you take your squad heavy-equipped. This was the ONLY mission that you had to be undercover (and even that wasn't mandatory, you could complete the mission destroying everything in sight). I went totally undercover, only with light weapons, well-concealed silenced pistols. And what I encounter? Instead of a rpg-immersive environment, ANOTHER combat mission... only with certain "tricks". NO character interaction (at least to a decent level. Talking to someone only one time isn't interaction). NO real consequences (like failing the mission if your cover gets blown off or civilians are killed) NO rpg-nothing. I know, it's very hard to do that kind of thing. But with games like "Star Wars: Knights of the Old Republic", you can see what wonderful rpg potential good games have. So, getting to the point: For what I could see, that "Maya" program is used for creating new uniforms, textures, weapons. And the Silent Storm editor is used for creation of new maps and missions. Am I right? I wanted to know, for starters, what tools we need to create a mod, like they did with "Sickle and Hammer".
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