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BlunterII

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  1. Like
    F@1km@r,
     
    Thank you. I appreciate your kind words.
    The mod is not ready to be released yet. I'll need to finish testing, debugging... Besides, there are only 2 encounters, nothing else is completed yet.
    _______________________________________________
     
    brandeburg,
     
    Thank you.
    You have some interesting ideas... and ... some pretty wild ones...
     
    I don't know how to create/implement new AP requirement perks and changes without accessing and adding or modifying the hard-coded functions and ids...
    If you know how to do it - tell me. I'll add it.
    The same goes for the 'enemy healing'. I am not aware of a way to determine what they are holding in their hands at any given moment (it's not H&S)....
    I am not even sure if adding an 'enemy doctor' running around will improve the game by much. If we want to increase the difficulty or present the player with a challenge - we can just add more enemies, ad infinitum if needed, period.
    ---------------------------------------------------
    Thank you for the radio alphabet. It might come in handy.
    What I was asking for was a conversation example (In German)...
     
    unsuccessful attempt:
    - Unit (such-and-such) requesting assistance. Over.
    - (Radio noise)
    (transmission terminated)
     
    successful attempt (wrong recipient):
    - Unit (such-and-such) requesting assistance. Over.
    - (short radio noise) Lubni North Tower responding. State your coordinates. Over.
    - (pause...self induced radio noise)...
    (transmission terminated)
     
    successful attempt (correct recipient):
    - Unit (such-and-such) requesting assistance. Over.
    - (short radio noise) Unit leader (such-and-such) responding. State your coordinates. Over.
    - West of your position, moving east. Experiencing mechanical problems. Over.
    - Proceed to your designated area. We'll take a look. Over. Out.
    (transmission terminated)
    ----------------------------------------------------
    I can see how a snap shot can be confused with 'blind firing' or 'spray and pray' for automatic weapons ( that's what "tir au jugé" basically implies) There are a lot of references to snap shooting in hunting where the hunters shoot the birds with minimum preparation. I believe they have a similar term for that in Russian as well - "выстрел навскидку".
    It has nothing to do with blind firing or firing around corners in enemies' general direction. It's just a quick shot at the enemy without using the weapon's iron sights.
    ----------------------------------------------------
    Classes and encounters (random primarily) is what I'd really appreciate help with. Not just the classes that make sense militarily, but the ones I need for special characters as well. I've seen the panels you posted. I'll examine them more closely when I have more time...
     
    In terms of Scenario zone/RE ideas - here is what I'm looking for:
     
    - describe the encounter, make a sketch of that zone. Mark where everything and everyone is, major loot locations + their proposed contents, landmarks, terrain specifics, etc. It can be just a primitive drawing, a rough draft of your vision of the encounter, basically. Like this one I made for the "A1 Peacekeeper" scenario zone:
     

     
    GP2 and GP3 are in 'pocket' and will show up only if we start shooting.
     
    - what are we doing there?
    - if our presence there is self-explanatory then what are our goals (if any at all)?
    - how does it start?
    - allies, enemies, neutrals behavior, goals (plot related, please), equipment (plot stage limited)
    - what tactical challenges are we presented with (if any)
    - possible splits with logical consequences: if we do this then.../ if we do that then...
    - if you are unsure whether something is possible, or if I'm willing to implement it - ask.
     
    To illustrate ("Peacekeeper" rough draft):
     
    1) we arrive at Brovari, park the bike behind a building (a 'club' or taverns perhaps)
    2) we witness a heated argument between some young Nazi sympathizer punk and Dr' Sed'yih's brother.
    3) At this point we get a choice of either:
     
    - challenging that punk to a fist fight, (would require Str. > 8 or 9). A German patrol shows up. Beating him into a pulp will get us a +1 with Wehrmacht (repW) and +1 with the civies (repC), maybe -3 with UPA?. The Germans marvel at our skill and invite us to an officers' club boxing event or something (I mean they were heavily into sports then, even played Kiev Dynamo in 1942, IIRC). At the club we could get an opportunity to steal some intel(???), sabotage something and/or win some money....
    - talking sense into him/threatening him to leave the brother alone. Req. Int. > 8 or 9 (75% chance of success)
    - fast/smooth talking him into leaving. Req. Dex. >9 or 10 (75% chance of success)
     
    4) if we fail the doctor will have a 50-50% of making the punk back off.
    5) if she fails - her brother gets shot... (dead or wounded??? don't know yet). A German patrol shows up and takes the punk into custody (he laughs it off saying he's going to be out the moment they bring him to the polizei station). His father is some local businessman in bed with the Germans (we'll deal with him later)
    6) Here we get a choice of:
    - attacking the punk along with his buddies and the Germans. repW (Wehrmacht) -5, repC -1 (+5 to repW and +2 to repC if we destroy/hide the bodies and kill a German runner who will try to leave the map within several turns)
    - do nothing
    7) if the doctor survives and her brother is alive and healed we are invited to her house and she gives us the lab worktable (reward).
     
    Later, when we hook up with the partisans we might see her there too...
    ------------------------------------------------------------
    I don't know what will happen with Kat and Scar yet. I don't have a detailed master plan for them or for the actual plot. There is a general direction I'd like to steer it in... but I don't have any specifics yet.
    ------------------------------------------------------------
    Well, I can assure you there'll be no long lasting romances of any kind. Although, some of my family members might take an issue with Hello Kitty not being able to fight the empire of Evil. They did draw a mustache on those dolls at one time, don't know why,... signifying its machismo and readiness, I suppose... hmm... I wonder if that felonious gender change was consensual at all... Gotta ask them.
    ------------------------------------------------------------
    ------------------------------------------------------------
    I am guessing cordite is going to be used in subsonic ammunition production.
     
    Here I'm listing some of the new RPG item descriptions and the simplified chemical reactions necessary to produce them:
    -------------------
    Cordite N is a triple based smokeless military propellant. It is well known for its slow burning and brisance that cause a subsonic deflagration wave. It is produced by combining nitroglycerin, nitrocellulose, petroleum jelly and nitroguanidine.
    Use: artillery shells and small gun subsonic ammunition.
     
    Nitroglycerin (3 bottles) + nitrocellulose (3 bottles) + petroleum jelly (1 container) + nitroguanidine (1 flask) = 8 cordite N (sticks)
    ------------------
    We already have a description for nitroglycerin
    ------------------
    Cellulose is a polysacharide organic compound found in plant cells. It is usually obtained from cotton that contains 90% cellulose. It can also be extracted from cotton-containing clothes and uniforms. Cellulose is mainly used in nitrocellulose manufacturing.
     
    Any regular uniform = Cellulose (1 jar)
     
    If there are no other uses for cellulose we could skip it and do this:
     
    any regular uniform + nitric acid (1 bottle) = Nitrocellulose (1 bottle)
    ------------------
    Nitrocellulose or guncotton is a highly flammable compound used as a military propellant. It is one of the main components in cordite N manufacturing. Nitrocellulose is produced by exposing cellulose (90% in cotton) to nitric acid.
    It can also be found in pre-war films.
     
    How to make: Cellulose (1 jar) + nitric acid (1 bottle) = Nitrocellulose (2 bottles)
    ------------------
    Petroleum jelly or Vaseline is a semi-solid mixture of hydrocarbons. It is frequently used in medicine and cosmetics as a skin protectant. It is also used in the production of a triple based smokeless powder cordite N.
     
    How to make: find in the game world
    ------------------
    Nitroguanidine is a colorless crystalline solid. It is primarily used as a military propellant, as well as a fertilizer and an insecticide in civilian use. Its ability to reduce flash and flame without sacrificing chamber pressure earned it its place in triple based smokeless powder production. Manufacturing of cordite N utilizes nitroguanidine.
     
    How to make: Fertilizer (1 bag) + Ammonium Nitrate (1 flask) = Nitroguanidine (1 flask)
    ------------------
    Fertilizer, nitric acid, ammonium nitrate, uniforms and nitroglycerin are already in the game...
    ____________
    ~ Blunter ~
  2. Like
    brandeburg
     
    Thanks! Just wanted to give this character something she deserves – attention.
     
    ***
     
    Russian Scout (unused in H&S).
    https://se.uploads.ru/t/l2y9Y.png
     
    TH night camo (mask was not used in H&S)
    https://s0.uploads.ru/t/B9N8Z.png
     
    TH desert camo (mask was not used in H&S)
    https://sg.uploads.ru/t/CqME6.png
     
    TH forest camo (mask was not used in H&S)
    You may notice something new here...
    https://s9.uploads.ru/t/R3x1M.png
     
    TH winter camo
    https://sa.uploads.ru/t/gBe0L.png
     
    True Terror will feature some new weapons. So let me show some of them.
     
    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.
    https://s1.uploads.ru/t/65iHT.png
     
    Stechkin, APS (H&S)
    This pistol will use M.712 clips
    https://s5.uploads.ru/t/YIJwS.png
     
    Ithaca 37
    A shotgun. With "spread". Works fine. Deadly in close range.
    All shotguns will use 12 ga cartridges (clips textured by Okim, APN mod)
    https://s4.uploads.ru/t/f3Zns.png
     
    Sawed-off shotgun (used to be a russian hunting rifle)
    Good damage in close range.
    Will use 12 ga cartridges.
    https://sf.uploads.ru/t/QY2ra.png
     
    There are more new guns coming.
    When the time comes, I will make an update.
  3. Like
    Mister Blunter; Here some radio code :
     
    Term . Explanation
    Abfragen To Enquire
    Ackerschnacker Colloquial term for field telephone
    Bedienungsanweisung Operating instructions
    Bereit Standby, ready
    Endstelle End point, terminal
    Feind hört mit! the enemy listens in!
    Gespräch Conversation
    Lauschen to Listen, to eavesdrop
    Lautstärke Volume
    Mithören Listen in, monitor
    Niederfreqeunz NF Speech frequency
    Rufen To call
    Überwachung Monitoring
    Überwachungsschrank Monitoring station
    Übertrager Transformer
    Wechselstrom Telegrafie WT Tone telegraphy.
     
    If the above GUGB mission is of some interest for you mod project, let me know I have 20 more from my own plot.
  4. Like
    Sorry about my weird ideas, here is another one for your inquiry
    Cit' 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?
     
    This is just the story, map and Items ID will come only if you are interesting with further development (this is from my 10 years old duty GUGB mod concept). Hope could be interesting for you. You can change things if so.
    What is important is that the player know he is playing a character as evil as SD einzatstruppen. And he had to play his role in this manner, Hello Kitty is Back (sorry it is a joke as usualy).
     
     
    The Main Hero (= сержант ГБ — Sergeant of State Security?) after a radio call ? His mission before being emprisonned. He had to help to gathering information about The Union for Armed Struggle (Związek Walki Zbrojnej or ZWZ) which are evolving in Polesia, some of them in the vinicity of Tchernihiv (ukrainian= Чернігів ou Tchernigov ( russe :Чернигов) ; in polish Czernihów) which is at 140km north west from Kiev. Their lair is supported to be between Mizhrichynskyi and Zalissia forests.
    Main hero should in the village of Brovary ukrania meet someone ( this person is a GRU dormant agent but the heros ignore that) but he know to recognise this person via a coded message the OSNAZ send him with a cyphering they prepare during his training in NKVD, and only him could understand far from the base:
    the coded message physically describe the contact ; for this purpose, they listed the first names of relatives and parents the hero knew, to indicate the physical feature he should recognize : Zadar (his uncle) for his moustache, Lavrenti for his height 1,72cm, Simona for her brown eyes, ….and Tatania his grandmother for the contact will spit his tobacco after having cut with teeth the cardboard of the cigarette he will roll, with Maxopka N°2 tobacco.
     
    The contact is high ranking agent from the Main Intelligence Directorate (Russian: Гла́вное разве́дывательное управле́ние, tr. Glavnoye razvedyvatel'noye upravleniye; abbreviated GRU (Russian: ГРУ), the foreign military intelligence agency of the Soviet Army General Staff of the Soviet Union. Even the heros does not know who he is.
    This agent is born in Poland Volhynian in 1902. He joined OZNAZ at his creation in 1918 (OSNAZ is a special abbreviation for the radio and radiotechnical intelligence units).
    In 1921, after the end of the Polish-Soviet war, the treaty known as the Peace of Riga divided the Volhynian Governorate between Poland and the Soviet Union. Poland took the larger part and established a Volhynian Voivodeship
    In 1922 he was send as a dormant agent in poland to spy the polish army after he joigned it.
    He was discharge from active duty in 1932 as lieutnant.
    In1933, he met Ilia Grigorievitch Starinov when they join GRU in the military transportation unit. They followed together the courses of Mikhail Svetchnikov at the Military Academy Mikhaïl Frounze.
    In 1935 back in Volhynian he continued spying actions as civilian as retired army active officer now garments' contractor for polish army.
    In January 1939 this agent was reactivated in polish army with the rank of captain.
     
    In September 1939 NKVD OSNAZ Battalions subordinate to the GUPV (Frontier Guards) moved into the newly occupied territores of Poland, Lithuania, Latvia, Estonia and Bessarabia along with Red Army units and Communist Party officials. OSNAZ Battalions carried out functions like – carrying out NKVD directives to ensure the smooth transition to Soviet power. Orders which led to widesweeping purges, arrests, imprisonment and execution. They were subordinated to the General Staff of the Red Army till 1942 and then were shifted under the supervision of NKVD. OSNAZ was an NKVD Special Forces unit, but more like killers of the NKVD, or more politically correct the Political Special secret Forces.
    _In 1940 The contact agent was helping the NKVD to identify for interrogatory, the main useful officers, during the KATHYN slauthering, when Starinov command him to escape with 2 intelligence service polish officers, to keep eyes on them and help them whatever the cost to reach the new born ZWZ.
    They arrived together in the wood of Zalissia, and the GRU agent help them to organize a ZWZ partisans group, furnishing (from his civilian army tissues supplier firm's stock), coton for making nitrocellulose, and nitric acid his firm used for treatment of wool.
    From this he get from partisan the pseudonym of “LONGJOHN”.
    He lives in Kiev and Brovary as a simple pedlar in alcohol, tin and rags.(Bottles to do glass mines)
    _Level 20 ? changing appearance no-one can notice, He is the ONE the heros can thrust.
    The two ensnared former intelligence service polish officers are furnishing the soviet grenade detonators from a secret source but surely in soviet army.
    As the hero put his hand on a medical convoy he got a lot of field dressing bandages of coton and pack of coton too, a good way to be introduced to the subsonics (or other ammo) hidden factory =exchange + money the partizans need to buy food, dress...
    The dormant agent weave his net conscientiously, to know exactly where, who are the polish and Ukrainian secret service agents, the paid agents and the helpful volunteers to one day get the entire connection tree, to allow may be at the end of the war the complete destruction of the nets polish or Ukrainian and capture the Polesia' commandant Alexander Habiniak ("Kmicic").
    Longjohn's motto is “I do not want to cut the wing of the Hen to forbid it from flying or behead the chicken to stop its running, no, I want to fry them both, the hen with its belly full of eggs.”
    He knows he had to catch names of post office and railways workers too from the zwz net named “Blanchisserie” (SMOLENKS RIG DVINSK KARKOV).
     
    To succeed in his mission he helps killing or gun down himself soviet army soldiers or NKVD regular troops. But he never show up his abilities, and would wait a bit to show his talents to the hero, but would never reveal his task, only on order may be from Stalin Himself.
     
    The ZWZ officers help a red partisans group with some Trotskyist members supervised by 2 NKVD Kommisar, may be the one who furnish the detonators? ("Longjohn" agent as the authorization to help partizans to create weapons and ammunition, but not a simple NKVD people kommissar, rules are rules, order are order. And as they are making subsonics 'ammo and he cannot investigate himself,( it is too dangerous and his mission is top importance), he relay on the hero.
    The people kommisar are Lea Kempner, and Vassily Stepanov. Level ???
     
    A Pharmacist Benjamin Marx and a chemist Noah Yoram have joined the partisans' group to help to make explosive and medical remedies.
     
    Write me about it, if you like it or not, just to know if I should work hard or let it sink!? I had to translate my old work from french...
     
    here sketch ZONE C3R1 on your map.
    Partizan reach this linked zone following the brook into the dense forest to avoid to let signifiant tracks. just a scout guard the forest ? Too much guard=possibility for german to locate the hidden lair ???
    The entrance is a hole with ladder going to storey -2, excavating earth/mine type. The complex is too difficult to assault : 1corridor with 2 ligth machine gun guards.
    BUT there is a hiding exit in the lattrine link to another game area map, the only way to come back stealth and clean the entire lair if it is required, depending of the clues and in game choices ?
    In the lair, the NKVD female and male Kommisar, the scientists and some male and female partyzans=civilians, poor figthers may be 9 or twelve, no Smg, old Mosin (homemade suppressor or soviet stock's Bramit?) with subsonic ammo, Nagant 1895 silenced revolvers (ID345), Luger 7.65 (ID2), C96, may be some shotguns (to create) as russian & Polish & Ukranian hunters got.
    May be some Polish army weapons RkM Wz28 (ID57), KBK Wz29(ID25), KB Wz 98A(ID24).
  5. Like
    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).
     
    https://sf.uploads.ru/t/L3PQT.png
     
    https://s7.uploads.ru/t/jUGnE.png
     
    Desert Pack.
    https://s5.uploads.ru/t/bCSAQ.png
     
    Male soldiers
    https://se.uploads.ru/t/BKW9y.png
     
    Female officer (Rose)
    https://se.uploads.ru/t/3kA17.png
     
    Thanks to BlunterII for this cool uniform!
     
    I reused some of its textures and made this:
     
    Female soldier
    https://sh.uploads.ru/t/9R0uN.png
     
    Both work with other races too.
     
    https://s8.uploads.ru/t/uWlew.png
     
    Kate's new face
    https://s0.uploads.ru/t/RKuLn.png
  6. Like
    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.
    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.
     
    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???)
     
    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.
    __________________________________________________________
    __________________________________________________________
     
    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.
     

     
    Doesn't she look fantastic?
    ______________
    ~ Blunter ~
  7. Like
    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.
    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.
     
    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???)
     
    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.
    __________________________________________________________
    __________________________________________________________
     
    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.
     

     
    Doesn't she look fantastic?
    ______________
    ~ Blunter ~
  8. Like
    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.
     

     
    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.
    ______________________________________________
     

     
     
    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.
     

     
     
    ________________________________________
     
     

     
     
    ______________________________________
     
     

     
     
    __________________________________________
     
     

     
     
    _____________________________________
     
     

     
     
    ____________________________________________
     

     
     
    _____________________________________
     
    Canister refills are pretty straightforward:
     

     
    ___________________________________
     
     

     
    ___________________________________
     
     

     
     
    ____________________________________
     
     

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

     
    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:
     

     
    ______________________________________
     
    ...and some silly stuff for last:
     

     
    ________________________________
     

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

     
    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...
    _________________________________________
     

     
    ...almost there...
    _____________________________________________
     
    ...and viola!
     

     
    ...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.
    _______________________________________________________
     

     
    ...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.
     

     
    _______________________________________
     
    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:
     

     
    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.
     

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

     
     
    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.
     
     

     
     
    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 -------------------------
    _______________________________________________________
     

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

     
    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...
     

     
    ...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
     

     
    ___________________________
     
    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:
     

     
     
    ________________________________________
     
    Oh, and the new global map marker:
     

     
     
    (to be continued)
    ______________
    ~ Blunter ~
  10. Like
    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.
     
    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.
    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.
    _________________________________________________________________
    _________________________________________________________________
     
    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:
     

     
    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...
     

     
     
    ___________________________________
     
     

     
    [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...
    _____________________________________________________
     

     
    [ready for editing]
     
    A1Supplies_Dlg2:
     
    You: Well, a three way fight is a different story altogether.
     
    _____________________________________________
     

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

     
     
    ____________________________________
     

     
    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:
     

     
    [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:
     

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

     
    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...
     
    _______________________________________
     

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

     
    [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.
    ________________________________________
     

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

     
     
    _____________________________________________
     
     

     
     
    ____________________________________________
     

     
    [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...
    when I noticed it...I had to take a screenshot of that...
     

     
    ____________________________
     
    (to be continued)
    _________
    ~ Blunter ~
  11. Like
    Just a small update (well, it's actually a pretty significant step for me... new models and all).
     
    Heruvim was kind enough to share some of his models with me... so I took a few screens with them in the pictures.
     

     
     

     
    Thank you, Heruvim!
    ____________
    ~ Blunter ~
  12. Like
    brandeburg,
     
    It's all right, I appreciate your comments. No need to apologize.
     
    I'll need to think about it. I don't have a problem with creating new ammo types. I think it adds extra depth to the game, if balanced properly. But the naming conventions in this case might create some confusion. I mean, picking up a clip of subsonic 7.62x25 Tokarev rounds and not being able to use them in a PPS 43 or a PPSh 41 is a bit confusing. We'd probably need to give them a different label altogether. Something like "Partisanskiy Patron" or use some mysterious number or a code...
    --------------------------------------------
    Now, I am very interested in making unique classes for Scar (Eng/Scout)?? and Kat (Medic/Sniper)??... as well as completely new classes for the main character. We could initially try them out through the 4 pre-built heroes and later overhaul the rest of the 6 class selections available on the customize your hero screen.
    So any ideas about hybrid classes, their strengths, weaknesses and proposed perk trees are welcome and encouraged.
    ______________________________________
     
    All right, back to our A1 camp.
     
    Here I'm going to cover the currently available vehicle interactions.
     
    _____________________________________
    -------- VEHICLE ---------------------------------
    _____________________________________
     

     
    This switch is a recolored Switch01 found in the "Buildings"/"Underground" sub-folder in the editor. It doesn't seem to interfere with the bike's MG function and doesn't appear to damage the object ("Zundapp") it intersects...
    _____________________________________
     
    it looks like this on a template:
     

     
    Now you know why the bike will always have a log, a rock or some other object under its rear wheel...
     
    _______________________________________
     
     

     
    _____________________________________
     
     

     
    Pretty self-explanatory, I think.
    _________________________________________
     
     

     
    ____________________________________
     
     

     
     
    _______________________________________
     

     
    The Engineering requirement is currently at 40...
    __________________________________________
     
     

     
    I added a "Wrench" (a new weapon repair engineering item) and fixed the oiler which for some strange reason had an overlapping ID with an "unnamed melee" RPG item and wouldn't show up if placed on surfaces, etc.
    _________________________________________
     
     

     
     
    _________________________________________
     
     

     
    Sob...
    ________________________________________
     
    I forgot to mention the hint that pops up after our first attempt to use the bike's storage in A1 "Escape":
     

     
    The text:
    ------------------------------------------------
    Using Your Vehicle,
     
    Your newly acquired Zundapp motocycle can be used for accessing your storage and loot screens and it can also act as a stationary machine gun (MG).
    The button to access your bike's interactive menu is located below the back seat. You can only access your storage or loot in real time.
    Sometimes, during certain missions, you might be blocked from accessing your storage or loot screens until you complete the objectives.
    In case the vehicle is damaged a character with high engineering skill can try to fix it. Having a screwdriver, a wrench or an oiler in their inventory is necessary for a successful repair attempt.
    If you vehicle is destroyed there is nothing you can do but abandon it and hope to find another one elsewhere.
    Later in the game you'll be able to acquire larger vehicles able to transport more people and some important equipment.
    -----------------------------------------------
    (Please, feel free to edit if necessary)
    ________________________________________
    ------------- WORKSHOP ----- LAB ---------------------
    ________________________________________
     
    The workshop and the lab menus, possible recipes and associated with them requirements are the same as in the previous version of the mod.
     

    Only the first 3 are fully scripted and functioning. Special ammunition and weapon mods and upgrades need to be developed further.
    _________________________________________
     
     

     
    This puppy is finished and ready for use.
    __________________________________________
    -------------- CURRENCY ------------------------------------
    __________________________________________
     
     
    If you remember we brought different currencies into use in BlunterMod. Well, this version is no different.
     

     
    ______________________________________
     
     

     
     
    __________________________________________
     
     

     
     
    _______________________________________
     
    Talking to the bank clerk, in order to convert banknotes into funds, is not an option here, well stashing them away in a chest seemed like the next best thing:
     

     
     
    _____________________________________
     
     

     
     
    __________________________________________
     
     

     
    Ta-da! Transaction complete!
    ______________________________________________
    ______________________________________________
     
    Oh, and if you run your editor for too long - this might happen :
     
     

     
     
    That's it for now.
    __________
    ~ Blunter ~
  13. Like
    brandeburg,
     
    Although I appreciate the ammo info, I don't think we can make subsonic ammunition in the game. That mechanic is defined in the RPG Weapons DB table column called "Silencer". 0 - completely silent, 1 - some noise,... 40 a whole lot of noise. Basically, in S^3 ammo doesn't/can't determine how much noise any given weapon will produce, the weapon itself does......So for now we are stuck with weapons not ammo types making them silenced or suppressed...unless, of course, you discovered some other way (I don't know about) to achieve that.
    ______________________
     
    Heruvim,
     
    Very good write up. Thank you.
     
    I've taken a lot of screenshots, so it's going to be a long post
    ______________________
     
     
    All right, A1 "Escape" is fully finished.Tsylie and I tested it in the editor and in the game. It works fine, the fight is really unpredictable... which is a good thing.Quite a few bugs were found and dealt with in the process.The encounter begins with a short cut-scene and a couple of dialogues:
     
     

     
    It was a dark, foggy evening...
    ______________________________________
     

     
     
    "A1Escape_Dlg1"
     
    Officer (admin): (in German) What do you think you are doing bringing them here, Unterscharfuhrer? I don't have any room for all these…
     
    Officer (convoy): (in German) It's just till dawn, Herr Obersturmfuhrer. I don't think it's safe for us to continue to Korosten' right now. Several supply convoys have been attacked in that area recently by the UPA. Those nationalists are getting bolder and bolder every day.
     
    Officer (admin): (in German) ... right, well, it doesn't change the fact that I don't have room for all of you in here... (whispering) ...besides, why don't you just get rid of them... in the forest, huh?
     
    Officer (convoy): (in German) (frowning) I can't do that, Obersturmfuhrer. I've been ordered to bring them to Korosten' for questioning, especially one of them…Officer (admin): (in German) (interrupting)... This is ludicrous! I have only 2 cells, no decent living arrangements for my staff... Hell, I myself sleep on a hay bale in the attic above my office. No, no, no! I'm going to call the Kiev Reichskommissariat and complain about it right now!...
     
    (this is an almost exact copy of the one I posted earlier)
     
    __________________________________________
     
     

     
    "A1Escape_Dlg2"
     
    Prisoner: (in Russian) Korosten'? They've butchered several hundred of ours there... just in the past few months. Bastards!.. (to the rest) Wait till the officer goes back inside and then let's jump them... (to you) ... here take this. (sneaks you a knife).
     
    (I think this one works okay. Edit if you feel there is a need...)
     
    ____________________________________________
     

     
    We end up with a Finnish Knife (I believe the Russians call it "Finka") in our inventory.
    __________________________________________
     

     
    I removed the MP40-II later. The best MP we can get our hands on here is MP-40.
    __________________________________________
     

     
    __________________________________________________
     

     
    ...a rare opportunity, indeed!
    ________________________________________
     

     
    In case all the Partisans are dead we get a message on the screen notifying us about their demise. No dialogues, obviously.
    __________________________________________
     

     
    The interesting dynamic is that our allies pick up the dropped weapons and use them pretty effectively. The downside is - sometimes, we end up running around without any firearms...
    ________________________________________
     

     
     
    There is a folder ("Intel") and a "Strange Key" in that chest.
    __________________________________________
     
     

     
    ______________________________________
     

     
    For Silent Storm veterans it might feel like I'm holding their hand too much here... well, I am... it's an introductory mission, after all. Right?_________________________________________
     

     
     
    _________________________________________
     

     
     
    ...various warnings and unsuccessful interactions are sometimes accompanied by eerie or sad sound ques. ___________________________________________
     

     
     
    ... knock, knock...
    ___________________________________
     

     
     
    "A1Escape_Dlg4":
     
    Prisoner: (speaking fast) Oh, thank god… finally! There was all that noise and commotion…
     
    You: (staring at her) Name?
     
    Prisoner: Oh, Katya, I mean Ekaterina Ivanovna Sharapova. I've been with a group of…
     
    You: (speaking over her) Kat', what can you do?
     
    Katya: Oh, I… err… I can be useful, I can patch you up and I can shoot too… (begging) Please, don't leave me here! Can I come with you?
     
    You: Fine. Follow me.
     
    (Like with any other dialogue - please, go ahead and edit it, point out the parts that don't work or don't make sense and so on...)
     
    _________________________________________
     

     
     
    "A1Escape_Dlg6":
     
    Prisoner: (sizing you up) Thank you, Chief. I owe you one. Name's Yakov, but…(pointing at his face)… they dubbed me Scar.
     
    You: (staring at him) I see. Occupation?
     
    Scar: A little bit of this and a little bit of that. I used to be a mechanic before I got mixed up with…
     
    You: (interrupting) Just a mechanic, nothing else?
     
    Scar: Well, I know my way around guns, explosives…
     
    You: Good. Let's go.
     
    (I know it needs work, so please, feel free to edit, reap it apart, etc..)Possible points to make:- we are an officer and he senses it- we are in charge and he knows it- he reveals some information, we reveal none.- we need him and he feels that- he needs us and we use that
     
    ______________________________________
     
     

     
    ___________________________________________
     

     
     
    It's not the Curse of Monkey Island's bottomless mug but... similar...
     
    _______________________________________________
     

     
     
    ______________________________________________
     

     
    Spooky! BTW, partisans took care of their killed comrades.
    The XP we get is 1/2 a level or so...Not much but still...
     
    ______________________________________________
     

     
     
    Yup! This little guy ("Zappy") is fully scripted and functioning properly.
     
    ________________________________________________
     

     
    ______________________________________________
     
     

     
     
    ...and now off to our base "Camp"...
    ______________________________________
     
     
    (to be continued)
    ___________
    ~ Blunter ~
  14. Like
    F@1km@r,
     
    Thank you. I appreciate your kind words.
    The mod is not ready to be released yet. I'll need to finish testing, debugging... Besides, there are only 2 encounters, nothing else is completed yet.
    _______________________________________________
     
    brandeburg,
     
    Thank you.
    You have some interesting ideas... and ... some pretty wild ones...
     
    I don't know how to create/implement new AP requirement perks and changes without accessing and adding or modifying the hard-coded functions and ids...
    If you know how to do it - tell me. I'll add it.
    The same goes for the 'enemy healing'. I am not aware of a way to determine what they are holding in their hands at any given moment (it's not H&S)....
    I am not even sure if adding an 'enemy doctor' running around will improve the game by much. If we want to increase the difficulty or present the player with a challenge - we can just add more enemies, ad infinitum if needed, period.
    ---------------------------------------------------
    Thank you for the radio alphabet. It might come in handy.
    What I was asking for was a conversation example (In German)...
     
    unsuccessful attempt:
    - Unit (such-and-such) requesting assistance. Over.
    - (Radio noise)
    (transmission terminated)
     
    successful attempt (wrong recipient):
    - Unit (such-and-such) requesting assistance. Over.
    - (short radio noise) Lubni North Tower responding. State your coordinates. Over.
    - (pause...self induced radio noise)...
    (transmission terminated)
     
    successful attempt (correct recipient):
    - Unit (such-and-such) requesting assistance. Over.
    - (short radio noise) Unit leader (such-and-such) responding. State your coordinates. Over.
    - West of your position, moving east. Experiencing mechanical problems. Over.
    - Proceed to your designated area. We'll take a look. Over. Out.
    (transmission terminated)
    ----------------------------------------------------
    I can see how a snap shot can be confused with 'blind firing' or 'spray and pray' for automatic weapons ( that's what "tir au jugé" basically implies) There are a lot of references to snap shooting in hunting where the hunters shoot the birds with minimum preparation. I believe they have a similar term for that in Russian as well - "выстрел навскидку".
    It has nothing to do with blind firing or firing around corners in enemies' general direction. It's just a quick shot at the enemy without using the weapon's iron sights.
    ----------------------------------------------------
    Classes and encounters (random primarily) is what I'd really appreciate help with. Not just the classes that make sense militarily, but the ones I need for special characters as well. I've seen the panels you posted. I'll examine them more closely when I have more time...
     
    In terms of Scenario zone/RE ideas - here is what I'm looking for:
     
    - describe the encounter, make a sketch of that zone. Mark where everything and everyone is, major loot locations + their proposed contents, landmarks, terrain specifics, etc. It can be just a primitive drawing, a rough draft of your vision of the encounter, basically. Like this one I made for the "A1 Peacekeeper" scenario zone:
     

     
    GP2 and GP3 are in 'pocket' and will show up only if we start shooting.
     
    - what are we doing there?
    - if our presence there is self-explanatory then what are our goals (if any at all)?
    - how does it start?
    - allies, enemies, neutrals behavior, goals (plot related, please), equipment (plot stage limited)
    - what tactical challenges are we presented with (if any)
    - possible splits with logical consequences: if we do this then.../ if we do that then...
    - if you are unsure whether something is possible, or if I'm willing to implement it - ask.
     
    To illustrate ("Peacekeeper" rough draft):
     
    1) we arrive at Brovari, park the bike behind a building (a 'club' or taverns perhaps)
    2) we witness a heated argument between some young Nazi sympathizer punk and Dr' Sed'yih's brother.
    3) At this point we get a choice of either:
     
    - challenging that punk to a fist fight, (would require Str. > 8 or 9). A German patrol shows up. Beating him into a pulp will get us a +1 with Wehrmacht (repW) and +1 with the civies (repC), maybe -3 with UPA?. The Germans marvel at our skill and invite us to an officers' club boxing event or something (I mean they were heavily into sports then, even played Kiev Dynamo in 1942, IIRC). At the club we could get an opportunity to steal some intel(???), sabotage something and/or win some money....
    - talking sense into him/threatening him to leave the brother alone. Req. Int. > 8 or 9 (75% chance of success)
    - fast/smooth talking him into leaving. Req. Dex. >9 or 10 (75% chance of success)
     
    4) if we fail the doctor will have a 50-50% of making the punk back off.
    5) if she fails - her brother gets shot... (dead or wounded??? don't know yet). A German patrol shows up and takes the punk into custody (he laughs it off saying he's going to be out the moment they bring him to the polizei station). His father is some local businessman in bed with the Germans (we'll deal with him later)
    6) Here we get a choice of:
    - attacking the punk along with his buddies and the Germans. repW (Wehrmacht) -5, repC -1 (+5 to repW and +2 to repC if we destroy/hide the bodies and kill a German runner who will try to leave the map within several turns)
    - do nothing
    7) if the doctor survives and her brother is alive and healed we are invited to her house and she gives us the lab worktable (reward).
     
    Later, when we hook up with the partisans we might see her there too...
    ------------------------------------------------------------
    I don't know what will happen with Kat and Scar yet. I don't have a detailed master plan for them or for the actual plot. There is a general direction I'd like to steer it in... but I don't have any specifics yet.
    ------------------------------------------------------------
    Well, I can assure you there'll be no long lasting romances of any kind. Although, some of my family members might take an issue with Hello Kitty not being able to fight the empire of Evil. They did draw a mustache on those dolls at one time, don't know why,... signifying its machismo and readiness, I suppose... hmm... I wonder if that felonious gender change was consensual at all... Gotta ask them.
    ------------------------------------------------------------
    ------------------------------------------------------------
    I am guessing cordite is going to be used in subsonic ammunition production.
     
    Here I'm listing some of the new RPG item descriptions and the simplified chemical reactions necessary to produce them:
    -------------------
    Cordite N is a triple based smokeless military propellant. It is well known for its slow burning and brisance that cause a subsonic deflagration wave. It is produced by combining nitroglycerin, nitrocellulose, petroleum jelly and nitroguanidine.
    Use: artillery shells and small gun subsonic ammunition.
     
    Nitroglycerin (3 bottles) + nitrocellulose (3 bottles) + petroleum jelly (1 container) + nitroguanidine (1 flask) = 8 cordite N (sticks)
    ------------------
    We already have a description for nitroglycerin
    ------------------
    Cellulose is a polysacharide organic compound found in plant cells. It is usually obtained from cotton that contains 90% cellulose. It can also be extracted from cotton-containing clothes and uniforms. Cellulose is mainly used in nitrocellulose manufacturing.
     
    Any regular uniform = Cellulose (1 jar)
     
    If there are no other uses for cellulose we could skip it and do this:
     
    any regular uniform + nitric acid (1 bottle) = Nitrocellulose (1 bottle)
    ------------------
    Nitrocellulose or guncotton is a highly flammable compound used as a military propellant. It is one of the main components in cordite N manufacturing. Nitrocellulose is produced by exposing cellulose (90% in cotton) to nitric acid.
    It can also be found in pre-war films.
     
    How to make: Cellulose (1 jar) + nitric acid (1 bottle) = Nitrocellulose (2 bottles)
    ------------------
    Petroleum jelly or Vaseline is a semi-solid mixture of hydrocarbons. It is frequently used in medicine and cosmetics as a skin protectant. It is also used in the production of a triple based smokeless powder cordite N.
     
    How to make: find in the game world
    ------------------
    Nitroguanidine is a colorless crystalline solid. It is primarily used as a military propellant, as well as a fertilizer and an insecticide in civilian use. Its ability to reduce flash and flame without sacrificing chamber pressure earned it its place in triple based smokeless powder production. Manufacturing of cordite N utilizes nitroguanidine.
     
    How to make: Fertilizer (1 bag) + Ammonium Nitrate (1 flask) = Nitroguanidine (1 flask)
    ------------------
    Fertilizer, nitric acid, ammonium nitrate, uniforms and nitroglycerin are already in the game...
    ____________
    ~ Blunter ~
  15. Like
    About your radio research, here is the radiocall alphabet.
    Okay about "look for free", I red your edit.
    What would be nice would be to have 2 speed for moving action,
    the slow: silentwalk cost at 8AP, Silent crawling at 8AP, silent crouching (Duckwalk) at 8AP ...or more.
    the normal: walk at 4AP, run at 2AP, bend downrun (but the capture motion does not exist!) at 3AP, the fastcrawl at 4AP
    This is an idea like this for futher game playing development, not for you to change your game as a new pannel with a switch should be made. I think I will put every idea we try to develop but never done on my own thread.
     
    About the Partisan's lair with partizan subsonic ammo, it is still of interest or not. I work on it, but not too much dialog, only for clues, as in a game I do not like read too much dialog.
    Resume : (after a radio calling to authority) The GUGb the will provide via airdrop in a small crate some silenced weapons with few ammunitions and give you by code how look like a person you should contact for him to lead you to a remote factory with NKVD supervisors to obtain subsonics ammo to begin to do your own stock. As a GUGb agent you know you will have to check loyaulty of this NKVD member, whitout them knowing who you are (dual mission)
    the partizan are lead by 2 NKVD members Kommissar but not from GUGB supervisor of a "at front" subsonic ammo fabric by self made craftmen (with 2 scientists 1chemist and 1 pharmacist, working together in the rudimentary Labo (blokhaus=wood shelter with underground) to make nitroglycerine, cordite..and remedy.
     
    notice to me Blunter for the rest of encounter if you would use it. And I got other missions (with items to find.. radio batery...)
    I got questions :
    Do you schedulde for the main Hero to propose a choice of classes, Gamer like to have the choice, at least between 2 so you can play again different ways.
    The same with Ekatarina and Scar, do you propose to play with others characters ( just to feel free to change, and if they are dying?), gamer like to change, not true ?. (the hero may contact different persons in different place, and pick them up when it is required, and as he is from NKVD he should not rely on only few people to succeed in his missions, he may have to do his choice at the campment base too,).
     
    You both prepare a really good Mod it seems to me, so make it enjoyable with multiples choices, no linear as in H&s (in which if you do not take the rigth person with you, you cannot finish the game=at the beginning I did not give a damn to Sanders and...The end. and if you do not take a scout you just cannot succeed in the first mission crossborder, or the second "save the soldat Sander").
    In my opinion it is not a good way to do for a good "long life" playable game = gamers love freedom. If you do not have "liberty", even just a little bit, and if you have to play always with the same team this is boring and you forget it like H&Swhich have really good inovations.
    in Silent and sentinels, Random encounters help for that, this is what KoMIK understood, thank to him.
     
    Already You add the real good "Behaviour" to play (as wrote Werheruvim : if you not following the mind or line or GUGB "game is over"), and this is real plus in playablity to add, but please not give dead end issue plot if you do not explain it first...
    it is difficult to increase the power of hero and of his team and if you always have to reload far away, it is boring and you play twice, not more=H&S.
     
    And please no Romance affair this is a turn base figthing game, not "LOVE BOAT STORM" or "Sim's Bedroom Figthing", not even "Hello KITTY againt the empire of Evil".
     
    You did excelent work in Blunter's mod with Bootlegger and zombification chemistry, seems to me you are following the same tracks!
    Thank you to both of you, the beginning is amazing.!
  16. Like
    BlunterII reacted to brandeburg in New Characters, perks & modding charts   
    Tonight the RIFLEMAN & the ASSAULTER.
     
    RIFLEMAN characters are common grunt with a rifle or carabin, are using hand grenades and or grenade Launcher, With time they are knowing pretty good how to use their rifles, and pack as group can do deadly middle range stopping/suppresive fire with high perforation and penetration bullets. _They are more mobile than Lmgunner and equipment less heavy and less expensive.
    In the originals game you seldom using rifles because they have too short firing range (need to be increase), and inaccurate careful shot (careful shot require more AP with only 20% more accuracy ; this is frustating & useless to use=> careful shot should double the chance to hit the ennemy).
    _They are not specialized in melee but when require, they are doing fierce melee to try to survive.
    _ as the other they have run for life, first trainning at the army, and body carrier 42 to secure wounded comrade (42 speed should be increasing, soldier are running with a wounded friend on his shoulders, ennemy' bullets are deadly too).
    Could be nice to do a radio operator, 1 only on 5 other rifleman (need a new perk, using & fixing radio) and this guy wil increase moral of his allies =INSPIRATION = the ennemy guy you should nail on the door with SP or FMJ (soft point and full metal jacket bullets).
     
    ASSAULTER is the assaillant of the team, always on running, prefering light weapons for close range shoting, as pistols revolver or sMg (if you are modding H & S you will understand), he is the best in grenade throwning and melee. This guy is the best for cleaning houses, trenches, killing with knives or whatever he got in his hand pick, saber, even rock;
    _he is a shock commando who open the way through ennemy lines, but do not ask him too much about medecine or mines.
    _He is a grenadier XL, Pervitine addict under feldgrau uniform, or using vodka in soviet uniform.


  17. Like
    BlunterII reacted to brandeburg in New Characters, perks & modding charts   
    Today Sapper and Machine Gunner
     
    The sapper In this concept, is a first line soldier, making way under fire through barded wire, watch for mine, disarm booby trap, land some mines, mortar shells or grenade (adjustement of dbo. data for grenade as mine, PK shells as mine..).
    _But He knows how to throw grenade too =this is what he pick with him up ...full bag, (as master perk), to avoid to be "disarmed" so close to enemies; he throw explosive bag in the bunker firing openning, and use flamethrower (why not ? using ray weapons plot, changing rays into flames ... ).
    _He knows too how to use rocket launcher (here grenade launcher rifles_new weapons to create), because his knowledge about fortification demolition is on top.
    _He should be as silent as possible to prepare is dirty trick and stop ennemy assault or fiend skirmisher.
    _Solo perk=he is working alone far from ally fire points. And can enter a frenzied close combat, with his showel or hatchet (need for this weapons to do more damage and ajustment as in original game a hatchet bonus to hit or critical is less than a knive, and a sharpen shovel is deadly).
     
     
    Machine gunner is the most important piece on the check in usual fighting confrontation, protecting from far the advancing troops, or waiting ennemies in a gorge or street with stoping fire; or helpful too during commando infiltration, in case of bad encounter?
    _He uses grenades as well to retreat in hurry or during fight in wood or urban combat's house cleaning.
    _he get a side arm, pistol or revolver, in case of.
    _INSPIRATION perk because other fighter feel well protect with a Machine gun spitting on the assaillants.


  18. Like
    BlunterII reacted to brandeburg in New Characters, perks & modding charts   
    Endlich alles ist fertig.
    I hope not to have too much mistake.
    Today the Medic with explanation I gave to Mister Blunter:
     
    MEDIC :
    is a first line soldier who should react quickly to help wounded, an act first in turn (got perk move first in turn 23, vangard 27) to stop bleeding and critical conditions. A medic is always on the run under fire, the one the ennemy want to kill.
    He get a pistol (he is NCO) and rifle or sMg. No hand to hand because he must avoid contact as he is to important for the troop.
    When he is in the vicinity of allies the moral is good =INSPIRATION perk.
     
    (New medic shotscreen Italian and soviet NKVD will be here soon.!)
     
     
     
    RIFLE MARKSMAN or Sharpshooter.
    The rifleman sharpshooter should done "one shot one kill"... he should not be a third party but with Machine gunner an important character: Man should be advise that in wood, in trenches assault or in town without wide avenue his power is reduce.
    He is not a SNIPER (class already ingame), this character shot from very far distance, prefer to "work" alone (solo perk) always trying to find the best location to do a good shot with her/his rifle with telescope, a one she/he adjust. Working alone it is necessary to have "Burglar" perk to open doors, to reach any places good for shoting.
     
    Here explanations coming from dialog with Mister Blunter:
     
    About scope:
    in fact very few Sniper rifles could snap shot, the telescope position not allowed to use aiming device, and most of them do not have aiming devices: rear sight, and fixed base are removed, the front sight group is entirely removed from the barrel: Britisch rifle N°4MKI* (T); US. rifle 1903 sniper. German scoped rifles got a mount for ZF 4 type scope with a special hole in it for close combat, with soviet PE and PEM scope it's difficult, but easy with PU scope side monut.
     
    The problem with sniper rifle is that the scope mount when they are above the bolt, they forbidden an easy reloading : impossibility to use clip for fast reloading :
    But what is a problematic for real weapons is good for game playing=Most of scoped rifles can be operated as a single loader by placing one cartridge directly into the chamber, or the magazine can be filled by removing the five cartridges from the clip and loading them separately into the magazine = Britisch rifle N°4MKI* (T); US. rifle 1903 sniper, U.S. P14(T), Mauser Kar98 or Gewehr 98, Mosin.
    So the rifleman with his scoped rifle is powerful from long range, but got a Rifle which require lot of AP to reload, something like 50 to 55.


  19. Like
    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.
     

     
    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.
    ______________________________________________
     

     
     
    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.
     

     
     
    ________________________________________
     
     

     
     
    ______________________________________
     
     

     
     
    __________________________________________
     
     

     
     
    _____________________________________
     
     

     
     
    ____________________________________________
     

     
     
    _____________________________________
     
    Canister refills are pretty straightforward:
     

     
    ___________________________________
     
     

     
    ___________________________________
     
     

     
     
    ____________________________________
     
     

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

     
    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:
     

     
    ______________________________________
     
    ...and some silly stuff for last:
     

     
    ________________________________
     

     
    Unless you guys are interested in the character Acks, that's it for now.
    __________
    ~ Blunter ~
  20. Like
    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.
     
    Churchill tank
     
    https://s0.uploads.ru/t/q7NcB.jpg
     
    https://sf.uploads.ru/t/PGhbs.jpg
     
    https://s8.uploads.ru/t/Y7hd1.jpg
  21. Like
    Thank you very much!
     
    Here is my take on Helferinnen.
     
    https://sg.uploads.ru/t/zA7MW.png
     
    I reused russian female officer model for this Helferin. Final result is not 100% historically accurate, but still fine by me.
  22. Like
    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.
    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.
     
    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???)
     
    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.
    __________________________________________________________
    __________________________________________________________
     
    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.
     

     
    Doesn't she look fantastic?
    ______________
    ~ Blunter ~
  23. Like
    Really Nice work indeed.
    About Fritz question : this is not Bug, surely small pox
    And yes her hairs are brigth, wonderful haircut.
     
     
    I will put the partizan ammo remote fabric idea and sheme soon. (some partizan leader a GUGB should chek and cleverly eliminated if he is Trotkist or anarchist, or may be a Vladimir Petlyakov agent.
     
    The silenced weapons should be limited to GUGB and SD and few of them in the game, sound 1 (sound 0 limited to crossbow, knives, club)
    special Ammunitions very scarce, even for special units wich are far from base,
    partizan should have only suppressed guns with theater made suppressors sound 5.
     
    the Team Hero is GUGB member? from which departement? Should he treat civilian affair too?
    Department 2 (СПО/SPO) - [secret Political]

    Department 3 (КРО/KRO) - [counter-intelligence]

    Department 4 (OO)- [special] —(responsible for counter-intelligence in the military)

    Department 5 (ИНО/INO) - [Foreign (Intelligence]

    you did mister Blunter an excelent work, the day dawn night is wonderful, do camouflage change hidding power? (it should work if you indicate for each region what items are requiring to enter area and effect (I have to go back in modding and watch for this) white suit for snow, civilian clothes to be a real infiltrated agent in partizan or occupied areas...
     
    and for lieutenant Havoc this german silenced guns (sorry we did not done in game stay as project). I am adding the Pistol 27 with schaldämpfer L31 the P38 got a walther schaldämpfer and an Opel one I believe; the P08 has an Erma schaldämpfer (schaldämpfer=silencer or supressor)
  24. Like
    BlunterII reacted to brandeburg in New Characters, perks & modding charts   
    New version, about our talk with Blunter, I know I am not the only one to dislike Evasion related perks.
    So I bannished all of them and ...have to reedit perks number tree, so may be all of the seven classes for Monday night??
     
    I'll put some new screen for each of them, if it could interesting?






  25. Like
    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.
     

     
    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.
    ______________________________________________
     

     
     
    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.
     

     
     
    ________________________________________
     
     

     
     
    ______________________________________
     
     

     
     
    __________________________________________
     
     

     
     
    _____________________________________
     
     

     
     
    ____________________________________________
     

     
     
    _____________________________________
     
    Canister refills are pretty straightforward:
     

     
    ___________________________________
     
     

     
    ___________________________________
     
     

     
     
    ____________________________________
     
     

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

     
    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:
     

     
    ______________________________________
     
    ...and some silly stuff for last:
     

     
    ________________________________
     

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

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