Reputation Activity
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Fishmachine got a reaction from Ronin in New S^3 Mod "All Uniforms" in development (feedback is welcome)Or just go with quite obvious material for projectiles - tungsten (Wolfram - it would even go well with the Wolf-something name ).
And yes, there was quite a shortage of tungsten in the Third Reich, that crippled the subcaliber AP rounds production.
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I am finally home! Yeah! Arrived last night only to find my internet down... Oh boy, that's exactly the thing I was looking forward to. Other than that - 1045 miles in one day is an achievement... And the roller coaster from Reno down to the central valley...at night... That was something!
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Anyway, I've compiled a detailed Read-Me for v2.4.
I'll leave all the rest till tomorrow or Monday (answers to questions, walkthroughs, etc.) I hope Ecthel is still around. I'll need his help with proof-reading all the stuff I've written.
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BlunterMod
By BlunterII
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Credits:
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Thanks to the StategyCore owners, administration and their staff for hosting the mod discussion:
BLUNTER MOD (1 page of the thread)
I would like to thank Lt.Havoc for initiating this whole thing by contacting me, sharing his WWII texture pack and being a great cheerleader.
Big thanks to Ecthel for proof-reading the dialogs and correcting my countless spelling errors and also for helping developing various missions.
Thanks to Ecthel, Lt.Havoc and Tofudog for providing ongoing feedback, constructive criticism and technical and historical advice.
Thanks to Fireman, firebolt5, Tokyo Rose, dimovsky, Shakespeare, LCJr, London, Fishmachine and others for offering ideas and catching inevitable bugs.
Highly appreciate everyone else's participation and assistance.
Special thanks to my daughter Jayne for tirelessly testing my creations and offering more feedback than I can take...
Forgive me if I forgot to mention someone. Just drop me a line - It'll be my pleasure to include you too.
Most of the uniform camo textures by Tonushi from DeviantArt (with permission).
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NOTE: BlunterMod_AllUniforms (v....) and BlunterMod (v....) are the same mod, the same database, just different names.
All the uniforms, items and maps are included in all the subsequent versions.
To avoid crashes: DO NOT USE several versions of my mod simultaneously.
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NOTE: Keep in mind that the original Sentinels' campaign is largely intact.
BlunterMod is incorporated into the existing scenario and mission framework.
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(v1.0 through v2.3 ReadMes are not included here)
ReadMe for v2.4:
Includes v2.3 plus v2.4 changes
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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NOTE: DO NOT DISABLE HINTS! MOST OF THE HELPFUL FEEDBACK AND
THE PLOT OBJECTIVES ARE COMMUNICATED THROUGH HINTS IN BLUNTERMOD.
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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BUG FIXES & CORRECTIONS:
- Numerous spelling corrections to the original campaign item descriptions, hints, journal entries and dialogs
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ITEMS & FEATURES DISABLED:
- HE rounds have been removed from the game (temporarily). "Sea Devil" HE ammo remained untouched
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NEW ADDITIONS:
1. NEW BASE AREAS:
a) ATP (Accelerated Training Protocol) area added to the base. It's accessible through an elevator located in the lobby.
- Door leading to the ATP is unlocked after the player becomes a Sentinel and talks to Sgt. Ozwell
- The strange contraption in the middle updates party members’ attributes and skills
- Specific skills and attributes are only updated if the player found and activated the appropriate key cards (Red - Dexterity, Shooting, Snipe, Burst; Yellow - Strength, Melee, Throwing, VPs; Green - APs, Evasion, Stealth, Spot, Interrupt; Blue - Intelligence, Medicine, Engineering)
- The yellow card is given to the player by Sgt. Ozwell when the player gains access to the ATP area. The red one is found in Zepernick (the Kommandant drops it) or in the Kopenick's "Vault" (the latter is not finished yet)
- Once all the cards have been installed a new quest "The Sphere" begins driven by Prf. Compton.
- The green and blue cards are not obtainable in this release.
b) Shooting Range area added to the base. Shooting Range is accessible through a door in the ATP area
- Door leading to the range is unlocked after the player becomes a Sentinel and talks to Sgt. Ozwell
- The left target gets replaced every 50 hits.
- The terrorist/civilian (2 targets to the right) training is incomplete.
- The empty area past the gate is unfinished.
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2. BANKER MISSIONS & CHANGES:
Currently, they include only "Counterfeit" (which is also a part of Soviet subplot).
- Banker interactions are conducted through Dialog Mode windows with bulleted responses.
- Bringing the report to Herr Lander changes bank currency exchange fees from 20% to 10%
- Bringing the report to Herr Lander yields an access card allowing the player to explore the "Vault" area in Kopenick
- "Mint" in Kopenick is NOT finished yet and thus unavailable
- Stocks are accepted by the bank now
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3. SOVIET SUB-PLOT:
Introduction of new adversaries: an ultra-nationalistic organization "Die Wolfe" and a mad scientist dubbed "The Professor"
Currently, this subplot includes the following scenario zones:
- "Bodies Found" (starts the Soviet sub-plot)
- "Counterfeit" (Soviet sub-plot splitter)
- "Debrief 1" (auto after "Counterfeit", introducing "Mikhalev's dilemma)
Depending on Cpt. Danilov's allegiances and the player's judgment the subplot splits at this point into 4 branches.
- Drug Dealer sub-branch: "Paretz" (merchandize drop off) and possibly "Blumberg" (lab and minefield)
- Replacement sub-branch: "Falkensee" (Dr. Meyer's clinic) and possibly "Bredow" (mansion with Mikhalev's double)
- Both sub-branches converge either in "Zepernick" (featuring "Die wolfe's" local Kommandant) or "Potsdam Outskirts" (featuring one of the Kommandant's elite squads)
- "Seefeld" (bloody note with a print)
- "Fingerprints" (Mikhalev's staff thumb print file)
- "RR Depot" (arrest the mole)
- "Debrief 2" (Ends the Soviet subplot. The player gets rewarded with "Protector" armored suit. The player can bring the docs found in some of the missions to Mikhalev for extra XP. We also meet Ivan the "mechanic" here and receive the next set of missions - "Upgrading the Protector". Opens "Lom" in Norway. "Lom" is not complete yet.)
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4. NEW WEAPONS, AMMO & AND WEAPON CHANGES:
Note: Most (not all) 'uniques' have their accuracy increased a little (from 1 to 7 %) through a database tweak
- 9mm Mauser Export rounds added (a powerful pistol round)
- PW wz.33 (unique TT-33 pistol with tweaked accuracy. Found in “RRDepot”)
- “18 confirmed” (unique scoped Springfield rifle)
- “Skull” (9mm Mauser Export unique M-712 found in “Zepernick”)
- “Dark Steel” (unique Kar-98 found in “Blumberg” ruins)
- “Volltreffer” + 6x scope (”Bullseye” found in “Hunting Lodge” RE). The scope needs to be mounted by a person not available in this release.
- “S&W” Model 10 (found in “Bredow”)
- Mac-50 pistol (found in “Bredow”)
- Poisoned Scalpels (found in "Falkensee"). Feature high critical hit and unconcious probability modifiers.
- "Vendetta" (unique Chatellerault MG, found in Rocco's inventory)
- Mannlicher Carcano M94/21 (regular with no scope)
- Kar-98 (regular with no scope)
- Steyr Solothurn MP34 (9mm Mauser Export)
- Gepppisztoly M39 SMG (9mm Mauser Export)
- Armor Piercing (AP) rounds' damage is ~ 75% of the regular round now
- High Explosive (HE) and Incendiary (IP) rounds are gone (except "Sea Devil's" HE)
- Surplus ammo has been introduced. They are more common but deal ~ 10% less damage and have ~ 4% less penetration than the regular rounds.
- Most unique weapons' stats (from all releases) have been significantly reduced (in response to valid concerns of them being on the OP side)
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5. NEW RPG ITEMS:
- "Opium Package" not usable yet.
- Usable alcohol bottles added (regular, strong & spiced). The first two temporarily remove critical conditions, the last one buffs VPs.
- Blue dress + Italian backpack female uniform
- "Splittermuster 45" uniforms (1 male, 4 female versions) added. Currently, found in Zepernick.
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6. UI CHANGES:
- New Chapter "Brandenburg" added
- New Chapter "Central Norway" added
- New background textures for England and Switzerland.
- New global map markers for Bavaria, Brandenburg and Central Norway created and added.
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7. NEW CLASSES:
- Created 4 new classes: "Saboteur", "Infantry Grunt", "Zombified", "PK Operator"
- New Class "Saboteur" - Soldier/Engineer hybrid. Supports 39 character level-ups
- Almost all enemies and some allies have a new perk panel attached from a new class called "Infantry Grunt"
- Enemy PK pilots enjoy a new "PK Operator" perk tree with "Second Skin" being the first perk in it. Now they are not hindered by any PK penalties and present a real challenge.
- Zombies have their own melee-oriented perk tree. They are very deadly if allowed to get close to their targets.
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8. GAME PLAY and UNIT CHANGES:
- Every Random Encounter (RE) is scripted now and enemy perks are distributed at the start. Enemies patrol along the roads in a loop (with a few random behavior patterns)
- Enemy levels have been readjusted and overhauled. By default they were capped and calculated based on the combined average player party level. Now they are Hero level based and not capped (only slightly reduced at very high Hero levels in some chapters).
- New lighting patterns have been introduced. Sunny morning, sunny morning (low fog), dark night fog, very dark night fog, night low fog, rainy day fog.
- PKs are stronger, more encumbering, auto-destruct and have increased sensor range (depending on the model)
- ABRS robot (a potential party member found in one of the S^3 secret missions - SECM 3) could not be hired/activated if your Hero's engineering was < 121. Now the process of "activating" the robot will succeed as long as one of the party members passes the ENG requirement.
- ABRS robot has its armor reduced to 340. The type of armor ABRS currently has is a regular PK armor (more susceptible to rifle / MG rounds with lower ricochet probability). Later, Ivan will offer to upgrade ABRS.
- All non-silenced weapons are now heard by (i.e. alert) everyone on the map when discharged (achieved via database tweak). No more "Calm" AI state (smoking enemy icon) when the battle is raging on a few dozen feet away.
- Most evidence (RPG Items) are color marked (Yellow - important, Red - Crucial).
Note: Keep the evidence you find.
- Bringing evidence and completing bonus objectives earns extra XP (up to a whole level). The process is Hero-level-based (meaning that if your hero is lvl. 14 and there are party members who are lvl.5 - those might advance to lvl. 12-13 upon receiving that reward.)
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9. NEW RANDOM ENCOUNTERS:
- Poland (NW corner) features 2 new REs: "Village" and "Ruins". Populated by bandits and smugglers. "Village" has two versions: basement - 4 variants (no fog), no basement - 3 variants (fog). One-time RE "Ruins" is a difficult 7 wave defense encounter. The only place to get "Sea Devil" and its ammo.
- Bavaria (NW corner) has a new "Bridge" RE. There are 6 variants: 4 "Bridge" and 2 "Overpass" (with small ruins)
- "Hunting Lodge" a one-time RE in Brandenburg added. Populated by smugglers. Watch out for Linz' spouse in there... a nasty lady. The place to get "Volltrefer" and a scope for it. "Hunting Lodge" is part of the unfinished "Collector" sub-plot)
- Some original (S^2) REs were enabled
- A One time RE "Clinic" added to Brandenburg (starts "The Vial" sub-plot, which is not finished yet. "Wansdorf" is incomplete.)
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10. CAMP ZONES:
- Soviet Base (and the future American Base) are now accessible through the Brandenburg camp (a modified and scripted GDR camp zone). Just camp in that chapter and you'll see what I mean.
- UK camp zone, currently used in England, Bavaria, Poland and Switzerland, received a significant face lift.
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11. CASTLE LINDEN CHANGES:
- Carlton mercenaries' stats significantly reduced
- Minor changes to terrain and buildings to improve path finding
- Zombies have "Zombie" perk tree
- Bandits are for the most part "Infantry Grunts" now
- Bandit PK is now relatively weak. It auto-destructs when PK's armor drops to 0. The pilot's class was changed to "PK Operator" with all the appropriate perks and stats.
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to be continued
~ Blunter ~
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Fishmachine reacted to Okim in A Post-Nuclear Mod for S3 (Sentinels)Here is a list of all gangs/organisations/forces that you`ll see in APN.
ShelSec.
Powerful military organisation that managed to secure a large and rich sector as well as establishing numerous trading, political and military pacts all over the sectors. ShelSec is employing you as a squad leader of their special force team.
ShelSec soldiers use military-grade weapons such as 6mm Assault Rifles, Machineguns, Sniper Rifles, Standard and Combat Shotguns, variety of SMGs and other guns.
https://www.lordsofthestars.com/other/S3/ss33.jpghttps://www.lordsofthestars.com/other/S3/ss30.jpghttps://www.lordsofthestars.com/other/S3/ss34.jpg
Bandits.
The most common encountered 'forces' that harrass civilian and military of almost all known sectors. The majority of bandit groups inhabit Badlands sector where they are kept busy with destroying each other.
Bandits are scavengers and raiders - thus they use whatever they managed to loot. Encountering a band armed with advanced weapons has almost the same odds as the band armed with some cracked or hand-made guns.
https://www.lordsofthestars.com/other/S3/ss26.jpghttps://www.lordsofthestars.com/other/S3/ss27.jpghttps://www.lordsofthestars.com/other/S3/ss28.jpg
Mutants.
Unfortunate fellows who were unlucky enough to get born or stay for too long in Mutant Wastes region. The mutations aren`t actually the mutations, but rather a significant skin deformation due to prolonged exposure to toxic and radioactive dust in the air that was produced during the war by explosion of the nuclear plant and nuclear dump facility.
Mutants don`t have central gouverment and mostly consist of raiding parties, small clans and bands each operating withtin their own limited region. Due to this they are quite agressive and territorial and don`t like wonderers that much.
There is a large clan of mutants who call themselves 'The Wasters' who live near the Great Toxic Lakes. This clan is believed to keep order and some sortf of controlled peace between the mutants.
Mutants are mostly scavengers and thus don`t have any uniform or weapon preferness. Their arms consist mostly of what was used by the enforcer and guard units of the past. The Wasters, however, are rumored to possess some advanced energy weapons.
https://www.lordsofthestars.com/other/S3/ss19.jpghttps://www.lordsofthestars.com/other/S3/ss20.jpghttps://www.lordsofthestars.com/other/S3/ss22.jpg
Plainers.
Allied with ShelSec. Plainers are the residents of Scorched Plains who control a number of settlements in the region. They accepted ShelSec protections in exchange of constant supply of resources and recruits and thus don`t have any significant military forces.
Order and peace in cities and security of the caravans is provided by local militia units mostly armed with light weapons.
https://www.lordsofthestars.com/other/S3/ss11.jpghttps://www.lordsofthestars.com/other/S3/ss12.jpghttps://www.lordsofthestars.com/other/S3/ss14.jpg
Glowers.
Allied with Shelsec. Inhabit Glowing Hills sector where they control several settlements, outposts, mines and trading posts. Glowers are the main source of mined materials and heavy industry production for ShelSec.
Their enforcer units are easily destingueshed by grey uniform and full metal helmets.
Enforcers are mainly guarding local sites rarely leaving their sector. Main enemies are the Marauders and local bandits who harrass trading routes and raid vilages at outskirts.
https://www.lordsofthestars.com/other/S3/ss07.jpghttps://www.lordsofthestars.com/other/S3/ss08.jpghttps://www.lordsofthestars.com/other/S3/ss09.jpg
Marauders.
Hostile to ShelSec. Operate in Scorched Plains sector where they raid Plainer caravans and cities. Recent increase in firepower and agression suggests them being hired by the third force.
Marauders prefer to use high rate of fire guns and explosives. They wear the same destinctive uniform with squad leaders having red bands and masks.
https://www.lordsofthestars.com/other/S3/ss03.jpghttps://www.lordsofthestars.com/other/S3/ss04.jpghttps://www.lordsofthestars.com/other/S3/ss06.jpg
New Order.
A hideous organisation that has recently emerged on the surface from the number of the hidded shelters. This organisation is extremely hostile and has a single goal - kill or enslave all survivors.
Order is using advanced weaponry that was considered extremely rare by ShelSec and thus given only to elite units. This includes energy weapons, advanced ballistic rifles and machineguns, launchers and powered suits.
https://www.lordsofthestars.com/other/S3/ss17.jpghttps://www.lordsofthestars.com/other/S3/ss16.jpghttps://www.lordsofthestars.com/other/S3/ss18.jpg
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Fishmachine reacted to Okim in A Post-Nuclear Mod for S3 (Sentinels)Releasing APN 0.2: https://www.lordsofthestars.com/other/S3/APN.02.rar
This version is still limited to first 3 missions. However, all the missions were tweaked and some completelly reworked.
Major changes were made to ShelSec allies system, a lot of new stuff was added. Bandits were reworked a bit. Mercs got some new stuff.
A new weapon test ground was added. Just open the console and type 'template 1000023" in it. Note though that this template contains 75% of all weapons added thus far. Don`t spoil the fun of unlocking these toys once the mod is fully finished
Moderators can you please update the topic title? Put there something regarding a new version please.
And may be its time to make this thread sticky?
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Hello again,
in the days since my last post I had a few additional ideas I would like to share.
On the logistics side I found it hard to organize airborne retrieval of the PK if you do not expect to hold the field after the battle - which would be the standard situation in hit-and-run raids. So even if you chuted the Mech in, you would have to get it out on the ground, or you would destroy it to enable a stealthy getaway by your troops.
On the scenario side - how about this:
Mission: Saving Private Panzerklein.
An airborne PK operation has gone horribly wrong and now a crucial piece of machinery is in enemy hands. Our heroes are called upon to make things right - which means to recover the disassembled PK from bandit (or whoever) hands before they figure out how to actually make use of the machine.
This might be the introduction to the world of PKs for our heroes, who would not know such a thing existed.
The usual reason would be: You are in the area and we have to act faster than we can bring in regular commandoes, so in spite of your non-existant security clearance, we are sending you.
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Fishmachine got a reaction from dimovski in New S^3 Mod "All Uniforms" in development (feedback is welcome)Little did I know, the highest point of my life was just ahead.
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Fishmachine got a reaction from dimovski in New S^3 Mod "All Uniforms" in development (feedback is welcome)The main problem in S2 with the implementation of Panzerkleins was not that they were OP, but that they were introduced way to late in the game. Playing Axis you could actually meet them maybe 3 missions before the end of the game. And they were a complete gamebreakers - because up until then stealth was the key, and afterwards it all depended on which side had more beam PKs.
In S3 they were implemented way better - not invincible like in S2, but impervious to regular infantry weapons, while sensitive to dedicated AT weaponry. The main problem was that the Panzerkleins thrown at you by the enemy were rarely in anti-PK configuration, and having a full team of own PKs with sniper/cannon/Piat config right off the bat made these missions quite boring.
So, regarding the Panzerkleins in the mod, there are two sensible options IMO:
1) Get rid of them entirely and use H&S-like perk trees without PK-related perks. Making them weaker or providing some powerful weapons making them "just a nuisance" makes no sense both in the ingame universum nor in the real world. Well armored and heavily-armed regular enemies will do the trick without breaking the game balace.
2) Use them ingame, but make them more rare (not wave after wave, but one or two per mission) and make them dangerous. Not by overbuffing them like beam ones in S2 but give them long-range weapons and pilots able to use it. Also, to make the capturing harder, make them self destruct unless the pilot gets killed, but leaving parts behind - that way there will be a possibility to capture one by killing the pilot (not that easy task) or by collecting parts and mounting them on your own (for example get 4 parts and pay $10k to build one).
As for the special ammo - as long as it's OP and there's a way to abuse it, no artificial constraint will balance it. Every type of ammo needs to have some kind of a drawback to keep the balance, otherwise there will always be a way to farm and abuse it. Been there, done that
And, for the sake of regular S3 players out there, consider releasing a non-total-conversion fork of your mod with all the non-test-only features (uniforms, regular items, class changes, grenade range, perk auto-select disable etc.) because they are awesome and can provide a tons of fun while waiting for a full version of your mod. By looking at the extent of work you're up to, it's going to take a lots of time before the release i fear
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Fishmachine got a reaction from dimovski in New S^3 Mod "All Uniforms" in development (feedback is welcome)Well, if the campaing will be changed, that might make the new weapons fit more into its timeline.
But! I still think the new ammo types need some kind of a rework, not just making the "normal" bullets obsolete.
For example:
Ball/FMJ - standard ammo (as in vanilla)
JHP/HP - higher damage, no penetration (as in vanilla)
AP - lower damage, high penetration (versus armored targets). Not for pistol/smg sized cartridges.
Tracer/incendiary - standard or lower damage, dmg over time (bleeding-like). Not for pistol/smg sized cartridges.
Explosive - only for large-caliber weapons as secondary ammunition - low penetration, but with area effect.
And regarding new, powerful enemies and their deadly weapons - creating OP enemies is not an answer for OP weapons, as one-hit-wonders kill the tactical aspect of the game forcing who-shoots-first-wins approach.
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Fishmachine got a reaction from dimovski in New S^3 Mod "All Uniforms" in development (feedback is welcome)Great mod BlunterII! The best one out there I might add. But SERIOUSLY unbalanced as for now.
High power unique sniper rifle AND a mid-game SMG that can easily rip to pieces any unarmored enemy in one burst from an introduction mission? Seriously?
The castle RE is great and all, but I got unique endgame-like weapons for my whole team and a f*****g PK. I got a PK before the UN bomb mission. How is that not-gamebreaking, when I can simply walk between enemies and mow them down with virtually no risk of being killed?
The HE/IP ammo? While I understand the thought of creating better anti-PK weaponry, it's plainly OP against unarmored enemies and that's why I think it should be removed. My sniper can easily damage multiple enemies with a MISSED shot. And it only gets worse with a full burst from a Levis MG against tight-packed group of terrorists next to a wall. AP ammo is not that bad, but it should have a tradeoff of damage vs penetration, not just be a better ammo overall.
And the PKs should not be "just a nuissance". They are the damned state of the art weapons - what's the sense of the enemy throwing them at me, when my sniper can easily pick them off with a common rifle? They were never gamebreaking mosters in vanilla S3 as they were in S2 - one or two hits from PIAT or Panzerfaust was everything they could take. If you want to give better anti-PK weaponry to foot soldiers, just give them man-portable versions of the PK-mounted AT rifles that are already in the game. I doubt anyone would complain if you'd just reuse HMG models for that
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Fishmachine reacted to Okim in A Post-Nuclear Mod for S3 (Sentinels)7.7mm Machinegun is ready for action. This closes the 7.7mm weapons range (well, i`m considering the more powerful version of the bolt-action rifle or a semiautomatic one).
https://lordsofthestars.com/other/S3/7lmg.jpg
There are two versions - basic MG with bipods (and bonus for being prone) and compact LMG without stock, handle and bipods for house clearing (this one has its own new weapon subtype that acts mostly like AR - no bonus for prone, some bonus for crouching).
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I`m about to release a new version in a couple of days where you still will have the same 3 missions, but will be able to buy everything available for now after the first mission.
Costs for ammo and grenades were significantly reduced and you`ll be given 10k of credits to test whatever weapon you wish.
I`ve also reworked the weapons making them less deadlier and taking more AP to fire. SMGs are still powerful at close range, but sniper guns are not (at least those that are of semiautomatic type).
New toys will include a new set of 7.7mm assault rifles and lmgs, sawn-off 7.7mm hunting rifle (acting as a heavy pistol) and a plasma pistol with its more accurate version.
Maps were slightly reworked to make enemies appear with some less deadly weapons (but still be dangerous). This also include randoms.
Conversions now include less options for 6mm weapons. New options for 7.7mm and plasma pistol were added.
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Fishmachine reacted to Okim in A Post-Nuclear Mod for S3 (Sentinels)A set of 7.7mm Assault Rifles:
https://lordsofthestars.com/other/S3/7mm-ars.jpg
Basic, Combat Scope, Sniper Scope, Extended Mag, EM + CS, EM + SN.
These rifles are 'heavy hitters', but take more AP to shot and fire less shots during bursts. Ah, and no silencers, tactical lasers and red dot scopes.
Clip size is just 18 shots, so extended mags (+36 shots) is a must have upgrade for the guns. Or you can use them as designated marsman rifles to fire single shots.
And this is a concept of 7.7 LMG:
https://lordsofthestars.com/other/S3/7mm-lmg.jpg
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Fishmachine reacted to Okim in A Post-Nuclear Mod for S3 (Sentinels)Description:
This mod was originally ment for S2 (first franchise in SS series), but due to loss of the data base i had to abandon it. Almost a year have passed since that time and i`m once again eager to make this project see the world. However, with all the new database and stuff i decided to move to SS3 (Sentinels) game due to all its cool trading and armour thingies.
So, the mod. It takes place in a distant future in the world devastated by nuclear war. The origin of this war is now a mystery, but rumors are there that a series of well-planned terrorist bombings and assasinations triggered all the havoc out there resulting in world wide nuclear war.
The world suffered greatly after this war. Not just because the 90% of the surface is now covered in radiated dust and sand. Those who were killed in the initial blasts were lucky enough to avoid the hunger, deseases and violence that reaped through the survivors. But not all were doomed to survive on their own in the ruins of the civilisation - a couple of military, scientific and political groups escaped to old nuclear shelters and sealed themselves until the better times.
You are playing as a sergant in Shelter Security Special Forces (ShelSec for short). You start the game in a wasteland in commnad of a small patrol squad that just got ambushed by a group of bandits...
The other missions will take place in ruined cities, in underground shelters and warehouses, in city metro stations, vaults and simply in the wastes. Constant engagements with bandits, raiders and other bad guys will very fast switch to deadly battles with terrorists who were responsible for the Nuke-War and the new wasted world. Mission types will vary from raids and defences, to rescue operations and assasinations.
The equipment will be very scarce. You`ll have to loot anything from the battlefield. There will be lots of random encounters with intact buildings, stashes and bunkers as well as scenario based missions that contain valuable loot. Most places will require engineer with high enough lockpicking and mine clearing skills. Others will be guarded by some forces. The store will provide you with some limited basic military-grade stuff like 10mm pistols and smgs and 6mm assault rifles.
Meet your foe: a post with descriptions and pics of all factions that are planned to be present in the mod.
Version 0.3 (30.11.2014): https://lordsofthestars.com/other/S3/APN.03.zip (~85mb)
How to install
First of all you need Silent Storm: Sentinels (24 Jun 2004 version).
1. Download the archive and unpack it into your Silent Storm Sentinels folder (Steam users can find it in steam\steamapps\common\Silent Storm Sentinels).
2. Launch the game and select 'custom game'. There should appear a 'A Post-Nuclear Campaign Mod...' in it. Select it and move it to the left window. Click 'accept'.
Note that you`ll have to do that every time you launch the game.
Known issues:
- mercs have original data that wasn`t modified in any way (background, pics etc.) Only their model looks and equipment was changed.
- texts contain typos and mistakes.
- certain areas of the mission maps may contain odd passability maps (units jumping over terrain or dissappearing for a moment or refusing to move into certain areas).
- shotguns have enourmous amounts of ammo (engine limitations, each pellet fired uses a single ammo unit - so 80 ammo for a basic 10Ga shotgun actually means 8 shots with 10 pellets per shot).
- dialogues are pretty primitive.
Pics:
Some weapons of the post-nuclear world: https://lordsofthesta.../S3/allguns.jpg
42mm Grenade Launcher: https://lordsofthesta...her/S3/gren.jpg
Duel (allied ShelSec soldier against a bandit): https://lordsofthesta...her/S3/duel.jpg
ShelSec soldiers (allies): https://lordsofthesta.../S3/ShelSec.jpg
Shop inventory: https://www.lordsofth...er/S3/shop1.jpg
Global map of the mod: https://www.lordsofth.../map-global.jpg
Sector (region) map: https://www.lordsofth...map-shelter.jpg
Warrior Mk.2 Power Suit: https://www.lordsofth...other/S3/ps.jpg
Linky to original mod`s page.
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Fishmachine got a reaction from Okami416 in New S^3 Mod "All Uniforms" in development (feedback is welcome)That's partially because there was literally nothing that could compete with S2/S3 for a decade.