Laser scattergun will have multiple barrels to fire from.īoth laser groups wont be allowed to use ammo of one another. It will focus on rapid fire laser weapons (inculding pistols). The other manufacturer will be named later. They will get laser sniper guns and shoulder carried heavy lasers. All LazTek weapons are single shot with no burst. Those will be represented by two groups (different manufacturers). They will have foregrips and heavy barrels. Most of them wont have snap shots forcing a sniper to have a sidearm should he get flanked/rushed. Snipers will use sniper scopes, silencers, heavy and extended barrels. Assaults will use SMG type attachements + heavy barrels and some rare sniper scopes. Rifles will consist of assault and sniper/DMR rifles. Combat scopes will be therem but for a number of non-long burst guns. SMGs will mainly use laser sights, red dots, foregrips, silencers and hi-cap mags. Normally pistols will get laser sighs, silencers and high cap mags with very few combat and sniperscopes. Heavy barrel - increases min/max damage, but reduces min/max rangeĮxtended barrel - usually comes as a sniper rifle upgrade, increases min/max rangeĪ weapon might have maximum of three attachements (each combo will be represented by a new model due to the lack of such system in SS). Will be represented either by connected mags or by drums and ammo bags or by extended mags High capacity mags - doubles the ammo capacity, but also increases AP to fire by 2. Sniper scope - increases AP to aim by 5, increases range by 5/10 and adds a snipe shot (without adding careful shot!)įoregrip - reduced recoil by some value (perhaps a percentage) Currently a list of possible attachments looks like this:Ĭombat scope - increases AP to aim by 3, but increases range by 3/5 (min/max) and adds a careful shot to the weapon (all weapons will have only snap and aimed fire by default + burst/long burst if designed) The attachments are simulated by new models. They have unique damage values against various materials. These three pistols are firing red laser pulses. Here is the first picture that shows all 3 currently added weapons and an ammo clip for them. I'll most definitely be looking forward to seeing what you come up with regardless. Out of necessity, the Americans and Soviets band together to seek their mutual enemy hidden amongst them.Ī pervasise feeling of paranoia and finally dealing with the consequences of our own failings and mistakes, despite it being probably too late, is probably the most significant overarching theme.Īnyway, this is just a concept and backdrop that struck me as a particularly natural fit for the game and your mod. While this gives the "good guys" an edge over their enemies, the hero encounters a "Second Variety" of humanoid robots that have decided to take matters into their own hands and get rid of all imperfect humans, regardless of ideology. The US has devised another super-weapon, a series of self-replicating robots that devastate their targets. However, American and Soviet forces carry on their dispute in a basically winless conflict directed by the powers safely relocated on the Moon. If you're unfamiliar with it, it's a story where Earth has basically been rendered uninhabitable in some sort of post-nuclear war fighting. I'm a bit of a fan of post-apoc settings and I think you could accomplish something special here if you don't give in to the temptation of just making a collage of Fallout stuff.Ī very simple but quite interesting subject you might look into for adoption is that in Philip K. Well, I certainly feel we're very fortunate you're interested in pursuing such an ambitous mod for such a great game.Īnd, even though you're not asking, I, for one, would vote for option 3. Multiplayer map (map ID 1000019 in multiplayer set up screen) Information on how to use console can be found here: Other changes and instructions can be found in OKIM-APNMod.txt file in the archive. over 25 new weapons, new effects and sounds. Zip archive (~40mb) can be downloaded here. Recently i downloaded the UK version of the game a proper set of tools and gathered as much intel about modding it as possible (thanks to all who provided so much needed assistance).Īllwork on this mod was staleld due to community`s low interest in it, lots of technical issues and lack of time.Ĭurrent version is 0.2. Hell, i even tried to get a position of game designer at Nival It was a breakthrough in turn-based games at its time (and IMHO - it is still the best TB squad game).īack in 2003 i was hopelessly dreaming of future Fallouts and XCOMs using this great engine. Silent Storm was one of my favourite TBS games.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |