Scavenger Mod - Development

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manaze
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Re: Scavenger Mod - Development

Post by manaze » 29 Dec 2008, 22:50

will scavengers be used throughout t-3 or be preliminary before t1
manaze wrote: like u did in ntw?
my mistake, ntw was not you.

Although - the newest release of ntw mod does have a lot of scavenger additions.

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Black Project
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Re: Scavenger Mod - Development

Post by Black Project » 02 Jan 2009, 20:29

My scavenger mod had a lot of things to do it, AI, research, weapons, and more i forgot now.

It will take a lot of time to finish it

I've just decided to re-take the UKM development, which was stopped with the WarZombie 2100 mod, 'cause it's almost finished, just need to prepare the AI, weapons, and some new GFX which i'm making to it, so the scavenger mod will be released after the release of the UKM

Regards

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Black Project
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Re: Scavenger Mod - Development

Post by Black Project » 02 Jan 2009, 20:35

PROGRESS II:

Rail Guns will now fire like that one in Quake II, so: Instantly hit and penetrate targets!
Scavenger AI in development
Lasers travel speed is -1 (Instantly hit)
You can build 2 types of scav soldier:

Scavenger Machine Gunner
Scavenger Rifle Man

New weapon: Mini Missile Artillery -> replaces Angel Missile

VTOL tecnology replaced by helicopter tecnology

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Zoloom
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Re: Scavenger Mod - Development

Post by Zoloom » 04 Jan 2009, 01:37

What a fantastic idea you got ^^

When i played the official version of the game, i hoped that at the end of the game we could play with scavengers. I was really disappointed :(

So i hope you will finish this mod ^^

I want scavengeeeeeeeeers XD :ninja:

Thanks to you :p
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elio
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Re: Scavenger Mod - Development

Post by elio » 04 Jan 2009, 11:56

*hint* a scavenger campaign?

fighting other barbarians or maroders and finally you discover artifacts to reach the projects technology level (you discover the abandoned base in the rocky mountains), a prequel to the original campaign
:P

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Zoloom
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Re: Scavenger Mod - Development

Post by Zoloom » 04 Jan 2009, 12:09

elio wrote:*hint* a scavenger campaign?

fighting other barbarians or maroders and finally you discover artifacts to reach the projects technology level (you discover the abandoned base in the rocky mountains), a prequel to the original campaign
:P
AWESOME XD
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Re: Scavenger Mod - Development

Post by wari » 04 Jan 2009, 18:09

Do the helicopters fly like vtols or are the much slower?

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manaze
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Re: Scavenger Mod - Development

Post by manaze » 04 Jan 2009, 22:04

i like the idea of a new campain, but its never been done before....

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psychopompos
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Re: Scavenger Mod - Development

Post by psychopompos » 04 Jan 2009, 23:31

why not give them current us military tech at higher levels?
humvee's, bradleys & M1A2's etc (make the M1 equiv balanced with the scorpion or something)
mobile MRLS.

throw in F4's, F18's or maybe harriers for air power
hundreds of these (F4's & F18's) in aircraft graveyards today, could be airworthy in 1 week. id scav those given the chance & resources.

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Black Project
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Re: Scavenger Mod - Development

Post by Black Project » 05 Jan 2009, 00:49

wari wrote:Do the helicopters fly like vtols or are the much slower?
They fly like VTOLs, but they're slower

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Re: Scavenger Mod - Development

Post by elio » 05 Jan 2009, 20:53

Black Project wrote: They fly like VTOLs, but they're slower
do they have a 'rotating' rotor?

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Re: Scavenger Mod - Development

Post by TVR » 12 Jan 2009, 07:12

psychopompos wrote:why not give them current us military tech at higher levels?
humvee's, bradleys & M1A2's etc (make the M1 equiv balanced with the scorpion or something)
mobile MRLS.

throw in F4's, F18's or maybe harriers for air power
hundreds of these (F4's & F18's) in aircraft graveyards today, could be airworthy in 1 week. id scav those given the chance & resources.
It would be predictable for military targets to be completely obliterated, or fail in so, a lack of airfields, fuel, or ordinance.

An campaign playing similar to Original War would be interesting, with the final level granting Viper Wheels MG against formerly formidable scavenger technicals... [Nevada 1].

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Re: Scavenger Mod - Development

Post by whippersnapper » 05 May 2009, 11:37

Black Project wrote:
Scavenger Helicopter

It's not finished yet, but there is:

(attached below)

Check this out BP, you might find it interesting. Thought of your Scav Helicopter when I saw it because it's Prop reminds me of
the WZ Vtol GFX.

It was just unveiled and it's called the ...Hummel 2

regards, whipper
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Attachments
helicopter.PNG
Black Projects's Scav Chopper
helicopter.PNG (44.17 KiB) Viewed 5467 times
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Re: Scavenger Mod - Development

Post by new paradigm leader » 07 Jun 2009, 15:01

how long till we can play it? I'm so very very anxious to try it out i do love scavenger technologies methinks you should allow for Humvees and other Military techs as If they are true to their nature scavengers could maul most anything. they should have the ability to raid and steal technology from enemy buildings and vehicles. also plenty of military bases would be abandoned raiding them would be any scav clans first port of call as a result they would have some severe hardware not to mention the advanced research bases which if raided would yield some very very nice weapons, propulsion, systems or armour technology
Return to your designated zone or be destroyed. You are in contravention of the new paradigm.

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Re: Scavenger Mod - Development

Post by Rippuku » 30 Jun 2009, 21:04

This looks like it's going to rock. One thing that I think would be really cool though, is making it so there is the Scavenger faction and the Project/Nexus etc. Faction. In Campaigns, Scavs could raid Outposts (Other Scav's and Project), and, like destroying the bases in the Project campaign, they'd leave behind tech, that Scav's could research in a kind of "HQ" building.

Also, loving that chopper.

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