New York Modification V.1.01
#241
Geschrieben 08 April 2011 - 07:57
Just kidding. The mod is great, and I don't know why people keep giving you guys suggestions. From my experiences you guys usually either know the answer, or have plans to meet what the community wants.
With that said, I do have one small question. I noticed you have some units capable of water rescue, which means we plan on utilizing the water on this map. Do you plan on making any Port Authority units also?
#242
Geschrieben 08 April 2011 - 08:03
People have things they'd like to see, sometimes they fit into a modification, sometimes they don't... In the end though everyone would like something different=)Lets Play 20 Questions!
Just kidding. The mod is great, and I don't know why people keep giving you guys suggestions. From my experiences you guys usually either know the answer, or have plans to meet what the community wants.
With that said, I do have one small question. I noticed you have some units capable of water rescue, which means we plan on utilizing the water on this map. Do you plan on making any Port Authority units also?
The water rescue toys will be required more on the new map, we honestly did not know how the dual deployable boats was going to work, and evidently they seem to work pretty well so we can work with them a bit more with some confidence. I have not given much thought to the Port Authority to be totally honest, most of the units that I have on the docket evolve the gameplay in one way or another so I have a list of things I need to do for the next version but I have not put much thought into which of the alternative departments roaming NYC will be added, most of them though if added would be for cosmetics/variety.
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#243
Geschrieben 08 April 2011 - 09:15
R.I.P Brad Schoener 2010
"Give me a challenge and I'll meet it with joy"
#244
Geschrieben 08 April 2011 - 09:34
(i see on the picture)
before
#245
Geschrieben 08 April 2011 - 09:58
#246
Geschrieben 08 April 2011 - 11:45
I read the ReadMe and ther was nothing on the subject of the alterations for the LA Mod working for this Mod. Is it two totally different things?
#248
Geschrieben 09 April 2011 - 12:57
No we do not have aux police as they are quite redundant in purpose and appearance compared to other NYPD units.Nice mod I haven't seen it yet but you should add an auluxiary if you don't have one.
I don't understand what is confusing about the unit list, NY units are very straightforward, DCU and R1's boat are probrably the only complicated vehicles in the mod, everything else is very similar to things you've all played with before.Nice mod but is simply was not for me. The units were quite frankly confusing. Could I suggest adding helpful descriptions to vehicles to tell us what they do? Maybe a few more commands to cops? O.O
Two totally different mods, this one just borrowed some of the commands from the LA mod that fit into the intent of the mod.Love the mod...
I read the ReadMe and ther was nothing on the subject of the alterations for the LA Mod working for this Mod. Is it two totally different things?
It would require a script, it is something we want to look into but we have doubts on how to make it work relatively glitch-free.... To drop a diver would require a script tp restrict only to work over water, then have a way to recover him to the helicopter... Complex script that we would have to make just to test the theory, and I can bet there will be bugs. So it's a possibility not guarenteed.Will you be adding the drop diver command to the USCG Helo?
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Executive Director, EMP Internment Camps
#249
Geschrieben 09 April 2011 - 02:29
I don't understand what is confusing about the unit list, NY units are very straightforward, DCU and R1's boat are probrably the only complicated vehicles in the mod, everything else is very similar to things you've all played with before.
I am british and here we have very simple units. I struggled with LA Mod quite a bit until I read a guide on LA Units and how the system works. Could such a guide be created on New York Mod? Thanks.
#250
Geschrieben 09 April 2011 - 02:57
1. Add a command to where units at the fire station will not leave the rigs after returning to the station. (not sure if this is intended to increase the strategy)
2. I'm not sure if this is considered a bug or I just screwed something up, but I am not getting the variety of vehicles offered by the editor.( for example the different color ESU Suv's, and different patrol car models.)
3. Some sort of helipad to land the helicopters at, maby 1 in the maps corner so it doesn't have to go off the map after every use.
I realize some of this is to increase strategy,just my 2 cents.
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#251
Geschrieben 09 April 2011 - 03:00
I'll start one for the next version, just explaining full use of everything in the game, for those who don't know a thing about NY systemsI am british and here we have very simple units. I struggled with LA Mod quite a bit until I read a guide on LA Units and how the system works. Could such a guide be created on New York Mod? Thanks.
1. They leave because if they get hurt, you don't want near dead men sitting in the truck, plus it's realistic.Overall the mod is great but got a few Ideas to help improve game play if possible.
1. Add a command to where units at the fire station will not leave the rigs after returning to the station. (not sure if this is intended to increase the strategy)
2. I'm not sure if this is considered a bug or I just screwed something up, but I am not getting the variety of vehicles offered by the editor.( for example the different color ESU Suv's, and different patrol car models.)
3. Some sort of helipad to land the helicopters at, maby 1 in the maps corner so it doesn't have to go off the map after every use.
I realize some of this is to increase strategy,just my 2 cents.
2. Yes, when you call more than one of certain vehicles,such as RMPs, ESU SUVs, and HWY RMPs off of the map, they randomly spawn a different one. It's to let you guys have different towys while at the same time not cluttering the menu
3. We're working on adding a nice heliport to the map, don't you worry(PS By we, I mean me )
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#252
Geschrieben 09 April 2011 - 03:59
http://imageshack.us/a/img51/5213/62584626.png[/img][/url]
#253
Geschrieben 09 April 2011 - 04:54
http://www.flickr.co...in/photostream/
#254
Geschrieben 09 April 2011 - 05:02
On second thought don't worry about that ESU question it would be good from a cosmetic point of view but would also make the game kinda easy.Don't know if you guys have thought about this but how about adding an Office of Emergency Managment Unit. The link includes a picture of the OEM van.
http://www.flickr.co...in/photostream/
I also still think it would be a good idea to add some rescue roles to ESU, Ideally when the normal NYPD officers need rescue assistance ESU is usually called on instead of FDNY especially when there is a car accident or a water rescue. Just a thought.
#255
Geschrieben 09 April 2011 - 05:57
Version two was already in the works when Version 1 was released... this mod is not completed at all, it was just released so that users would have something to play with that was different from the LA mod gameplay that everyone is so familiar with=) There is still much to be done to finish this mod off, just updates will come slower than LA's system to prevent bugs and people confusing versions while trying to tinker with it online for ex... Alot easier the less versions of something roaming about there are (remember for the orig game there are only 1.0-1.3)awesome mod guys are we think of a version 2 here?
Yeap that's what we wish to avoid we do not want this mod to be "easy" and have it do everything for you, this mod is meant to challenge the player more than the other mods will, but without requiring as much clicking as the original game did which was kinda horrible... I tried to set it up for a middle ground and I hope I hit the mark on that.On second thought don't worry about that ESU question it would be good from a cosmetic point of view but would also make the game kinda easy.
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#256
Geschrieben 09 April 2011 - 06:05
I certainly applaud it, no complaints there at allI hope I hit the mark on that.
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#257
Geschrieben 09 April 2011 - 07:35
I believe a light guide can be written for the patch, IE. not comprehensive, NFK will cover that in the full V2 one, but for the sake of just making it easier on people such as yourself because to be honest even I did not have a clue what did what, I had to research, I can adapt a "functionality" document for the modification for the patch that might help you understand what the vehicles do and what they are intended for in V1 of this mod... NFK will do a more comprehensive documentation of how to do everything as opposed to my UNIT>Usage document I will include in the patch. Hopefully this will be sufficient for the time being..I am british and here we have very simple units. I struggled with LA Mod quite a bit until I read a guide on LA Units and how the system works. Could such a guide be created on New York Mod? Thanks.
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps
#258
Geschrieben 09 April 2011 - 12:23
I believe a light guide can be written for the patch, IE. not comprehensive, NFK will cover that in the full V2 one, but for the sake of just making it easier on people such as yourself because to be honest even I did not have a clue what did what, I had to research, I can adapt a "functionality" document for the modification for the patch that might help you understand what the vehicles do and what they are intended for in V1 of this mod... NFK will do a more comprehensive documentation of how to do everything as opposed to my UNIT>Usage document I will include in the patch. Hopefully this will be sufficient for the time being..
Okay, Thank you :]
#259
Geschrieben 09 April 2011 - 02:09
You did and thanks for an awsome MOD, but what about the emergency management van I asked about above it would add a unint who can pretty much call any unit on the map and kind take control of any kinda for joint operperation going on on the map between NYPD, FDNY and Technical.Version two was already in the works when Version 1 was released... this mod is not completed at all, it was just released so that users would have something to play with that was different from the LA mod gameplay that everyone is so familiar with=) There is still much to be done to finish this mod off, just updates will come slower than LA's system to prevent bugs and people confusing versions while trying to tinker with it online for ex... Alot easier the less versions of something roaming about there are (remember for the orig game there are only 1.0-1.3)
Yeap that's what we wish to avoid we do not want this mod to be "easy" and have it do everything for you, this mod is meant to challenge the player more than the other mods will, but without requiring as much clicking as the original game did which was kinda horrible... I tried to set it up for a middle ground and I hope I hit the mark on that.
#260
Geschrieben 09 April 2011 - 03:15
This type of vehicle is probrably not going to be possible due to the fact there are a limited number of commands any one unit may posess, I believe there are too many units available for a unit such as this to be plausible to work with just once person on board, and having two people at the same scene would probrably convolute the scenario more than it would assist in resolving it faster.You did and thanks for an awsome MOD, but what about the emergency management van I asked about above it would add a unint who can pretty much call any unit on the map and kind take control of any kinda for joint operperation going on on the map between NYPD, FDNY and Technical.
Lazy Moderator - Will warn when agro >)
Executive Director, EMP Internment Camps