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New York Modification V.1.01


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#281 Unit 42

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Geschrieben 10 April 2011 - 10:43

I've never seen an international one. Maybe a ferrara or pierce.
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#282 jab16

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Geschrieben 10 April 2011 - 11:27

You should just modify the map from the hacker causes total blackout mission. Save ya'll a ton of work.
I was there when Pyrothijs deleted Hoppah's weed cat photo!!!!!
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#283 MikeyPI

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Geschrieben 11 April 2011 - 12:33

You should just modify the map from the hacker causes total blackout mission. Save ya'll a ton of work.

We picked an area to "shrink" down so that you know it's just not 4 blocks on the map... but it gives a nice representation of an area of NYC for the map basis.... The buildings are the thing that concerns us, it's a good bit of work making a whole new map from the ground up but we'll get it done=)

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#284 Newfoundking

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Geschrieben 11 April 2011 - 01:20

Problem is the base game is in Europe, ours is in New York, which means different everything, from buildings, to decorations, to the paint on the roads.

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#285 engine30

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Geschrieben 11 April 2011 - 01:58

Will you guys be add limited water supply or just going to stick with unlimited
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#286 BrandonAshton

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Geschrieben 11 April 2011 - 02:17

Will you guys be add limited water supply or just going to stick with unlimited

i second this
Itd take some scripting.
but running water from hydrants to trucks and adding a tanker possibly,
Would add a huge element of realism, and extreme difficulty
I believe the Winterberg mod is like that
yeah it is because its a pain in my butt but its so real.=]

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#287 Unit 42

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Geschrieben 11 April 2011 - 02:48

They don't have tanker in NYC. Just satellites haha.
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#288 shadowzuziz

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Geschrieben 11 April 2011 - 03:53

some major bugs you guys should hit would be the r1 and s61 not coming out
@NFK cant you try to reskin the buildings? cause then NY has all these tall skyscrapers and the tallest building in this game is like 3 floors so i was thinking of stacking 2 or 3 of the same building and reskinning them together

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#289 dwpirate

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Geschrieben 11 April 2011 - 04:25

And now, a minor question, which is if you guys are working on new voices for the mod? It's just really off hearing the old voicetrack from the original EM4. However, if you don't change the voices, listening to them is an extremely infinitesimal price to pay for the privilege of having such an awesome mod to play.
I'd love to change the voices but none of us are New Yorkers... So unfortunately we can't replicate the NY accent=( We'd need an outside player to help with that for a later version, for now it stays obnoxiously foreign.


You could pull some actual audio off of Manhattan control, or whatever frequency the companies are dispatched on, maybe when you click Engine 10, you'd hear the "Ten Engine Responding" or whatever the action was.

Also, just a quick, but very stupid question. In NYC, ESU vans are also used as heavy rescues, but run by the police, but in your game, my ESU officers cannot use jaws, nor do the trucks carry that equipment. What is the point of ESU in your mod? How do you intend for the player to utilize those units?


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#290 MikeyPI

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Geschrieben 11 April 2011 - 07:39

some major bugs you guys should hit would be the r1 and s61 not coming out
@NFK cant you try to reskin the buildings? cause then NY has all these tall skyscrapers and the tallest building in this game is like 3 floors so i was thinking of stacking 2 or 3 of the same building and reskinning them together

Helicopters will fly through large buildings, that is why skyscrapers are not allowed in the game unfortunately, add in the camera would be an unhappy camper if you built true high-rises on a map... Remember EM4 is NOT true to life scale, so unfortunately making a proper map of NYC is next to impossible without either the cam getting blocked or helos doing fly-bys through the buildings.... IMO that's worse than doing a low-rise area of NYC on the map.

You could pull some actual audio off of Manhattan control, or whatever frequency the companies are dispatched on, maybe when you click Engine 10, you'd hear the "Ten Engine Responding" or whatever the action was.

Also, just a quick, but very stupid question. In NYC, ESU vans are also used as heavy rescues, but run by the police, but in your game, my ESU officers cannot use jaws, nor do the trucks carry that equipment. What is the point of ESU in your mod? How do you intend for the player to utilize those units?

ESU would make the game far too easy if they did what all they really do, because of NYC's abundancy of calls, they seemed to have hybrid the ESU/FIRE services to be capable of doing both, in this mod which is meant to be far more challenging than the LA mod... It would simply make it far too easy if all the units that *should* do something could... You could send whatever comes to mind and probrably sucessfully complete the objective, that is what I wanted to avoid.. So unfortunately realism pays a price because NYC things work much differently than the strategy-based gameplay I had in mind.... In the game as I've structured it ESU is merely for swat purposes, hostage situation rioters whatever you might want to send them for, they are just cops with more toys to play with, fun toys I'll grant but if they did everything real ESU did the mod would be too easy.

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#291 Paramedic_Engine_2

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Geschrieben 11 April 2011 - 06:10

People like having a variety of vehicles to choose from, Although some of the units overlap and have the same use and equiptment, i believe many people still enjoy having a large variety of units to choose from for emergency incidents. There are a few vehicles that I think would add realism and enjoyment in the mod. Here are some ideas:

1. Satelite Truck (would have the same traits as the LAFD foam Tender and could produce more gpms on larger fires) Have minimum equipment (axe and extinguisher)
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2. TSU (Tactical Support Unit) Support truck for the mod, would carry hand tools, no hoses, also could carry an addition boat and flood lights that are carried in the mechanic vehicle for scene lighting and support as well as traffic cones and flares for incidents where units may be on scene for a while. also could direct traffic
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3. Field Com. (Could be used in mod as a battalion chief, but instead of calling just units in the station, it could call all fire and ems units in the mod, could be used in larger incidents where other units may be needed.
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4. Fleet Maintaince Unit, Same at the mechanic unit but part of the fire department, could be used in large fires where fire units could be damaged, would have an emergency response to incidents to fix units on scene, would have a firefighter mechanic that could withstand heat and not get burned while repairing units in the hot zone. (carry cones, barricades, flares, and extinguisher)
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5. BFU 160, would be used in the mod to transport firefighters through brush and narrow ares, would not have a pump, but a saw and axe for cutting a break in a fire. Would be used like the dozer in the la mod
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6. BFU (Brush Fire Unit) Could be used to fight brush fires, no deck gun, carry 2-3 firefighters and would be able to travel on almost all teraine to fight large woods and brush fires.
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7. New Seagrave M2 Engine (about 1/3 of fdny engines are the m2) This is the new engine for the fdny. Would not replace current engine in mod but would be an additional for people who want a more up to date recource
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8. Tower Ladder, Would be able to be deployed to a window for access into second story and provide a master stream during large fires.
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9. Marine 1 Alpha (A smaller fire boat that would have a quicker response time than the larger fire boat, it would have a deck gun that would be equivelent to the ones on the engine as far as range and power, could go to smaller fire on the shore and also have the capability of rescuing victims.
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Although many of these are not needed to complete the missions and calls in the mod, it would add more realism and allow players to have a more interactive and enjoyable game. Thanks

Oh and if anyone knows how to shrink the images, let me know. Please only reply if its about the post, not the pictures. I do not know how to reduce the size, i also dont want a warning(:

Mike

#292 aitor

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Geschrieben 11 April 2011 - 06:35

Paramedic_Engine_2, great ideas. I suggest to do also a FDNY transport van to carry firefighters and a SCUBA unit.
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Edit- In the glass is writed recruiting so the van picture is just an example of a FDNY van to get an idea of a FDNY van.
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#293 MikeyPI

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Geschrieben 11 April 2011 - 07:02

People like having a variety of vehicles to choose from, Although some of the units overlap and have the same use and equiptment, i believe many people still enjoy having a large variety of units to choose from for emergency incidents. There are a few vehicles that I think would add realism and enjoyment in the mod. Here are some ideas:

1. Satelite Truck (would have the same traits as the LAFD foam Tender and could produce more gpms on larger fires) Have minimum equipment (axe and extinguisher)
Already one that is possible but it aint goin into the patch, but who knows?

2. TSU (Tactical Support Unit) Support truck for the mod, would carry hand tools, no hoses, also could carry an addition boat and flood lights that are carried in the mechanic vehicle for scene lighting and support as well as traffic cones and flares for incidents where units may be on scene for a while. also could direct traffic
Why does the mod need ANOTHER boat carrier?

3. Field Com. (Could be used in mod as a battalion chief, but instead of calling just units in the station, it could call all fire and ems units in the mod, could be used in larger incidents where other units may be needed.
I know this one is needed because the UI buttons are very hard to navigate in this mod.... so we desperately need another bohemoth at this time since the UI is too rough.


4. Fleet Maintaince Unit, Same at the mechanic unit but part of the fire department, could be used in large fires where fire units could be damaged, would have an emergency response to incidents to fix units on scene, would have a firefighter mechanic that could withstand heat and not get burned while repairing units in the hot zone. (carry cones, barricades, flares, and extinguisher)
This thing is meant for the Fleet Service Division type of deal... if the units get hurt you've parked too close *puts bumper stickers on the engines.

5. BFU 160, would be used in the mod to transport firefighters through brush and narrow ares, would not have a pump, but a saw and axe for cutting a break in a fire. Would be used like the dozer in the la mod
Doesnt serve any real purpose I can see really other than a toy, especially considering the forest is going to go buhbye.

6. BFU (Brush Fire Unit) Could be used to fight brush fires, no deck gun, carry 2-3 firefighters and would be able to travel on almost all teraine to fight large woods and brush fires.
Maybe for missions but who knows...

7. New Seagrave M2 Engine (about 1/3 of fdny engines are the m2) This is the new engine for the fdny. Would not replace current engine in mod but would be an additional for people who want a more up to date recource
Noper Locked the mod, keeping the mod in the timeframe I picked

8. Tower Ladder, Would be able to be deployed to a window for access into second story and provide a master stream during large fires.
I believe this one has been covered before somewhere... I can't quite place my finger on who said it, oh yeah me!

9. Marine 1 Alpha (A smaller fire boat that would have a quicker response time than the larger fire boat, it would have a deck gun that would be equivelent to the ones on the engine as far as range and power, could go to smaller fire on the shore and also have the capability of rescuing victims.
We can't make the boat fire a smaller stream than the big one does, that is hard coded in the game to use the big cannon on the boats. Aside from that like I said we have 2 boats.

Although many of these are not needed to complete the missions and calls in the mod, it would add more realism and allow players to have a more interactive and enjoyable game. Thanks
Thanks for spamming my bug reporting topic, these things were all bugs so I just deleted it there, and to my amazement it's here too... *snot happy about that

Mike



Paramedic_Engine_2, great ideas. I suggest to do also a FDNY transport van to carry firefighters and a SCUBA unit.
I'm not even sure if they use these things other than at the training center/academy

Edit- In the glass is writed recruiting so the van picture is just an example of a FDNY van to get an idea of a FDNY van.


A Picture is worth a thousand words, but only if taken in context... Finding a picture of a toy doesnt mean that it is used for what it might look like it is.

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#294 Newfoundking

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Geschrieben 11 April 2011 - 07:14

If they need more firefighters at a scene, the bring fire trucks. Youtube "Fire SUV" and then listen to it.... Replace SUV with van, and you'll realise that it is pointless for actual firefighting

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#295 aleksanderwoods

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Geschrieben 11 April 2011 - 10:08

Well, the most interesting I found in the post of Paramedic_Engine_2 was:


Fleet Maintaince Unit, Same at the mechanic unit but part of the fire department, could be used in large fires where fire units could be damaged, would have an emergency response to incidents to fix units on scene, would have a firefighter mechanic that could withstand heat and not get burned while repairing units in the hot zone. (carry cones, barricades, flares, and extinguisher)




This unit I find very very useful. The other units he showed us doesn't look that useful. What do you guys think about Fleet Maintaince Unit?


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#296 Newfoundking

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Geschrieben 11 April 2011 - 10:13

We all have a little list of our tasks, Mike models, I do the odds and ends that make the game enjoyable, and Hoppah does the scripts that make the game different.

I know I won't be adding the FSD to my list, and I doubt either of our other team members will be simply because we have much planned for the next version and for something that isn't essential and kinda dupes out current units, I don't really know if it'd be on our priority list. Honestly, will it ever be added? Eventually we'll probably add it, or something to that effect, but is it a priority as a new unit, no way

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#297 aleksanderwoods

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Geschrieben 11 April 2011 - 10:53

Fair enough :)

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#298 Texas_DPS

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Geschrieben 12 April 2011 - 01:54

with everything in here i dont think i have seen anything about maybe having the fire fighters in the res1cue truck to change into dive gear?

i just got the call for the car over the pier and i had the res1cue truck....and no diver, lol. could not change into dive gear and i had to call one from off the map.
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#299 MikeyPI

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Geschrieben 12 April 2011 - 02:06

with everything in here i dont think i have seen anything about maybe having the fire fighters in the res1cue truck to change into dive gear?

i just got the call for the car over the pier and i had the res1cue truck....and no diver, lol. could not change into dive gear and i had to call one from off the map.

R1 doesnt fully staff at start-up I just add a diver to it's loadout when the game starts... Adding one at start-up would be dangerously slow because of how he waddles if you needed R1 for something.... Changing into dive gear is a later possibility but not a priority right now, we did add the ability to change into hazmat gear for the patch since that one is probrably more useful than the diver is.

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#300 Sawdbuster

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Geschrieben 12 April 2011 - 02:32

I think that fleet Mechanic's truck is a cool Idea, I could be a second technical rescue unit, Another thing that would be cool in the mod, would be a follow command for the Highway patrol units, so you could have a police chase, be no felony stop like in the LA mod. Another is a firefighter must get an EMT bag from the Res1cue or Squad 61 before he can stabilize, but a FF w/ scott wouldn't have too. And finally is it possible for the Paramedics to carry injured persons while carrying his EMT bag? Thanks. It is nice to have some new American Units, That aren't from the LA mod, (Sorry Hopaph :sorrysign: )