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[WIP] Stillwater Modification [Fictional]


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#441 Doug Orlovitz

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Geschrieben 06 Januar 2014 - 11:36

Alright, I'm sure you've been asked this question a ton already,so I apologize in advance for that, but just wondering if you have any sort of an idea of roughly when this mod will be released? I cannot wait to play it! Thanks.



#442 traumajunkie23

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Geschrieben 07 Januar 2014 - 07:58

Can not wait for this mod! It looks awesome!



#443 Handsup!

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Geschrieben 17 Januar 2014 - 09:05

Alright, I'm sure you've been asked this question a ton already,so I apologize in advance for that, but just wondering if you have any sort of an idea of roughly when this mod will be released? I cannot wait to play it! Thanks.

 

Hey mate, i'm not going to report you or get you in trouble or have a go, just saying, folks around here don't take lightly to asking for release date so if i was you i'd delete your post before the locals get nasty ;)


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#444 mariuswww

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Geschrieben 23 Januar 2014 - 08:13

hey whats the percentage of being done

1%



#445 Fred03

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Geschrieben 27 Januar 2014 - 05:13

1%

Well that's promising :happy:


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#446 Hoppah

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Geschrieben 27 Januar 2014 - 10:46

1%

 

Yay, sounds like its nearly done. Keep up the good work. Anyone who dares to ask for a release date?  :happy:



#447 MikeyPI

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Geschrieben 27 Januar 2014 - 10:47

When will it be 2%?  (that isnt asking for a release date)


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#448 mariuswww

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Geschrieben 27 Januar 2014 - 10:51

When will it be 2%?  (that isnt asking for a release date)

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Edit: 

 

More pics and info might be posted within the next few days. (hopefully)



#449 gunswat

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Geschrieben 27 Januar 2014 - 11:43

Nice to see so much progression guys keep up the good work :)  :12:



#450 Reaper

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Geschrieben 27 Januar 2014 - 11:57

g1GTW3v.gif

 

Edit: 

 

More pics and info might be posted within the next few days.

I damn near pissed myself for 30 mins on this LOL



#451 EM4life

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Geschrieben 28 Januar 2014 - 03:50

Good things come to those who wait.

 

(Shut up about dates while we work.)


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#452 Fred03

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Geschrieben 04 Februar 2014 - 10:25

How's it going folks?


Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#453 Ace

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Geschrieben 05 Februar 2014 - 12:29

Amazing unit pics so far 


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#454 Rlast

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Geschrieben 07 Februar 2014 - 09:06

How's it going folks?

 

It's going :)

 

 

Amazing unit pics so far 

 

Thank you. Glad you like them.


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#455 Fred03

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Geschrieben 07 Februar 2014 - 10:29

That's good.


Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#456 THVFD

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Geschrieben 17 Februar 2014 - 11:55

i love the mod cant wait for it it reminds me of my department


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#457 gunswat

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Geschrieben 18 Februar 2014 - 09:15

Are you guys planning to add the saints row engine In the call out menu?;)

#458 Aether

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Geschrieben 18 Februar 2014 - 09:10

I see what you did there Gunswat. :happy:

 

Is this mod going to focus more on micromanagement? For example sending 2 or 3 pieces of apparatus to a dwelling fire and having your firefighters vent, search and extinguish rather then send every apparatus you have and use the rapid deployment command and shoot deck guns at the fire until it is out. I feel like that would make the mod more unique and interesting.



#459 Fred03

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Geschrieben 18 Februar 2014 - 10:50

Gonna be hard to have firefighters vent when their is not script or in-game reason to, I personally enjoy playing realistically but once in a while I like just being lazy and using the deck guns. I feel like if this mod successfully pulls off the small town atmosphere (which I think it will) their will be a lot more of that, on account of limited resources.


Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod,  Rockport mod.

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#460 Rlast

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Geschrieben 19 Februar 2014 - 11:56

I see what you did there Gunswat. :happy:

 

Is this mod going to focus more on micromanagement? For example sending 2 or 3 pieces of apparatus to a dwelling fire and having your firefighters vent, search and extinguish rather then send every apparatus you have and use the rapid deployment command and shoot deck guns at the fire until it is out. I feel like that would make the mod more unique and interesting.

 

There should be fewer units available to deal with incidents, especially with regards to fire, though I usually like to have many units available for the player to call in so that they can control the situation in which ever way they view best. For example, if you want to play realistically, only order in a few trucks and see how you go. However, if you like to play with your own play-style, enjoy having tons of police cars from different counties on scene etc, you have the choice to do so. 

 

In terms of actual gameplay-scripting changes, there won't be any; only existing scripts, such as limited water supply and the like.

 

The smaller size of incidents should give it a rural feel, especially with the map; larger on-map incidents may require you to work tricky situations with a limited pool of resources (if you chose), so that should hopefully make the experience more unique.


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