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[B23]Bear Federation Mod: Reboot
http://45.55.195.193/viewtopic.php?f=61&t=13431
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Author:  AaronLee [ Sun Jan 11, 2009 11:42 pm ]
Post subject:  [B23]Bear Federation Mod: Reboot

Hallo, all! For those who don't know, Ivan passed the ball to me for the Bear Federation mod. I've released some of my updates on the old topic. But, I get the feeling since I can't post on the front page, people are only getting hold of the old updates.

So, I'm starting my part of the work here instead. Here's a summary of original and added features, plus the current version.

Original features
    -Multiple authentic and other fanciful weapons based off modern Kalichnikov guns.
    -Multiple unique troops, including a bear.
    -Mechanized units, including a tank and two types of walkers.

Added features
    -New hero unit version of the assualt mecha with a unique weapons loadout.
    -Assault mecha weapons improved with deeper physics and completed reloading action.
    -Some new particle effects to give the mechs personality.
Attachment:
BF.rte.rar [4.47 MiB]
Downloaded 6513 times


Edit by Skiv:
I updated the mod to work with B23.
Attachment:
File comment: put this in BF.rte\Devices\Weapons\Launchers\ replace the RPG.ini
RPG.rar [2.14 KiB]
Downloaded 2864 times

Just like in the comment, put this in BF.rte\Devices\Weapons\Launchers\ replace the RPG.ini
Please dont kill me for that.

Author:  duo9ace [ Mon Jan 12, 2009 12:02 am ]
Post subject:  Re: Bear Federation Mod: Reboot

Couldn't Ivan post it on the front?
All he would have to do is say that this mod is made by AaronLee.

Author:  wutangfan1990 [ Mon Jan 12, 2009 12:20 am ]
Post subject:  Re: Bear Federation Mod: Reboot

Can we get an activities with this please?

Author:  Phatmonkey [ Mon Jan 12, 2009 1:00 am ]
Post subject:  Re: Bear Federation Mod: Reboot

duo9ace wrote:
Couldn't Ivan post it on the front?
All he would have to do is say that this mod is made by AaronLee.



He passed it on, he probably can't be bothered to post about it any further himself since he gave it up.

Author:  Duh102 [ Mon Jan 12, 2009 1:52 am ]
Post subject:  Re: Bear Federation Mod: Reboot

Phatmonkey wrote:
he probably can't be bothered to post about it any further himself

He's busy with the WH40K mod now.

@AaronLee:
I enjoy your rehash of the Bear Faction, good work with the mechs.

Author:  Allen [ Mon Jan 12, 2009 2:26 am ]
Post subject:  Re: Bear Federation Mod: Reboot

Good work, it's superfine.

Author:  deathbal101 [ Mon Jan 12, 2009 2:35 am ]
Post subject:  Re: Bear Federation Mod: Reboot

3p1x

Author:  numgun [ Mon Jan 12, 2009 11:20 am ]
Post subject:  Re: Bear Federation Mod: Reboot

Please make the bear wield a large chainsaw and an rocket propelled chainsaw launcher. I suggested that to Ivan a while ago, but he though it was ridiculous. : <

Also could you make one of the units be classified as a brain actor or even make a specific brain unit? It would be fun to make a squad with a leader and try to survive on a skirmish map trying to kill as much as possible until your squad is wasted.

Also could the tank have simple hovering engines? Similar to the jets the landmaster tank had in starfox 64. Its just a little tedious using the tanks in general, although they still are great fun.

Author:  Geti [ Mon Jan 12, 2009 11:23 am ]
Post subject:  Re: Bear Federation Mod: Reboot

numgun wrote:
Also could you make one of the units be classified as a brain actor or even make a specific brain unit?
the hero unit is just that, armschief whatsisname is a brain. he doesnt feel that way though. him and the SP2 gib too easily. =.=

Author:  The Decaying Soldat [ Mon Jan 12, 2009 11:28 am ]
Post subject:  Re: Bear Federation Mod: Reboot

I support adding weak thursters to the tank, it'd make it gets over terrain more conveniently.

Author:  Geti [ Mon Jan 12, 2009 11:35 am ]
Post subject:  Re: Bear Federation Mod: Reboot

ugh, really? id rather it just weighed more without raping terrain, i find my tanks constantly getting stuck in tunnels when facing off against anyone with a shotgun (if they get a shot in ;)) and that is rediculous.

Author:  The Decaying Soldat [ Mon Jan 12, 2009 1:23 pm ]
Post subject:  Re: Bear Federation Mod: Reboot

I want more weight too, AND a thruster to get out of sticky situations (tank got tilted in a way which render its walkpath ineffective).

Author:  teh somebody [ Mon Jan 12, 2009 2:22 pm ]
Post subject:  Re: Bear Federation Mod: Reboot

Well this is new. There has been no remastered mods for a while.

Will comment more after good testing session.

Author:  Marloss [ Mon Jan 12, 2009 3:31 pm ]
Post subject:  Re: Bear Federation Mod: Reboot

I really hope you can keep up ivans awesome work up.. right now the only thing bothering me is that the tank is too damn small.. it just doesnt have the balls to be a killer tank.

Author:  Miles_T3hR4t [ Mon Jan 12, 2009 5:13 pm ]
Post subject:  Re: Bear Federation Mod: Reboot

I made some activities that are pretty tough.

It works with the old one ivan has posted, I don't know if you changed any instance names, and no, it doesn't use the new stuff you've added.

i had planned on it attacking in waves, but it does it at random.
here's what it spawns

29% conscripts with light to medium weapons
29% spetsnaz with medium to heavy weapons
9.6% officers with grenade launcher
3.22% ST1
3.22% ST2
25.8% tanks

(thats 9, 9, 3, 1, 1, 8, total of 31, 9/30=29.~%, etc)

Just add this to the BF.rte and it should work. its fantastic, works really well on that bridge map that someone made (I forget who, but its HUGE)

Attachments:
Activities.rar [717 Bytes]
Downloaded 570 times

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