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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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[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 6512 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.
Last edited by Skiv on Mon May 18, 2009 11:50 pm, edited 3 times in total.
Updated to b23
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Sun Jan 11, 2009 11:42 pm |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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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.
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Mon Jan 12, 2009 12:02 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Bear Federation Mod: Reboot
Can we get an activities with this please?
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Mon Jan 12, 2009 12:20 am |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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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.
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Mon Jan 12, 2009 1:00 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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.
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Mon Jan 12, 2009 1:52 am |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Bear Federation Mod: Reboot
Good work, it's superfine.
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Mon Jan 12, 2009 2:26 am |
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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Re: Bear Federation Mod: Reboot
3p1x
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Mon Jan 12, 2009 2:35 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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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.
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Mon Jan 12, 2009 11:20 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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. =.=
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Mon Jan 12, 2009 11:23 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Bear Federation Mod: Reboot
I support adding weak thursters to the tank, it'd make it gets over terrain more conveniently.
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Mon Jan 12, 2009 11:28 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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.
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Mon Jan 12, 2009 11:35 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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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).
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Mon Jan 12, 2009 1:23 pm |
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teh somebody
Joined: Sun Aug 31, 2008 5:22 pm Posts: 156 Location: Finland
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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.
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Mon Jan 12, 2009 2:22 pm |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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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.
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Mon Jan 12, 2009 3:31 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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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)
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Mon Jan 12, 2009 5:13 pm |
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