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Gundam Mod v3.0 Formally Released

  1. #1751
    bulldawg
    Guest
    I can see what you're saying about the capships.

    however, in terms of the experience thing, like I said - talk to the complex 5.5 mod guys. they put in a whole battle experience system for the commander, they can definitely do so for individual units. There are many ways to shortcut the internal "lackings" of the game and it's engine, so you just have to be creative!

    I mean don't get me wrong, all hail AK

    But this mod can be even better, even more like UC!

    see y'all later I'm gonna go get some breakfast.
    -Rico

    P.S. I still think most mobile suits should be harder to kill (e.g. more manueverable), especially the more advanced units
    Last edited by Zatch; 30th Dec 06 at 6:05 PM. Reason: Way too many smilies.

  2. #1752
    Member whitewolfmxc's Avatar
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    oh really ? the complex 5.5 guys figured that out ? i look into that XD happy New Year guys

  3. #1753
    lemonOFdoom
    Guest
    i say make it seem more balanced, my cap ships have problems fighting bloody MS, give the cap ships also some PDS, for incoming missiles and also for MS, like how they actually do it in the anime, otherwise GM's just waltz up to my Gwazine and basically destroy it because of the lack of barrage to keep MS away

  4. #1754
    mysticknight14
    Guest
    Well you don't want capital ships to have too much anti-ms capabilities, otherwise it would just be mass capital ships versus mass capital ships.

  5. #1755
    Member whitewolfmxc's Avatar
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    and actually i have another good idea for MS groups,

    1 ) yes "groups" , Ms will come in 3 per teams ( except some heros and MA class ) , and the major diffrernce from the ones we have now is exp zakus wont all have machine guns or all handling bozokas weapons, ( only MS classes that has a lot of weapon choices unlike most early ms 14 class )

    but in a team 2 will use machine gun and one will use a bozoka (so zaku R1 and R2 will be there but juts R2 better than R1 in other areas but having the same mixed weapon chocies )



    PS : JUST got news from AK that there will be a 3.1 version which ONLY fixes glitches and some balancing problems , it will be annoced in late FEB during the chinese new year

  6. #1756
    bulldawg
    Guest
    whitewolf, I'm not really fond of that idea unless you're planning on doing that for only one side, or creating it as an alternate option to building single mobile suits. The whole thing with mobile suits is that they are versatile and strong units on their own, and they should be mixed together at the will of the commander. Like I said earlier, both in the 1 year war and in Operation Stardust, losing a mobile suit was a big deal. A lot of money and customization went into those mobile suits.

    Plus, if you make groups, you can't properly see all the pretty textures and all the hard work done on the models.

    Thus, I propose an alternate solution. Just make that "squad-based" unit construction for one of the 6 sides you mentioned earlier. Maybe for the bigger sides with less elite units.

    on the sides with individual units, just give the capability for PDS construction! weapon/sheild subsystems work great on the game, I don't see why we shouldn't use them more often.

    also, stay in touch with the complex mod guys. They're coming out with 6.0 in the near future I believe, and they definitely know how to implement a veterancy/experience system.

    In fact, everyone here should play a good length game of complex 5.5 and then go and watch 0080-83 all the way through. It'd be easier to understand where I'm coming from then.

  7. #1757
    Member Kou Uraki's Avatar
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    the only group there should really be is the black tri-stars. other than that, i dont really see a purpose in adding grouped MS squads. Single units is fine enough.
    Co-Leader of the Table-Top Round Up Mod

  8. #1758
    Member whitewolfmxc's Avatar
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    yes , i saw the whole UC gundam seires on DVD too , and i know what im saying XD

    so you guys prefer seeing MS that are only good at fighting MS or Ships "seperatlly" ? dont you think its a bit constrained and extreme ? as its more flexable in the animations dont you think , in the anumations no matter what year in the UC , you always see a MS in a squd usually carries something anti capitalships dont you ? The Gms in 3.0 are already having 2 in a unit , so i dont see why adding 1 more MS will mess up the textures ?

    and squads are the basis of the Gundam universe , i didnt make up the whole thing , every army are set like that in the UC ,(except special unts of corse) , i dont see why its not good to add in ?

    i did say the different weapon in a team idea are for only MS that really worked that way mainly ones that doesnt use beam weapons ( mostly ms06s , and eary Gms) , as you defintly wont see that for GM sniper or MS 14 J

    and if every unit is made to micros manage to chose what weapon they can have , isnt that overdoing it ? too much micro stuff isnt it ? ( its like gundam in 3.0 , its already preset to use beam gun when made , but you can still change it if you maually "disarm" the gundam , but dont you think that annoying if you have to do that for every unit you make ? )

    besides 3 in squd adds more "epic" veiw dont you think ? the unit cap can be unchanged but the "out come" will be much epic.

    Im here just to open disccuse ideas for whats good if the mod goes on. So im juts saying what i thought , doesnt mean your ideas are not good or i having anything personal against you , so happy NEW YEAR and let the ideas keep coming guys.

  9. #1759
    bulldawg
    Guest
    no yeah I totally agree, this discussion of ideas is completely necessary and it's not a personal attack at all. That being said, let's all (as a point of making this mod better) be careful of how we say things. Me probably most of all haha.

    like I said, I like your squad idea but only as an option. You said there were going to be 6 sides, right? make that an option (make it the only one if you want) for one or two of the sides. with some of the other sides, with fewer/more powerful units overall, keep the units individual and allow more micro.

    I mean, I like the idea of just pumping out the stock GM in squads of even 5, with some guys having anti-capital weapons, some having machine guns, etc... there's also a TON of room for upgrading too (think, with an upgrade you could add a squad leader and better weapons, etc etc... cooler than just the old armor/speed upgrade). and keep the squad types diverse! like 3-4 squad types. Also, the only reason I mentioned textures is because they're not nearly as good on the less powerful units as they are on the powerful suits.

    However, with things like CUSTOM GM's and Gundams, I want to be able to customize still! Sometimes, I'm in a micro mood! Sometimes I want to make my OWN squad.

    The reason I was so adamant on having single units is because I still have this dream of having smaller unit caps, fewer unit types per side, but more sides (4-6 as we have mentioned before) and more customizeability for each unit of that side. Whether it be via upgrades or PDS construction on your mobile suits, each mobile suit would actually mean something to the player, and not just be something to throw away in battle.

  10. #1760
    Member whitewolfmxc's Avatar
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    yes , i was thinking the titans / granada / and 12/13 independant fleet having less ms in a squd and more upgrades on them sicne they are elite based factions

    here goes the MS in a squd according to faction in plan :

    1) A BOEA QU / Earth fediration having 6 MS per squd , price same as now , no upgrades but preset weapons ( one will be commander MS type)

    2) Granada / titans having 3 MS per squd , cost as same as now , a lot of upgrades ( one will be commander suit)

    3) 12/13 independant fleet having 1MS per squd , price will be much lower due ( all weapons chosiable according to MS class)

    4) SOMON having 9 MS per squd (price will be doubled) . one will be commander suit , little up grades ( SINCE THE FACTION only has early to mid term suits , not much late units)

    actuallhy i was thinking letting some factions MS have "experimental weapons" in the animations / comics as upgrades

    some exp :

    1) remember theres an "mobile beam platform " for Zakus R1/2 ? if its made into an uograde that will be awsome ( planing for solomon and granada faction)

    2) theres an zaku ( forgot the code name ) in the side story for 13 independent fleet , where they are equiped with beam weapons and a new design in the body and looks so cool ( its a blue zaku by the way , planing for granada)

    3) GM Ques having beam bozokas as upgrades for titians

    4) 12/13 independant fleet having custum Gms ( planing external armour suit on them or extra boost ssyetms makeing them faster ) and Core fighters that has special upgrades ( planing nuke missles XD)
    Last edited by whitewolfmxc; 31st Dec 06 at 7:50 PM.

  11. #1761
    Quote Originally Posted by whitewolfmxc
    yes , i was thinking the titans / granada / and 12/13 independant fleet having less ms in a squd and more upgrades on them sicne they are elite based factions

    here goes the MS in a squd according to faction in plan :

    1) A BOEA QU / SOMON / Earth fediration having 4 MS per squd ( one will be commander MS type)

    2) Granada / titans having 3 MS per squd ( one will be commander suit)

    3) 12/13 independant fleet having 1MS per squd ( all weapons chosiable according to MS class)

    actuallhy i was thinking letting some factions MS have "experimental weapons" in the animations / comics as upgrades

    some exp :

    1) remember theres an "mobile beam platform " for Zakus R1/2 ? if its made into an uograde that will be awsome ( planing for solomon and granada faction)

    2) theres an zaku ( forgot the code name ) in the side story for 13 independent fleet , where they are equiped with beam weapons and a new design in the body and looks so cool ( its a blue zaku by the way , planing for granada)

    3) GM Ques having beam bozokas as upgrades for titians

    4) 12/13 independant fleet having custum Gms ( planing external armour suit on them or extra boost ssyetms makeing them faster ) and Core fighters that has special upgrades ( planing nuke missles XD)
    I think we're getting ahead of ourselves with these requests... V3.0 just came out, and there's the possibility that this may very well be a final release from AK.

    For the "exp":

    1. Beam platform? Are you refering to that weapon from MS Igloo? Or is it the beam cannon-wielding Zakus from Gundam Evolve 10?

    2. That's called the "Action Zaku", it was part of the Pezun Project, and yes, it was meant to be able to use beam weapons. The HiZacks the EF uses in Zeta are the Federation's revised version based on the Action Zaku.

    3. Did the Quel even have a beam bazooka?

    4. Extra Chobham armour for MS maybe, but nuclear missiles for core fighters?

  12. #1762
    Member whitewolfmxc's Avatar
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    yeah i mean the beam cannon-wielding Zakus from Gundam Evolve 10 ( acutally its a MSV thing isnt it ? )

    those are just examples , and besides theres a lot of IF wepaons XD

    Nuke missles juts a thougt XD

    actually im still writting my proposal for AK to form a new team under his supervision ( he said thats the only thing he will do if he approves)

    juts giving thoughts if that is approved

  13. #1763
    lemonOFdoom
    Guest
    i think the tri-stars dom's missles are a bit too flashy >.>
    it's like.....a nuke, literally

  14. #1764
    Member whitewolfmxc's Avatar
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    missle ? you mean the shell form thier High bozokas ?

  15. #1765
    lemonOFdoom
    Guest
    ah, i think that actually isn't THAT big of a problem, i reckon a few cap ships should be cheaper and faster to build in order for mass production, say the Chivvay class, cost is moderate, but production speed is relatively slow, meaning building a fleet would take more time, it should be slightly faster and hold 8 units of mobile suits

    and more CIC for cap ships

  16. #1766
    Member whitewolfmxc's Avatar
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    whats CIC ? yeah we all wanted the MS / SHIPS ratio to be like in the ANImation but it juts hurts game play dont you think ?

  17. #1767
    Well, the amount of cap ships might be too much, but as long as they can't shoot down MS too easily.. But I'd rather you tone down the Neue Ziel, it's a high armour monster... and a pain to take out, taking a long time with RX-78-2, Alex and the GP-03D, all combined...

    CIC is Combat Information Control, it's all the people on the bridge of ships in Gundam Seed, that keep track of all the fighting and the MS.

  18. #1768
    fu12
    Guest
    Ok....so I played a couple rounds of the mod and here are the things I have to say about it:
    First off, good job on reducing the massive lag caused by having a Dolos. Secondly, the modeling for the new MSs were great.

    And....now the criticism.

    *ahem* FOR THE LOVE OF *deity of choice*! STOP USING STAR WARS SOUND EFFECTS!!!! Its a god awful way to compensate for the lack of proper gundam sounds. The stock HW2 sounds were just fine. I liked gundam mod 2.0 better than 3 in that respect. Same goes for the tacky laser effects. for one, the bursts were larger than the freaking barrel it came out of. For the massive beam weapons, i can understand, but a thick red flash is just wrong. Just go back to the long range pulse and lance blasts....please.

    The Neu Ziel DOES NOT HAVE REAR BEAM CANNONS!!!! once again, the Warlords effect for the grapple arm beam cannons does not cut it.

    Capital ships need more than a 1% hit rate. I know you guys are worried about game balance, but seriously...they need at least a 20% hit rate to make it fair, or failing that, you need to make the AA a lot stronger. Another suggestion is to give the AA guns a higher hit rate but a lower damage rating....And the gwazine AA guns seriously need to be changed. WTF is with the lasers?!

    The Zanzibar needs to be tweaked....It should be able to build MSs, but because you guys put a heavy MS production SS on it instead of normal MS production, it cant do jack squat. It also makes a poor ship-ship choice.

    The Dendrobium isnt worth its cost. While a faily effective fighter with its massive missile swarms and a rather screwy attempt at beam sabers, it cant fire its mega-particle cannon....whats up with that?

    Seriously, the Star Wars thing cannot be stressed enough. Just replace all the anti-capship guns on the capships with the things you did with the White Base and the Musais. The sparkly thing. Those work waaaaaaay better than the screwed up laser effects....just go back to the way 2.0 used to do things.....
    Last edited by Zatch; 2nd Jan 07 at 4:33 AM. Reason: Wasn't even that much swearing, but to protect the innocent audience...

  19. #1769
    Member whitewolfmxc's Avatar
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    exactly , you know their were only two good guys ( or a little bit more that i dont know about) who worked on this mod , and acheves todays results are already a miracle, so please speake nicely and leave your comments without insulting others
    Last edited by whitewolfmxc; 1st Jan 07 at 6:05 PM.

  20. #1770
    bulldawg
    Guest
    once again, the answer to the capship problem is making mobile suits more manueverable/able to dodge fire. + maybe a little stronger. Mobile suits did dominate the era, remember... but they did so in relatively few numbers! all capships should have a control deck subsystem, that if you kill it it will disable the entire ship. That way, you can keep the firepower AND armor on your capships high, but with mobile suits being truly "mobile" and all, that high firepower can be dodged and their own precision firepower can be used to defeat the massive capships, albeit with a carefully planned strategy and a couple of mobile suits to spare (some will die, obviously, on the approach... at that range, even though the mobile suits are fast, and the capship weapons are relatively innacurate, they're sitting ducks for those massive cannons.)

    Also, how are we going to implement combat data? You know, the kind that Kou and Nina were always blabbering about. I see that as a great opportunity for new upgrades SPECIFIC to the UC gundam universe.

    by the way, I still think unit caps should be lower, and capships should be harder to build. the game should be more like the series.

    except for salamis, since they die so easy... in the film and in the game.

  21. #1771
    fu12
    Guest
    Im sorry I flew off the handle like that, but the star wars thing is just so very wrong. There are easier ways to change the weapons, but I seriously believe that the standard sounds and graphics are superior to the Warlords sound effects for this mod. They just look so....out of place.

  22. #1772
    delayclose
    Guest
    AK mentioned that he will release 3.1 somewhere around this or next month.

    He stated there wont be any major changes in 3.1.Hopefully,he will replace the sounds in it.

    If not,....oh well

    At the moment,i had successfully replace some of the unit's sound with sounds i ripped from some of the shows and the file provided by Lupin a few pages ago.

    But i'm running short on these files,since i had deleted most of the gundam shows from my HDD,and i lended the legal copies to my friends.

    If AK isnt going to do it,someone has to

  23. #1773
    homeworlder
    Guest
    I am wondering if there is any other links to d/l the mod other than those on the first page, coz none of them work.
    THANKS!

  24. #1774
    lemonOFdoom
    Guest
    about CIC
    yeah my bad, i keep getting mixed up with CIC and whatever they call POD on gundam

    cap ships
    i say they should keep the accuracy, but increase the refire rate and the number of AA guys on the ship, not being able to kill MS effectively is one thing, but right now my fleet of 3 musais and a chivvay plus a zanzibar can't even take down one of the 3 white dingo snipers, seriously the AA on most caps are so...light, a fly could fly in unharmed because of the inaccuracies and also the refire rate of the AA

    about GP-03D
    the mega cannon does work, what are you talking about? o.O

    about el meth
    el meth's bit's should be faster and act more independently, bits weren't that slow in the anime, i believe a probe is faster than the bits, while also el meth isn't far behind in speed, another point is that the bits seem to be easy fodder, for some reason AA from cap ships and MS seem to destroy the bits as easy as destroying a probe, maybe they aren't fast enough?

  25. #1775
    Lupin
    Guest
    My email to AK failed to deliver so I will just post it here..

    I have made several more and would like to donate them to your mod.

    Included in the attachment are the following mp3s:
    ZakuIIGunBetter.mp3 (Improved zaku II sound 0083)
    Zaku.mp3 (Zaku II sound from 0079, not that good)
    WhiteBaseSmallGuns.mp3 (Small guns on the white base 0079)
    MagellenSinglefirelasersnoise.mp3 (Magellan/salamis cannon, msigloo)
    MagellenDoublefirelaser.mp3 (Magellan/salamis cannon, msigloo double shot)
    FULLMagellenSingleFireLaserAndChargeNoiseAtEnd.mp3 (Magellan/salamis cannon, msigloo, single shot with laser noise)
    FullMagellenSingleFireLaserAndChargeBEST.mp3 (Magellan/salamis cannon, msigloo, single shot with charging. Best version)
    Gunfireshipssmall.mp3 (Some small guns from the battleships)
    GundamBeam0079.mp3 (Beam rifle sound from 0079)
    Guncannon2Cannons.mp3 (Guncannon 2 cannons, 0083)
    Elemethfire.mp3 (Elemeth cannons)
    BeamRifleSIMA.mp3 (Sima's beam rifle 0083)
    BazookaOrRocketLaunch.mp3 (Bazooka, dom/zaku/etc 0083)

    http://www.sendspace.com/file/k2ku0m

    I hope these sounds prove useful.
    -Lupin
    If anyone is in direct contact with AK could you inform him of this? As I stated earlier, the email failed to deliver to AKs address.

  26. #1776
    Dyson
    Guest
    Well, I got your sounds lupinIII, but where do I put them? or How? if its into a .big file, could you just post that big file so its easier to replace the existing one? Thanks

    EDIT: About the Neue Ziel, give thanks U only needed 3 gundams and not the dendrobioum AND a Solar Ray Sistem to just cripple it. That thing was a real Monster piloted by a Demon (Solomon no Akuma)
    Last edited by Dyson; 3rd Jan 07 at 5:24 AM.

  27. #1777
    Lupin
    Guest
    They're just raw mp3s. They need to be converted and coded in. Sorry.

  28. #1778
    Dyson
    Guest
    Oh, well, Ill just have patience until someone recode those sounds and code the nuke bazooka on GP02 again, altough Neue Ziel is tooooooo sweet

    just a hint, altough some of those sounds are named for one or another unit, they can be used for others too, for example, most of the machine gun sounds are the same for feddie units, just like Beam Rifle ones or thrusters. The same goes for Zeons case.

    Sorry AK, but Warlords sounds are weird relating them to gundam, the same goes for using COUNTER STRIKE SOURCE weapons sounds, what were U thinking in? so huge fan of CSS are U? tht made me cry out and loud, almost like amuro :S

  29. #1779
    FazZ
    Guest
    Wazzup, I first got HW2 with mod 2.5 and everything was nice (without update 1.1), then downloaded mod 3.0, dreaming of all the pwange I could deliver with the GP03D , uninstalled MOD, HW, deleted everything, then installed HW again, update 1.1, and mod 3.0... now I get this weirdo message when I try to run MOD or HW2



    What's the deal here?

  30. #1780
    Lupin
    Guest
    just a hint, altough some of those sounds are named for one or another unit, they can be used for others too, for example, most of the machine gun sounds are the same for feddie units, just like Beam Rifle ones or thrusters. The same goes for Zeons case.
    Yeah, I was just too lazy to give the multiple names.

  31. #1781
    Dyson
    Guest
    Man, U should burn in a Musai's Engine

  32. #1782
    lemonOFdoom
    Guest
    lol i've noticed alot of asian made mods contain sounds for CS

  33. #1783
    Member death25's Avatar
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    really none of these links have worked for mee.....filefront would be a nice thing



    ps i tryed the sendspace mirror and it says around an hour to DL at school, but at home last night is was cloack at 32hours.... ill have to try it tonight
    only the one with true power can rule the universe

  34. #1784
    FazZ
    Guest
    The mod is on FileFront, actually

    And I discovered that the evil update was the cause of my problem don't install update 1.1

    This mod rulz, let's play some multiplayer someday AK joo 0wn

  35. #1785
    Member Kou Uraki's Avatar
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    what the hell? this mod works fine with me on 1.1. its odd that it's f*cked up with you on that version...i wonder why....

  36. #1786
    Er, I don't know what's with your computer, FazZ, but before I reformatted my computer, it worked fine with the 1.1 patch.

    Now that I've reformatted, I can't seem to get the mod to work now. I'm pretty sure I know what to do now. I'm going to download the mod with the installer, and then overwrite it with the .zip/.rar mod.

  37. #1787
    utpoorboy
    Guest
    This mod is great! Kudos to the developers, hopefully someone can keep this one going and do some minor tweaking.

  38. #1788
    KranitzL
    Guest
    First off, LOVE THE MOD!!!
    However some requests...
    More Zeon capital ships please, such as:
    Musai class (late production type)

    Musai class (final production type)

    Papua Class

    Maybe us the Komusai II as a fast single MS transport?

    The Jotunheim from MS Igloo

    Tivvay Class


    Mobilesuits:
    The EMS-10 Zudah from MS Igloo

    MS-14C Gelgoog Cannon



    Mobile Weapons/Armor
    QCX-76A Jormungand

    Again, <3 the mod, good work and good luck!
    Last edited by KranitzL; 15th Jan 07 at 7:24 PM.

  39. #1789
    Where can I get the instructions for the rar version of this mod?

  40. #1790
    lemonOFdoom
    Guest
    that gelgoog cannon sucks, the original looks better
    and igloo ms look crap

    just my 5 cents

  41. #1791
    That Gelgoog cannon looks like a bad drawing or early model. I don't really like the stuff from MS Igloo, but it sounds like something canon we could add to the mod.

  42. #1792
    Dyson
    Guest
    Whats Wrong with Igloo stuff? its just the same thing than in the One Year War except for the experimental weapons, which In my opinion ROCK!! Zudah or hildorf, not so much last episodes pods, but that "suport red bigro" could be very helpful in a game. Zudah can be a good change among so much Zakus.

    IGLOO FTW!

  43. #1793
    KranitzL
    Guest
    ok, I played as the federation a few times..and got raped by the Zeon..I think the Feddies needs an equivilent of the GP-02..or the solar system!

  44. #1794
    Dyson
    Guest
    Feddies are full of blood thristy Gundams, not to mention GP03 or Gundam MkII, full set of capital ships, cheap and quick to poduce MSs

    Its a bit unbalanced now, as it was before with zeon and Tristars Spam

  45. #1795
    homeworlder
    Guest
    hi I have tried all the links on the first page... I downloaded 99% of the file through the first link, and then it never finished and couldn't connect back to the link , can some one tell me where I can download the complete file for this mod??? Thanks

  46. #1796

  47. #1797
    Member Kou Uraki's Avatar
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    i uploaded that one, thats probably your best bet.

  48. #1798
    homeworlder
    Guest
    Downloading... thanks very much!

  49. #1799
    KranitzL
    Guest
    Ok, and now my requests for Federation forces I'd like to see in the MOD.
    Pegasus class (refit) (Gray Phantom)

  50. #1800
    You already have the White Base and Albion, so that's kind of redundant.

    At the very least, you could have Argama instead, as it's somewhat different.

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