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  1. Today
  2. Anyone up for running a 24/7 GR dedi?

    If someone were to teach me how to. I'd be willing to
  3. Yesterday
  4. Screenshot Slideshow

    I wasn't aware there are armadillos in Wildlands until playing Fallen Ghosts yesterday. Maybe some big cats like Jaguars too? ;-)
  5. Splinter Cell AI Talk

    Ohhh.... very nice . Thanks.
  6. Hi everyone, I came across a presentation given by the AI lead for Splinter Cell: Blacklist. Plenty of cool behind the scenes info. Here it is for you viewing pleasure!
  7. Hey guys. We at =GRH= will be doing another event for this month. It will be on saturday, February 24th starting at 8:00 P.M. EST. This month we will be doing a Domination tournament. We will be using the heroes unleashed mod and we will be using a custom kit restriction for the event that you will need to download. The rounds will be 15 minutes long and the match will be best 3 out of 5. The losing team from the last match will be able to choose the next map. The tournament score will be best 2 out of 3. For more info. Visit my Discord. Contact me if you are interested in signing up. Thanks and have fun https://discord.gg/tcWrJ9k
  8. HU Addon: Cloak-and-Dagger

    I'm using the Chalet map by Hana_JP currently, which I think is probably the perfect map for the sort of mission you're looking for. Trying to figure out how many hostages to put in the map. I was thinking 8-12 would be nice with 1 guard assigned per two hostages. Hell I could look into randomizing this to incentivize replayability. Side-note: Using the command map to place entities is such a PITA. It reminds me way too much of mission editing in ArmA without a 3D editor.
  9. HU Addon: Cloak-and-Dagger

    I definitely want to focus on CQB missions. It's such a challenging and dynamic environment that is hard to simply shoot your way through. Also wouldn't mind missions with a lot more civilians. As for hostage rescue, the mission shouldn't end if a single hostage dies. But a counter of hostage deaths at the end would be pretty cool. There's definitely a lot of cool maps to use. Any you're thinking about in particular other than the embassy?
  10. I could but I'd probably tweak each file individually afterwards anyways.
  11. Minor Quibbles Adjustment Mod concept

    IIRC you could just copy the enemy weapons files from Droopys mod into your own mod. this would eliminate the aimbot enemies while keeping the rest of the game virtually unchanged.
  12. HU Addon: Cloak-and-Dagger

    I imagine it'd have to be CQB heavy to make it challenging, especially if the amount of tangos is going to be lower than usual. There's a couple of custom maps that might be perfect for this sort of scenario.
  13. HU Addon: Cloak-and-Dagger

    Sounds fine with me. As for maps, I wasn't looking at making any. Feel free to make w/e you want and post it. Or I can provide more guidelines if you want me to.
  14. Last week
  15. This is mainly a mod to suit my own tastes and to provide a lightweight alternative for my friends. I feel Droopy's mod changed a little too much for my tastes. But you're right, it's quite difficult to make something that's different from what Droopy, Riley or Apex made.
  16. Minor Quibbles Adjustment Mod concept

    not to sound discouraging but Droopys realism mod already is the best AI-lite mod. I used to use a personal mod that used droopys realism, kafees soundpack, earls standard upgrade, and the not a game (NAG) mod. you could certainly build up from that until you realize youre just reinventing the wheel by creating another HU. HU not only removed the fog but completely redid enemy spotting distance to compensate, vastly improved what droopy built, re scripted missions with varying enemies, and added all new equipment to tie it up nicely. if youre like me and sometimes you feel HU changed too much from the beloved original, apex included a Legacy mod which is basically my custom mod on steroids.
  17. Changing the accuracy might be enough. I think changing all the enemy weapons to full auto only might be overdoing it a bit, I'd probably only restrict it to NPCs like the Ossetian rebels. IMO it's important for there to be a clear difference between an untrained separatist militia versus a professional military with some unfortunate conscripts sprinkled about. Making NPC only kits will help with this immensely.
  18. Screenshot Slideshow

    Bought Fallen Ghosts during the recent Steam Sale. Some new and difficult enemies and the side missions have been revamped. New weapons and re-skins on some vehicles. Liking it so far.
  19. Minor Quibbles Adjustment Mod concept

    Sounds mostly like Droopy's mod plus flashbangs. Making the enemies shoot full-auto only (when available) seems to make a big difference in their accuracy at longer range. It's what Droopy did, what HU does, and something I made sure Cloak-and-Dagger retains. It's also what I plan on doing for Blood Oil Remastered when I finally decide to go work on it. As for the fixing the kit icons and names, shouldn't be hard to do. HU should have all you need when it comes to the kit textures and then you just need to edit the strings.txt file to make sure the right names are used. Sounds can be sourced from a variety of mods. See the "Sharing is Caring" list for lots of stuff to work with. As for any weapon balancing, not sure what exactly to do. Just try to make sure that tactics are emphasized and that you can't point-and-click your way out of mistakes too easily. Could do what HU does and have NPC versions of each weapon then make sure the enemy uses them. Since it doesn't sound like you want to add new weapons, this avoids the problem of having too many weapons with scopes that messes up the balance with how this game plays (one of my critiques of HU in the weapons department).
  20. After playing SWAT 3 recently I've noticed that my most used mod for it is Finn McCool's Enhancements 1.5, a lightweight (only 700kb at induktio!) mod that mainly corrects errors found in the game's texts, enhances the sound, adds AI improvements from other mods, improves on the effects, and rebalances the enemy AI to be less superhuman. So I thought about doing the same thing! The features I plan on implementing are: Renaming weapons/items to their actual real-life name. This includes the grenade, whose in-game model is that of an M26 yet its HUD icon is that of an M67. Fixing typos and/or inconsistencies with the mission briefings and audio if there are any. Adjusting enemy AI accuracy to be less "aimbotty". Biggest problem with this is that it might make the game too easy, especially since I don't plan on removing the fog. Changing the weapon sounds. Easy enough to do but whether the new sounds are better or not is largely subjective. Things that I may consider: Adjusting weapon balance. May have to be implemented due to point #3 in the above. Adding new weapon kits. I have my eyes set on Burner's flashbangs if I go ahead with this. If anyone else has other minor quibbles that they'd like to see changed I'm all ears.
  21. Blood Oil Remastered?

    Good point. I was already going to make the enemy use full-auto exclusively if their weapon has it. Should prevent a lot of AK-snipe moments. I'm pretty sure it'll work fine, something to test though.
  22. Blood Oil Remastered?

    Bit of a pity. Even with the updated UCP in HU they still look like regular grunts rather than a CIF unit with more funding. As for the fog on the CENTCOM missions you might want to consider how that'll affect the balancing.
  23. HU Addon: Cloak-and-Dagger

    I could try to make a hostage rescue mission of sorts for you. It'd have to be a repurposed map from vanilla or another map pack since I'm not a mapper. My first thought was the Tbilisi map with the bank and embassy.
  24. HU Addon: Cloak-and-Dagger

    DOWNLOAD ENTRY updated to v1.3 Also added to Ghost Recon Mod USB Stick.
  25. HU Addon: Cloak-and-Dagger

    Very cool!
  26. Steam Sale

    It's because the multiplayer component is broken without Gamespy.
  27. HU Addon: Cloak-and-Dagger

    Version 1.3.0 has been released. Lots of new stuff. Made 4 COOP kit restrictions: Blood Oil (incorporated the unused skins) Ghost Recon Legacy (incorporates some skins from DOG-ZEBRA) Ghost Recon Multicam (from Migryder's Festival Mod) Frostbite The class system I went with has 16 different classes. Mostly an excuse for me maximize variation in MP Blood Oil skins. Here are the classes: Rifleman: basic class, uses mid-sized to full-sized rifles Rifleman CQB: compact to mid-sized rifles Demolitions: same as Rifleman, but has rockets, grenade launchers, and demolition charges available as secondaries Demolitions CQB: same as Rifleman CQB with same secondary selection as Demolitions M4 Rifleman: uses the M4 SOPMOD of all varieties and camouflage paint M4 Demolitions: same as M4 Rifleman with the standard Demolitions secondary selection Pointman: SMGs, shotguns, and compact rifles Pointman Demo: same as Pointman with the standard Demolitions secondary selection Breacher: equipped with Rifleman weapons with breaching charges as secondary Breacher CQB: equipped with more compact weapons and breaching charges as secondary Light Support: uses LMGs as primary weapons Heavy Support: uses GPMGs and higher-caliber LMGs as primary HE and AT Support: high explosive and anti-tank, uses grenade launchers and rockets as primary weapons Marksman: focuses on relatively smaller weapons and semi-automatic weapons Sniper: focuses on relatively larger weapons and bolt-action weapons Heavy Sniper: anti-material rifles as primary Demo of breaching charges:
  28. Steam Sale

    Did Ubisoft ever indicate why they removed the Advanced Warfighter games from Steam? EDIT: Nvm.
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