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Texas Militia - Expansion Pack


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What measures should I take to make sure people use the right kits in multiplayer? If you leave it on no restrictions/no explosives/no sensors you only get original weapons, you have to set it to a TXM kit restriction. These are my precautions, name more if you think up any:

-Mention in manual

-Say on download page

-Allow TXM weapons with originals in original kit restrictions

-Hope people are smart enough

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-Mention in manual

-Say on download page

Not keen on putting TXM weapons in no restrictions.

Might also put it on the TXM main menus.

IMO change TXM Weapons Only to read TXM No Restrictions ingame.

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I need some help.

I absolutely refuse to use a single DeclareMissionFailed block once in my campaign. I've made it, with some difficulty, to Mission 11 of 16 without using fail conditions. However, in this mission the stakes are high -- you have to rescue a governor and president. If they die it would really mess up the plot and the mission would be almost pointless. Should I tell you to abort the mission once they die? What would happen in real life? Ah, that's the magic question. A bunch of Texans with machine guns shoot a hostage in real life in a country where there is no government, what happens?

They laugh and go on. If you have another opinion please post it so I can consider other options, but right now I'm just thinking that we'll deal with it if they die.

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Can i ask why all the photos have been altered? I mean I don't think you do yourself justice the way some of these crappy FX have been applied to the pics. If that is what you were striving for I apologize in advance.

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Ahh, nothing like shredding an enemy leader with a 50 BMG anti-material sniper rifle through two-and-a-half inches of a wooden wall or carefully coordinating a claymore ambush with your demo man hiding not five meters away from the enemy group and your sniper 200 meters away watching until they reach the claymore, resulting in 7 enemy casualties.

Mission 15 is on the way.

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Currently working on the last campaign mission, T16. I am also hoping to script 8 or 32 quick missions (I know big range but not sure how much I want to do) so the mod should be done in a couple months. I really don't want to have to release any patches so I am going to test it to death.

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  • 2 weeks later...

Just thought I would post two things while I was thinking about it.

1. Since most people always play Elite mode, you are going to be brutally humiliated in most of the campaign missions. I've thought about toning it down some, but my testers said better too hard than too easy. I like it extremely tough like this, makes the lower levels have more of a use than arcade-mode-shooting-practice. If you ever want to beat the missions you will have to learn to go on the defensive instead of always attacking.

2. Secondly, you will find the stealth missions ridiculous at times -- that's how it is supposed to be. If you are like us, the Nighthawks, we get little over two hours to play each Sunday afternoon, which means we don't have days to spend crawling through the grass and waiting fifteen minutes for a patrol to move. If you are short on time you'll have to either blow your cover or set it to a much easier level. If you are going to sneak past patrols without being seen you will have to coordinate, plan, observe, and be invisible.

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Escorting a journalist down a road through a battle, holding two independent command posts, performing recon operations on a plane crash, sniping the enemy field commander, and finally heading to the extraction zone through what you think is friendly territory.

Of course this is all in one mission, hopefully lasting an hour or so.

You want it? Huh, huh?

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Ever wondered how a guy could get within 0.2 feet of you before you heard him running across those leaves, gravel, and creaking boards? Wonder no more, because now you'll have to think twice before crawling across a patch of gravel, rustling a branch, or running up behind someone. It makes ambushes more realistic, hearing enemies talking more fun, and combat more gritty and exciting. The sounds are much richer, too. The incredible part: it only took me one sound editor, ten minutes, and a good idea, yet is has never been done before.

Edited by RileyFletcher_01
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