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Alpha Squad MOD


Chavez
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you have to download it again. you got a broken file.

Or hopefully a broken download caused by something somewhere.

Has anyone downloaded properly from fileplanet? Can someone verify it?

450+ downloads from FP, this is the first problem I've heard of so hopefully it's just a one off.

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I downloaded the AS mod from file planet on oct.22nd. I didn't have any problems downloading, nor did I have any problems with the file.

At first the mod seemed buggy, but that was because I didn't notice the readme file in the AS folder (inside the GR mod folder). Every thing seems to be running smooth for me. It would have been easier if the readme was on the top level of the folder before installing.

However a lot of my friends are having some sort of problem with the file and file planet. It sounds like they're getting a bad file. I told them how to activate the standard upgrade in the mods panel. But I don't think that was their issue. I'll try to find out more from them.

silent_op

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However a lot of my friends are having some sort of problem with the file and file planet. It sounds like they're getting a bad file.

I thought it was just this rig im usin' But its the 1st time i've had a problem with fileplanet

I told them how to activate the standard upgrade in the mods panel. But I don't think that was their issue.

The standard upgrade?.. I'm not sure about that one.. Does it have to be with the 1st Alpha mod?..

thanx :thumbsup:

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GooseBumps,

Here is the Standard Upgrade information I was talking about (straight from the readme file):

The AlphaSquad Mod

==================

version 1.0

Installation

------------

Just run the installer and point it to your Ghost Recon folder (default is

C:\Program Files\Red Storm Entertainment\Ghost Recon). Activate

the mods and make sure they have the correct priority. The order

should be:

Desert Siege, Island Thunder, Standard Upgrade, AlphaSquad Mod.

If you want to play with other mods, place them between Island Thunder

and Standard Upgrade.

silent_op

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This is a cool mod, but there seems to be a distinct lack of suppressed weapons, for a campaign that emphasizes stealth to such a degree. Er, at least for the first mission, haven't quite finished that one yet :wall: A suppressed sniper rifle would be a big plus, along with some smg's.

I also disagree with the philosophy that the ghosts start out as idiots (points-wise in sp), and if they survive being idiots (not likely) then they slowly become less stupid, and you get one relatively smart "hero" on your team per succesful mission completion. I understand this is conventionally regarded as some kind of incentive, but it just seems to stand the whole identity of the ghosts as the elite of the elite on its head. IMHO :stupid:

Regardless, it's a great effort and a great mod. Thanks for putting it out!

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Hmm. There are many, many great supressed weapons in the mod but in the campaign they might be carried by many specialists.

We are working on a patch (no ETA yet) and will consider all inputs so thank you.

Keep them coming and have fun

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Hmm. There are many, many great supressed weapons in the mod but in the campaign they might be carried by many specialists.

We are working on a patch (no ETA yet) and will consider all inputs so thank you.

Keep them coming and have fun

You're right, there are some great sd weaps in there, both smg's and sr's (I've discovered in quick mission play). Though not in the campaign (unless available to specialists). I've got through a couple more missions in the campaign. Really excellent stuff.

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There is more to stealth than just SD weapons. Infact most of the Stealth missions will still punish you, even if you shoot a round with an SD weapon.

Most of the time Stealth = Not being seen or heard

Alot of people think stealth = silent kills

but that's not the case in most of Alpha's missions

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I've been playing the campaign missions and I love them. There are so many fine details that make this a quality mod. :thumbsup:

One thing that stands out in my mind the most is the fine work on the reticles. The iron sites are handled well and I especially love the way the sniper scope reticle works. The reticle just looks like a standard GR pistol reticle. When you zoom in the reticle transforms into a snipe reticle. Really, nicely done guys. :thumbsup:

Alpha Squad didn't try to force the GR engine to use reticles that just don't fit the way the engine works. The reticle work reminds me of the fine work done by DTD in their No Easy Day mod.

As an extra, I play with the kafee_soundpack_v6.1 mod activated. Kafee's sounds coupled with the Alpha Squad sounds results in a very rich environmental sound experience. If you guys did add anything to your patch, consider talking with Kafee.

silent_op

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