Kyle_K_ski 17 Posted June 28, 2008 Share Posted June 28, 2008 After Rocky's generous help for my very first post, my confidence is high in terms of acquiring some more useful advice. I've combed through numerous threads trying to find out exactly what I need to know, but frustratingly, I seem to get mostly bits of useful information here, and little bit there, without getting a sense of "the big picture." I'm hoping that this thread will do exactly that. Just so you have a better idea of where I'm coming from, my primary experience with the tactical genre was the astounding Infiltration total conversion for Unreal Tournament. Happily, Beppo, a key player in making Infiltration the groundbreaking experience it was, is now hard at work on Ground Branch. That said, I'm losing my patience waiting for Ground Branch, and I decided to give Ghost Recon a try, and boy am I happy that I did so. Still, I want to make the single player campaigns as much like Infiltration as possible, and that means the follwing: (1) AI that's as cunning as Infiltrations online players were. That's a tall order I know, but I'm looking for the utmost in AI, with the emphasis on them using smart tactics, which includes using concealment and cover, as well as having believable combat skills. Pecking someone off at 600 meters with an AK should not be an option for these guys. (2) Flexibility in setting up one's kit, right down to fine tuning all the doodads and gadgets on one's firearms. (3) Stamina loss/regeneration is directly proportional to the amount of gear that one's carrying. As magazine's get emptied and discarded, one's load should lighten, which means that one doesn't tire as quickly as before, and one's stamina recovers more promptly. Here's what I've found in the hours I've spent combing through GR forums in regards to the above: In regards to the AI, one mod stands out like no other, MissionHX. But my concern with using it is where do I prioritize it, since so many campaigns/other mods have been released which boast of how they've improved the AI. I don't want to make MissionHX the #1 priority if a certain campaign has, without question, better AI than what's supplied by MissionHX. So, if there's a campaign/mod that beats MissionHX's AI adjustments, could someone please tell me what it is so that I can have it in the #1 priority position? This leads me to other questions as well. Let's say that CentCom has The Best AI, do the adjustments that it makes always crossover to affect the AI in other campaigns, mods and the default game? One of the reasons why I ask, is due to what I've experienced thus far with weapon kits. I currently have active, but in a lower priority, the IDF mod, yet none of the kits are showing up when I play CentCom. Now CentCom has a higher priority than the IDF mod, so does that mean if I play the IDF mod in a lower priority that the CentCom weapon kits will be available as well as the ones that were engineered for the IDF mod? So, does that mean that I need to elevate IDF's priority standing to see its kits active while I play CentCom, or...? I've installed the Oruzhie mod, which supposedly opens up kit selections to include Eastern Bloc firearms, but I've yet to see a single offering in GR in this regard, but perhaps this is due to the ultra low priority that I gave it? Does GR have a ceiling for the number of kits that can appear in the game, or...? I don't mean to bombard the scene with questions here, but I've yet to find a thread that directly answers the kinds of questions that I'm seeking answers for. Any help on this would be greatly appreciated! Yours, Kyle June 28, 2008 Quote Link to post Share on other sites
migryder 13 Posted June 28, 2008 Share Posted June 28, 2008 Earl's Spetsgruppa Vympel has a nice set of Russian weapons...it does have its own characters though so there may be conflicts, more recent mods like MVD Osnaz or Udmurtia Spetsnaz by ingeloop et al, have some more weaps as well as some from Vympel and the characters that ingeloop created are great...Russian voices for Allied too in MVD..Earl also created a mod called Standard Upgrade that replaces the RSE weapons with some nice stuff...but we're talking one m24 for another...a para FAL for the original, that sort of thing.. If you learn how to open IGOR and use it a little you can edit the combat models and you can assign initial combat points for the Ghosts in each mission..so you could max em out if that were your taste, or just raise em a few points for the first mission in a campaign to help get em smarter earlier on...this could be done for the base game or one of your mods as long as it is for your own use and not for redistribution w/o permission...if you like the stuff(IDF) by DTD you might have a look at Team Mod by them as it gets you a nice selection of weapons w/o a bunch of other stuff that can cause conflicts...with other mods...if ya play Frostbite ya might want to use only it and DTD Cold Call Out which offers Seal Team 2 load out...and gear.. With regards to CentCom, don't ya have enough stuff with that one alone? I use to play with IDF a lot but it has been a long time and I don't recall if there were and if so what conflicts with other mods...generally if a mod is active those weapons and kits should show up in the kit selection menu....unless they share the same file name as a mod given greater priority.....don't know about a ceiling but I've seen it over one hundred for a single class like rifleman..I liked IDF cause it was the first I believe that had an AT weapon that could be fired while in the prone position...amongst other things...DTD just do/did great work.. mig Quote Link to post Share on other sites
pagey 39 Posted June 28, 2008 Share Posted June 28, 2008 (edited) If you have .. lets say, MHX and CentCom activated..You will be able able to play the maps and with the kits from CC but you will have to play under ''missionHX'' in the gameplay tab when you ceate a game.. so, no it wont affect the AI from another mod... .MHX is a random generator for the mission objectives so they will never be placed or spawn at the same place...Is it the reason why i find the AI smarter and more active( they use their second wpn a lot than ''static'' spwans?... I dunno but the AI is really fun when you play with this mod... You can praticcly play MHX on any maps..but go for larger or medium maps ..You can have issues on smaller cqb ones. CC is certainly a good mod and if you wanna try MHX with the CC maps, well good luck.. It is very hard to finish a map!... You can combined kit mods to have more choices..It all depends on whats ur preferences.. I used to have CC, NavySeals2.1 and HX5 with for example with no problem. At the moment I have AS HX5 NS2,1 DTD and 8 more mods and theres no issues.. Hope I help you a bit, peace. Edit:Was thinkin about AI enemies sorry. Edited June 28, 2008 by pagey Quote Link to post Share on other sites
ingeloop 8 Posted June 29, 2008 Share Posted June 29, 2008 alléz les bleu blanc rouge my suggestion would be to check out the 7.62mm weapon mod by Thumper and combine it with one of those fantastic mods that are avaliable in the GR downloads section. there are so many greatcreations there by so many good people so it would be unfair to just point out one specific. this community is so great and has so many good modders that keeps on creating good things for other to share. it's a "smorgasbord" for new guys to dig in to. so......what are you waiting for???? /ingeloop Quote Link to post Share on other sites
Kyle_K_ski 17 Posted July 4, 2008 Author Share Posted July 4, 2008 I have to agree with the general consensus here that this community has created a ton of great mods. Reading their descriptions and the feedback from those who've played with them makes it all the harder as to which ones I should install, make active, and then prioritize. I don't want to miss out on anything good, nor do I want to needlessly duplicate data, for example, the number of HK416s and HK417s kits I have is bewildering. They have the same display icons, and the exact same amounts of ammo, so I assume that they're the same kits being listed twice or more because they're used by more than one mod. Of course, some things might be different, such as aiming reticules and weapon stats, but something I can't experience till I select the kit and try them out in game, but what a chore trying to compare kits this way. Not something really worth griping about since the mods are good anyway. Kyle Quote Link to post Share on other sites
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