IDF Mod v1.3

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KODIAK
Posts: 2731
Joined: 17 Aug 2002, 21:06

IDF Mod v1.3

Post by KODIAK »

DL'd the IDF mod last night to have a look - and lo'n'behold looka t all those lovely weapons!! 8O
Gator dude, you really need to have a butchers at that - there are some great possibles for inclusion, especially if everyone else has a play, I'm sure there will be some converts! Apart from that the guy who did the mod has also included some unique reticles.
It's really a shame G-R doesn't permit you to choose individually for primary & secondary weapons - the "kit" idea is a limitation in some respects.
Anyway, have fun trying it all out those who do. Gator, I know we agreed no more weapons but this is at least worth looking at for your own benefit.

Regards, Don
It is not the technique that wins a fight, but the more furious mind - Kodiak WOF

You are stuck on stupid. I'm not going to answer that question! - Gen Honore, New Orleans Sep 05
Hammer
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Joined: 11 May 2005, 14:50

Post by Hammer »

personally i would like to see weapons mods that are built on a theme, like IDF. Install the IDF mod, use their uni's and their weaps, and nothing else... THAT is a challenge as you have to find a suitable new weapon and learn it.

the hodgepodge we have in our mod is not realistic...sorry - it just isn't. And we still have way too many of them. After clicking through the 50-70 that we do not use for each character type, what is the point (no offense Gator - I know by removing what seems to be the most obscure kit someone will ask for it... :? )?

so mods along themes is what i would like to see, with or without the soldier skins (preferrably with).

ideas for weapon/uni themes:
U.S. Rangers
U.S. Spec Ops (we already have that, no? - default in the game)
U.S. Force Recon
U.S. Seals
British SAS
German GSG9
Russian Spetznatz (interesting, eh? :D Chechnya missions, anyone...)
IDF
French Foreign Legion

Now, some of these are already available as mods. I do not know how complete the mods are, and usually they do not include missions. I think a campaign should be made up for the particular theme, as each unit type has different missions.

And with all that said, our unit is SUPPOSED to emulate a team of U.S. Spec Ops... :wink:

Gator,
When a mod is activated can it deactivate the other skins and weapons? Or is that a kit restriction, and if so will that work for skins as well?
Helmut
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Gator
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Location: Reston, VA
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Post by Gator »

First off, no offense taken. But to be clear, the only class of soldiers with anything like that many kits is the sniper class. It needs to be pared down. The other classes have 30-40 kits. Which means really about 10 different weapons in various combinations .... it wouldn't be bad if they let you pick your secondary, but they have to be discrete kits.

I don't know the answer to the last question.

-Brian
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KODIAK
Posts: 2731
Joined: 17 Aug 2002, 21:06

Post by KODIAK »

I hear where you are coming from, both of you. The themes thing does work well for restricting kits, and is a great idea. As Bri said though the ability to pick your secondary would remove the whole problem.
As a spec ops group I guess choice would be somewhat limited; however as far as the likes of SAS, SBS, Delta etc., the choice is purely for the individual to make

Regards, Don
It is not the technique that wins a fight, but the more furious mind - Kodiak WOF

You are stuck on stupid. I'm not going to answer that question! - Gen Honore, New Orleans Sep 05
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