Nice, one and half of month - and nothing made so far. Only tech document growing more and more =)
But that was quite a useful month - i found quite decent russian (while most of them aren't decent) mod with weapon "rebalance" and "more complex levels":
In fact - all usual weapons removed, instead many russian weapons added, both modern and old. As every weapon requires it's own ammo type (soviet and post-soviet weapons weren't as much inversal, as NATO 7,62 and 5,56 based arms), there're thousands of ammo-types...
Levels were remade - now all robot missions contain large groups of Behemots, which can be opposed ONLY by one sniper (and if you got none - you can't do anything) thx to burst bug - Behemots use modified heavy miniguns with high range AND low accuracy...
While this mod may be quite entertaining for Soviet and Russian Armies fans, i'm quite dissapointed with it.
Much work, many new weapon sprites (and beautiful ones!) - and all this for rather crappy gameplay. Making game easier doesn't make it good
It was a good lesson for me (and may be a good solution for other mods):
1)
Range of single-shot rifles shouldn't be more than 100-120. Increased range have no effect - for distances like 150-200 one should have PE=20 minimum, otherwise it shows 0% at range above 140 even with 300% skill. Also, enemy being beheaded by bullet, AFTER he hide behind thick steel wall, looks weird - with that much distance such things happen pretty often.
2)
Max.Range of ANY burst weapon shouldn't be more than 50-60 (for almost same reasons - limitation of PE), or... In case of 100-range burst weapon, it's wielder will crush everything around him, like a crazy god (burst bug). Any enemy with such weapon will make player's team advance impossible, except solo-sniper game (which is not supposed to be the only gameplay type for FoT
)
3)
Avoid giving the best weaponry in beginning of game. If one wants to give player wide variety of interesting weapons, he also must give player a reason to try them all! The good (but not best or easiest) solution is to edit all maps manually and change most weapons (overpowered for first half of game) to "non-lootable" in enemies inventories. Downside is increased size of mod itself in that case (just look at size of original campaign maps)
4)
Try to make new sprites in such way, that player can easily distinguish them amongst others. While you can always tell a difference between classic AK-47 and FN FAL, you can't quickly put in mind difference between five new types of ammo, which looks all the same, because someone made them different only in text...
I'll take these recomendations for myself, and i'd advice future modmakers to take them in account.
Open Behemoth sprite in the first SC process. Next open tank sprite in the second SC process. Create required sequences for Behemoth sprite. Switch from time to time to the second SC process to see what sequences you have to add and how they are constructed.
Yep, i've got it, but i'll do this only after main part finished. Otherwise it might be just another AWESOME RIDEABLE BEHEMOTH mod.