HVW cancelled.....
Tuesday 10th December, 2002 · 0 commentsPosted by Mats0174, .
Yes, HVW(Our hosted mod wich is lead by NameHunter) has been cancelled, however this is not a bad case, please read this qoute from him before saying it's bad:
Yes, HVW is scrapped. Gone. In the trash. No longer exists. Wipped off the face of the earth. Ok, not that bad. Why? I was getting to dang bored of it!! I needed something new (well, HVW was new but the vehicles were semi-limited....). Plus there were tons of things i wanted to do but also had a bunch of bugs to fix. For those who still play it, to fix the flame bug, get something like XCC Mixer, open up the pkg file, delete armor.ini, then insert the armor.ini from your always.dat. That will fix the flamethrower bug. Maybe even some crashes.
So...what am I doing now? Is there more to this sudden news?
Yes.
What I am starting right now (er....started on Sunday this weekend) is a new mod which WILL get continued (unlike the last ideas I thought up, other then Visceroid Invasion). It is called Tech War and once you see this topic chances are there are screens put up at the HVW site. Anyway, Tech War focuses on the newer things that modders are learning/discovering today and will (hopefully) use a custom scripts.dll.
All character classes (execpt the free engineer) have been elminated. There are now only 4 classes. Free engineer (50/50 HP/Armor), Light Armor (100/100), Medium Armor (200/20), and Heavy Armor (300/300). Light and Med armors also go faster then normal and thus faster then heavy (but not by a huge amount). Chances are the health and armor are also going to change to make the armors more differnt. Now normally each class has his/her own weapon. That is not the case in this mod. Here you BUY weapons in the secret vehicles menu. Actually, the come in packages (such as Anti-Infantry, Anti-Tank, Support, Advanced Weapons, etc). Each package has about 2-3 weapons. You will also be able to buy armor and health upgrades. Possibly even stealth.
Is that all you ask? Nope. At the moment I am trying to get shields to work. How this works is: every time a certain vehicle is shot, a shield will (semi) flicker. Thus, things like bullets will be less effective because shields block projectiles, so only half the bullets you shoot will go through. Currently the main map (it's called TestZone if you're wondering) is just flat (but textured). You start with a Mobile Base (a harvester with an Ion Defense Turret and some purchase terminals). The Mobile Base doesn't give you a lot of money, so for $500 you can buy a supply truck which can be used as a extremly armored APC (although it's only defense is a small repair beam that shots straight out) or have in your base to generate money for the team. It also works great for shielding the Mobile Base. Vehicles are air-dropped in by a chinook. Thus your enemy CAN shoot the chinook to blow it up. The Ion Defense Turret is fairly powerful but must be controlled by a player. There is also a repair zone on top of the Mobile Base.
I also plan to have a little helipadish thing where a chinook (with a turret attached to it) will fly from to the enemy base and back. Thus someone can get in the turret and bomb the enemy. Maybe I'll even add some airstrikes from your enemy that fly around the base sometimes.
Good times, no?