Original War

Original War

SpecOps
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VoidKaz  [developer] Sep 28, 2023 @ 11:19am
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Last edited by VoidKaz; Oct 3, 2023 @ 11:18am
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Showing 1-8 of 8 comments
Franczesko Oct 2, 2023 @ 2:52pm 
Po pierwsze: ten mod jest taki trochę z dupy wyjęty. Nie mam jak ocenić konceptu, bo mam pół dialogu na misję.
Po drugie: na cholerę mam wybierać 2 lub 4 postaci, skoro i tak w następnej misji mam całą ekipę? Już nie mówię o tym, że wszyscy dostają expa bo nawet filtra dobrze nie ustawiłeś.
Po trzecie: AI jest tak bezsensownie zrobione i nie ma w ogóle wytłumaczenia, aby tak się zachowywało. Dlaczego w drugiej misji ludzie wychodzą i wchodzą non stop z tych cholernych bunkrów i zbrojowni? Jaki jest tego cel?
Po czwarte: Naucz się normalnie programować misje w SAILu, bo wypisanie 20 różnych języków na profilu nie pokazuje, jak super programistą jesteś (kocham te spawnujące się drzewa po dialogach, kolejność funkcji jest źle wpisana. Kto normalny stawia environment w SAILu? xd)
Piąte: Tekstury są super jakości, po prostu Picasso je robił. Panele podłogowe wzięte z google grafika w drugiej misji i ta sraka ogra w rzece mnie rozwala. Już te braki tekstur w arcampie mniej w oczy kują niż te taniej jakości tekstury.
Szóste: Nie ma w żadnym momencie DialogueOn; i InGameOn; (i ich odpowiedników Off;), to tak jakbyś w ogóle nie planował dialogów w tym modzie i miałby być modem sortu lat 2002 gdzie czeskie mody nie miały dialogów.

Skończyłem pierwszą misję i żałuje, że poświęciłem na tego moda ostatnie 27 minut mojego życia. Drugiej misji się nie da przejść bo autor nie wie co to testy. Jeżeli druga misja działa, to mógłby przynajmniej w dialogach zawrzeć, które klasy się przydadzą na daną misję. Gdyby na Steamie byłaby taka sama skala jak na OWN, to pewnie mod by uzyskał 10/10, lecz każda racjonalnie myśląca osoba da temu modowi max. 1/10.
Franczesko Oct 2, 2023 @ 2:53pm 
First of all: this mod is kind of out of the ass. I have no way to evaluate the concept because I have half a dialogue per mission.
Second: what the hell do I need to choose 2 or 4 characters when I have the whole team in the next mission anyway? I'm not talking about everyone getting exp because you didn't even set the filter right.
Third: The AI is so nonsensically done and there is no explanation at all for it to behave this way. Why, in the second mission, are people going in and out of those damn bunkers and armories nonstop? What is the purpose of this?
Fourth: Learn how to program missions in SAIL normally, because listing 20 different languages on your profile doesn't show how super programmer you are (I love those spawn trees after dialogs, the order of functions is misspelled. Who normally puts environment in SAIL? xd)
Fifth: Textures are super quality, just Picasso did them. The floor panels taken from google graphics in the second mission and that ogre's plonk in the river cracks me up. Already these texture deficiencies in arcamp sting less in the eyes than these cheap quality textures.
Sixth: There is no DialogueOn; and InGameOn; (and their equivalents Off;) at any point, it's as if you didn't plan dialogues in this mod at all and it's supposed to be a mod of the 2002s sort where Czech mods had no dialogues.

I finished the first mission and regret that I spent the last 27 minutes of my life on this mod. The second mission is impossible to pass because the author doesn't know what tests are. If the second mission works, he could at least include in the dialogues which classes are useful for the mission. If there was the same scale on Steam as on OWN, the mod would probably get a 10/10, but any rational person will give this mod a max. 1/10.
VoidKaz  [developer] Oct 3, 2023 @ 5:40am 
Originally posted by Redaktor Telewizji Łebcz24:
First of all: this mod is kind of out of the ass. I have no way to evaluate the concept because I have half a dialogue per mission.
Second: what the hell do I need to choose 2 or 4 characters when I have the whole team in the next mission anyway? I'm not talking about everyone getting exp because you didn't even set the filter right.
Third: The AI is so nonsensically done and there is no explanation at all for it to behave this way. Why, in the second mission, are people going in and out of those damn bunkers and armories nonstop? What is the purpose of this?
Fourth: Learn how to program missions in SAIL normally, because listing 20 different languages on your profile doesn't show how super programmer you are (I love those spawn trees after dialogs, the order of functions is misspelled. Who normally puts environment in SAIL? xd)
Fifth: Textures are super quality, just Picasso did them. The floor panels taken from google graphics in the second mission and that ogre's plonk in the river cracks me up. Already these texture deficiencies in arcamp sting less in the eyes than these cheap quality textures.
Sixth: There is no DialogueOn; and InGameOn; (and their equivalents Off;) at any point, it's as if you didn't plan dialogues in this mod at all and it's supposed to be a mod of the 2002s sort where Czech mods had no dialogues.

I finished the first mission and regret that I spent the last 27 minutes of my life on this mod. The second mission is impossible to pass because the author doesn't know what tests are. If the second mission works, he could at least include in the dialogues which classes are useful for the mission. If there was the same scale on Steam as on OWN, the mod would probably get a 10/10, but any rational person will give this mod a max. 1/10.

Hello!
Thank you for the feedback.
I will be addressing given points.


1. "Mod out of the ass"
In the first place, the mod isn't supposed to be seen as a story mod. It is indeed called campaign, but it is more of a collection of what those mercenaries did in their years.
Aside, it just seems that you missed the main point of concept due to focusing on the incorrect thing.
The concept of the mod is the triple amount of the content per map. As you might have seen it in the second mission, it is the most distinct there, depending on how difficult of a task you pick, there are clear differences. Be it the difference of how hard hijacking of a vehicle is to just defending and standing ground when transmitting intel.

2. "Choose 2 or 4 characters" | "Experience given to everyone"
Depending on the difficulty, you can send more or less characters on the specific mission. They can die and thus you will be able to pick another group of people to send.
This is the main reason why I believe that experience should be given to everyone. After all, you can see it as them watching how the group does and learning from that.

3. "The AI is nonsensical"
Yes, it is. It is just as it was mentioned in the description. "Rough around the edges".
The first mission has patrolling AI, the soldiers move to set positions and then go to another place if nothing was found on the way. Once someone spotted your mercenaries, they will send patrols near that area and not into the exact place of where they stood. It can be used for divertions.
The second mission has shift changing. It would be odd for the army to not have people changing their places. Unfortunately OW does not have the 'being tired' effect on the mentality of soldiers and there is no such thing as mentality of any kind. The reason it is there, is to add a bit of reality. If you built a few vehicles in the intermission and await the right moment when a certain breastwork no longer has anyone doing duty, you can freely enter the base with the vehicles. Might be a small tip for the difficult task of hijacking the incoming vehicle.

4. "Personal attack | SAIL"
I am invalidating the attack.
SAIL tends to do things its way. Since you 'seem' to know how my functions are written, then your previous questions regarding AI and other similar things were not needed. After all, if you have seen the code, you would know what certain things do and how or why.
As for the question in the curly brackets, Serpent did and so did many other less famous people.

5. "Textures"
The floor panels are a part of a gradient in the image editor that I used. The main source of textures are OW's campaigns' maps. I do not mind if you dislike them. Not everyone enjoys the same things.

6. "DialogueOn, InGameOn"
There is no real need for them. Most of the people prefer getting into action than waiting for it to happen. Here dialogue happens at the same time as the gameplay.

7. "Doesn't know what tests are"
I have tested the mod several times. As long as you follow the objectives you should be able to get the mission done. Since I am sure that you mean the part of hijacking a vehicle, isn't playing something a part of a learning curve? After all, nobody knows anything until they try it and see what they have to do.

Once again thank you for the feedback!
~VK
CatMik Nov 6, 2023 @ 11:21am 
I've only played the 1st mission so far but it's FUNDAMENTALLY flawed. My biggest complaint is that once at the enemy depot, I didn't even have to play it. I just queued up some attack orders and went AFK for a few minutes while the 3 blokes I brought with me dealt chip damage to the depot.
There's also a small, easily fixable error in SAIL:
- The player medals OUGHT to be rewarded before the characters earn EXP.
- If the EXP is given first, the medals have no effect.

That said, this is at least not prone to crashing at the drop of a hat and I didn't have to fend off a massive zerg rush of enemies. So, that's good!
(It could use a bit more personality, though. I'm willing to help brainstorm the plot if you want any.)
CatMik Nov 6, 2023 @ 11:57am 
Mission 2-specyfic feedback:
At face value, it seems impossible.
- Add More Fuel and/or solar technology engines at the start. The base in part 1 only gives you enough fuel for 1 vehicle and allows no solar-powered units (and it spawns in part 2 with an empty tank, rendering any effort you put into building a car pointless. This is a desperately-needed fix)
- Add more troop selection Since you need to bring 1 engineer, there's very few strategic options for you to use. You can either take a soldier and hope they don't die, a mechanic to push the auto into a better-defended position and hope their pistols are enough to overwhelm the enemy, or... A medic/second engie to do nothing of apparent use.
Update:
The mission is mechanically impossible.
The mission-critical vehicle cannot roll off that little hill you find it on. Therefore, escape is impossible even if you have a mechanic to push it with.

Overall though
, this seems like the mod has interesting ideas, but executed VERY poorly. It needs a bunch of holes plugged and reporting these would be better done via instant messages than Steam Forum comments. Hit me up on the friends list or Discord at
mikoc5
and I'd be happy to help
Last edited by CatMik; Nov 6, 2023 @ 12:33pm
VoidKaz  [developer] Nov 7, 2023 @ 5:48am 
Originally posted by CatMik:
I've only played the 1st mission so far but it's FUNDAMENTALLY flawed. My biggest complaint is that once at the enemy depot, I didn't even have to play it. I just queued up some attack orders and went AFK for a few minutes while the 3 blokes I brought with me dealt chip damage to the depot.
There's also a small, easily fixable error in SAIL:
- The player medals OUGHT to be rewarded before the characters earn EXP.
- If the EXP is given first, the medals have no effect.

That said, this is at least not prone to crashing at the drop of a hat and I didn't have to fend off a massive zerg rush of enemies. So, that's good!
(It could use a bit more personality, though. I'm willing to help brainstorm the plot if you want any.)

Hi!
Thank you for leaving some feedback!
I hope you won't mind if I reply in a single post.


1. "AFK"
It is one of the correct ways to pass the 'Normal Task'. Just know that mercenaries are not limited to only one nation and class, some ones are better against buildings or vehicles due to certain abilities. Either speeding up the process by using Arabian soldiers' bombs or take out the supplies using the engineer. Just use whatever you will find the most interesting.

2. "Medals"
After confirming myself whether the medals affect the experience pool to be given, I can say that the order matters. You are correct.

3. "Fuel and Troops"
I have checked what the issue is. It looks like that specific task's main goal rendered vehicles useless as their fuel was continued to be 0 even after the main objective has been already drained out of it.
It seems that because of the previous update of the mod, there has been a variable not correctly assigned and thus giving out less people than there should be. For 'Normal Task', the default is 3 people.
Also the base in part 1 can have infinite fuel. You just have to find a way to get that oil going.

4. "Impossible"
That 'Normal Task' seems to be a bit harder with less people and no vehicles. The main goal is to take control of the vehicle and keep it from Russians that send small attacks in hopes of regaining it. After the data transmission is done, you get the objective to leave the area. At this point, the vehicle has no value, it can be destroyed or left behind. (It is intended to be left behind, although there is a way for the player to get it and have it marked as player's vehicle.)

And again, thank you for pointing out various things that I missed.
The updated version goes live on Steam as soon as this is sent.
~VK
Maki Roll Nov 20, 2023 @ 4:41am 
How am I supposed to beat 2nd mission on Easy? (hostage)
VoidKaz  [developer] Nov 20, 2023 @ 10:31am 
Originally posted by Maki Roll:
How am I supposed to beat 2nd mission on Easy? (hostage)

One of the ways that has high passing rate is waiting for the usual time when soldiers change their shifts. You can quickly tell where the hostage is being held as everyone is out.
During that time; you should quickly plant two remotely controlled charges and explode the building.
The scientist will try to follow a mercenary that is the closest to him.
Lead him to the escape area that is in the snowy hills located in the top right of the base.

~VK
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