Updated* : Recon Satellite mod + Command Line Interface

General discussion about Defcon

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OpenFlow
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Updated* : Recon Satellite mod + Command Line Interface

Postby OpenFlow » Sun Jul 22, 2012 1:03 am

This contains only the binary defcon.exe patch and no source code. It is provided in a .7z format. Windows only. Back up your Defcon stuff before trying it. This is absolutely clean and no virus or whatever, you can scan it on virustotal yourself or use VMware on a standalone non-networked machine if you don't trust it. Patch provided "AS-IS" no warranty no support. This will not work on the online mode as there will by sync issues but it works online/LAN if everyone is using the exact same version.


https://s3.amazonaws.com/OpenFlow/patch ... nce_mod.7z

Code:
https://s3.amazonaws.com/OpenFlow/patch ... nce_mod.7z




http://www.youtube.com/watch?v=kJsv_McZ ... e=youtu.be (part 1 of 2)
http://www.youtube.com/watch?v=aYAeEL9f ... e=youtu.be (part 2 of 2)




////////////////////




OpenFlow's Defcon Multiple Long Range MIRV test launch video
https://vimeo.com/46184923
https://vimeo.com/46161597
https://vimeo.com/46940806

OpenFlow's Defcon Doomsday Weapon live fire demonstration
https://vimeo.com/46221320

Anti-carrier kinetic-kill weapon mod
https://vimeo.com/46950133
http://www.youtube.com/watch?v=negYCr8D ... e=youtu.be

Next up, DEADHAND.

#5
Concept of "deadhand" automated all-out retaliation launch and nuclear strike at first strike opponent
(option activated by command line interface /deadhand)

#6 ? a spy satelittle?
Defcon Reconnaisse Satellite mod
http://www.youtube.com/watch?v=T3_vHjKm ... e=youtu.be

Next up, kinetic kill and EMP from spy satelitte

/////////

Defcon Command Line Interface (CLI) part 1:
http://www.youtube.com/watch?v=kJsv_McZ ... e=youtu.be

//////////

Defcon Autoplay and Command Line Interface part 2:

http://www.youtube.com/watch?v=aYAeEL9f ... e=youtu.be
Last edited by OpenFlow on Wed Aug 08, 2012 12:14 pm, edited 31 times in total.
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AIRburst95
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Postby AIRburst95 » Sun Jul 22, 2012 1:15 am

thats actually very interesting. Would this patch make other versions of defcon incompatible? If not then wouldn't this be cheating on multiplayer servers?
OpenFlow
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Postby OpenFlow » Sun Jul 22, 2012 1:16 am

AIRburst95 wrote:thats actually very interesting. Would this patch make other versions of defcon incompatible? If not then wouldn't this be cheating on multiplayer servers?


Cheating and BGP is synonymous.
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AIRburst95
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Postby AIRburst95 » Sun Jul 22, 2012 1:19 am

OpenFlow wrote:
AIRburst95 wrote:thats actually very interesting. Would this patch make other versions of defcon incompatible? If not then wouldn't this be cheating on multiplayer servers?


Cheating and BGP is synonymous.


:shock:
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Postby TGR » Sun Jul 22, 2012 1:27 am

Keylogger in the patch. Avoid.
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Postby OpenFlow » Sun Jul 22, 2012 1:28 am

TGR wrote:Keylogger in the patch. Avoid.



Bollocks. I don't even know what a keylogger is.
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Postby AIRburst95 » Sun Jul 22, 2012 1:40 am

OpenFlow wrote:
TGR wrote:Keylogger in the patch. Avoid.



Bollocks. I don't even know what a keylogger is.


obvious troll is obvious
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Postby OpenFlow » Sun Jul 22, 2012 1:46 am

AIRburst95 wrote:
OpenFlow wrote:
TGR wrote:Keylogger in the patch. Avoid.



Bollocks. I don't even know what a keylogger is.


obvious troll is obvious



I troll you not.

Next up, (before or after) the doomsday weapon, a kinetic kill anti-carrier weapon. Silos and airbases get the option to launch nuke-like projectiles that lock on, track and follow sea based units.... taking naval nuking to a ho nu level.
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Postby Nukraine » Sun Jul 22, 2012 2:31 am

this is not realistic. maybe if it split into 3 nukes and hit locations near to the cities, aka blank points very close to the original target on the map it would be a more reasonable idea. Kind of a splatter punishment to people who put silos close to cities. i kinda like that idea. But splitting soooooo many times and hitting cities at arbitrary distances away from the original target is pointless. all the cities would get zeroed out. It conflicts with the scoring system itself. And coupled with infinite sub range? Please.
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Postby OpenFlow » Sun Jul 22, 2012 2:32 am

Nukraine wrote:this is not realistic. maybe if it split into 3 nukes and hit locations near to the cities, aka blank points very close to the original target on the map it would be a more reasonable idea. Kind of a splatter punishment to people who put silos close to cities. i kinda like that idea. But splitting soooooo many times and hitting cities at arbitrary distances away from the original target is pointless. all the cities would get zeroed out. It conflicts with the scoring system itself. And coupled with infinite sub range? Please.



Mutually assured destruction

Zero Sum Game

Nash Equilibrium

Nuclear Deterrence

Credible Second Strike Capability


Image


Don't lecture me on realism

http://en.wikipedia.org/wiki/Multiple_i ... ry_vehicle
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Postby Nukraine » Sun Jul 22, 2012 2:35 am

Then what's the point. You want a perfect simulation, you'll get it, everyone will be dead, there will be nukes everywhere and all the carriers will be sitting ducks getting sniped down by silos that offer no real protection.

I get it, it's realistic. I could watch a movie to the same effect.

I dabbled in game design for a while, just trying to offer some sort of advice, since you seem into this and i hate to see people waste their time. Feel free to look at my stuff if you wish http://sandbox.yoyogames.com/users/makerManCan102
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Postby OpenFlow » Sun Jul 22, 2012 2:44 am

Nukraine wrote:Then what's the point. You want a perfect simulation, you'll get it, everyone will be dead, there will be nukes everywhere and all the carriers will be sitting ducks getting sniped down by silos that offer no real protection.

I get it, it's realistic. I could watch a movie to the same effect.

I dabbled in game design for a while, just trying to offer some sort of advice, since you seem into this and i hate to see people waste their time. Feel free to look at my stuff if you wish http://sandbox.yoyogames.com/users/makerManCan102



I understand there is a difference between great gameplay and realism. To me, Defcon is about the psychological aspect of nuclear warfare and less about group silos together, stupid naval tactics that only conform to the game and have no applicability in real life, and many other quirks etc... that while can make the game "fun" to play... for some people.... for me the point would be in a game of diplomacy with six players and in survivor scoring mode, there might be conventional warfare in the form of elite players taking out units of noobies, etc... but no one would start a nuclear war because in the nuclear world there are no winners.

That IS the point. If DEFCON was structured to provide the sort of internal counterbalance that we see in real life, very few nukes would ever go off..
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Postby Nukraine » Sun Jul 22, 2012 2:54 am

Alright. you must make some more changes then:

1. nukes must zero out the populations of each city in one hit
2. nukes hitting blank parts of the map must decrease population to some amount. Not everyone lives in cities right?
3. nuke count must be 50x greater
4. africa shouldn't be a choosable country
5. usa should be the strongest choice
6. defcon timer should be removed
7. alliances should reflect real cold-war situations

Will this make it more realistic? yes. Will it improve the experience? no. I'm afraid i still don't see a point. Are you trying to improve defcon or not? And shouldn't this be the ultimate goal? Do whatever but...
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Postby AIRburst95 » Sun Jul 22, 2012 2:55 am

OpenFlow wrote:
AIRburst95 wrote:
OpenFlow wrote:
TGR wrote:Keylogger in the patch. Avoid.



Bollocks. I don't even know what a keylogger is.


obvious troll is obvious



I troll you not.

Next up, (before or after) the doomsday weapon, a kinetic kill anti-carrier weapon. Silos and airbases get the option to launch nuke-like projectiles that lock on, track and follow sea based units.... taking naval nuking to a ho nu level.


So let me get this straight, Bo Chen, an employee of a computer fixing start up doesn't know what a keylogger is?

Image
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TGR
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Postby TGR » Sun Jul 22, 2012 3:01 am

AIRburst95 wrote:
OpenFlow wrote:
AIRburst95 wrote:
OpenFlow wrote:
TGR wrote:Keylogger in the patch. Avoid.



Bollocks. I don't even know what a keylogger is.


obvious troll is obvious



I troll you not.

Next up, (before or after) the doomsday weapon, a kinetic kill anti-carrier weapon. Silos and airbases get the option to launch nuke-like projectiles that lock on, track and follow sea based units.... taking naval nuking to a ho nu level.


So let me get this straight, Bo Chen, an employee of a computer fixing start up doesn't know what a keylogger is?

Image


Bobo isn't the brightest turd in the toilet pan

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