Community-made UA campaigns/mods listed here

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MarioSDU6/SDU7
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Re: Community-made UA campaigns/mods listed here

Post by MarioSDU6/SDU7 » Fri Oct 28, 2011 6:45 am

Hey Ormu, have you already tested the Kyternesian Uprising Demo by Bronsteijn24k?

And have you already seen that I made a separate version so we don't need to replace the files?
http://www.metropolisdawn.com/files/mod ... _fixed.zip
Here's the mod by Bronsteijn24k, that I had to edit it to make it a fully separate demo without the need of replacing files.
Intense Mod progress (it includes tests):
Resistance 100% done
Demo version uncertain fate
New Ghorkov and Taerkasten 100% done

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Factions of choice: Resistance, Ghorkovs, Taerkastens

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Re: Community-made UA campaigns/mods listed here

Post by Ormu » Fri Oct 28, 2011 10:13 am

Oh, I didn't notice the demo of it. I'll add it to the list and play when I have some time...

9.1.2011: Mario's intense Resistance mod finally added to the list. \o

Edit 12.1.2012: Kysterian expansion added to the list.

edit 8.4.2011: Death Rayne's first Black Sect campaign added to the list.

edit 5.5.2012: Black Sect MD campaign added to the list.

edit>>>>>>>: Kyternesian Uprising demo added.

edit: 11.5.2012: Urbanrace6's hard Ghorkov campaign added to the list.

edit: 21.5.2012: Marauder's Lost Earth Assimilators added to the list.

edit 4.7.2012: Defender added

edit: 26.12.2012: Long time, no mods: Mario's intense MD campaigns finally added to the list. :P
Last edited by Ormu on Thu Jan 03, 2013 7:17 pm, edited 3 times in total.
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Re: Community-made UA campaigns/mods listed here

Post by Ormu » Thu Jan 03, 2013 7:37 pm

Last but not least: migu's Rise of the Riots added to the list. :ninja:
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Re: Community-made UA campaigns/mods listed here

Post by Hetzel » Mon May 04, 2015 12:02 am

:/ I can't get some of these mods to work at all. I'm pretty sure i'm copying and replacing the proper files. Some of the mods have worked like the assimilators mod and the lost earth mod although the assimilators mod is incredibly difficult considering all my units are basically resistance vehicles with different skins and they get absolutely WRECKED by everything the enemies have which is far superior. I 'm kinda offset by the fact that the resistance Weasel enemy can shoot 15 missles each doing over 100 dmg before i can get 2 shots off lol. 2 of these modified enemies destroyed my 10 Heavy tank line so easily lol. C'MAN with that. And the Zircon mod was fun at first. Considering all the early levels has MASSIVE ammounts of enemy flak stations lol. Too strong lol. I had to make like 50 wasp runs at them myself to finally take them down. None of my units could do it unless i saved up 50 Fox-type units. Then the game crashed on a map i'd sunk 2 hours into just as i was about to win lol...So yeah there any new Taerkasten campaigns out there?! I'd LOVE TO PLAY A NEW ONE AS BIG AS THE ORIGINAL GAME JUST WITH taerks!
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Re: Community-made UA campaigns/mods listed here

Post by MarioSDU6/SDU7 » Thu Nov 26, 2015 6:25 am

Hey Ormu, I forgot to tell you this from long time, but can you change the description of: "Before playing these mods I recommend playing the original campaign and the official expansion to get used to the game. If you then want new challenges try these."
To:
"Before playing these mods I recommend playing the original campaign and the official expansion to get used to the game. If you then want new challenges try these. You will need to be logged in to the forums to download the files on both links. A few mods can be downloaded without the need to be logged in because they are on mediafire, rapidshare, etc."
If you want, you can change the new description Ormu, it's up to you.

The reason I'm telling you this is because I've noticed that each time I'm logged out to the forums, the mod list disappear:
http://prntscr.com/9727gy

And when I'm logged in, the list again appears:
http://prntscr.com/9727d9

Goldstar611 PMed us about several changes because he's heavily busy with life right now, so it would be nice if I told you so everything would be in place.
Intense Mod progress (it includes tests):
Resistance 100% done
Demo version uncertain fate
New Ghorkov and Taerkasten 100% done

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Factions of choice: Resistance, Ghorkovs, Taerkastens

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Re: Community-made UA campaigns/mods listed here

Post by Reverie » Wed Aug 17, 2016 3:28 pm

I want to play "Black Sect Campaign" (both Resistance and Metropolis Dawn) by Death Rayne. But the link is not given here. From where I can download this mod? :O
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Re: Community-made UA campaigns/mods listed here

Post by CharlotteLabyrinth » Fri Mar 17, 2017 7:01 pm

Ormu wrote:Mods to be added to the list:
  • Mykonian Invasion Division (MID) by Brachy "UA Freak"
Now it's been a while since MID was publicly released. So I was thinking it would be great to have it updated into the list... :P
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Re: Community-made UA campaigns/mods listed here

Post by LloydJara » Wed Feb 28, 2018 3:48 am

pcsx wrote: Mario's New MD and Brachy's MID are indeed working fine, we still have their authors active and those mods were made relatively later in the community, but yes many of the old mods where authors are not even present anymore will require some adjustments.
As i suggested pcsx and Ormu, we should re-organize this modlist to update information, remove incomplete mods (as well as non-functional ones), remove broken links, add new mods that may be missing, etc. It's also important to include under Mod's description a link to the filebin of SC, author's Thread, external websites with proper download.... etc.

I'm willing to help on that task, but anyone's help would be really appreciated.

As far as both pcsx and me can tell, Mario's MD and Brachy's MID are the only mods that we have evidence of them working properly with fully finished campaigns. Also their authors are still active, so even if we had an issue with those mods, we could ask them for help.

We could also add a new section for active WIP mods linking to their respective forum thread for the sake of receiving feedback from the community.

I'm concerned tho, we may lose some good mods with broken features that are actually good because their authors are not active anymore. :cry: (For example Marauder's mods, given he's not active and haven't given "vital signs" anywhere since a long time ago)
UA Frontier: The Return of The Resistance Mod - Currently on Hiatus
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Re: Community-made UA campaigns/mods listed here

Post by Ormu » Thu Mar 01, 2018 5:59 pm

LloydJara wrote:
Wed Feb 28, 2018 3:48 am
pcsx wrote: Mario's New MD and Brachy's MID are indeed working fine, we still have their authors active and those mods were made relatively later in the community, but yes many of the old mods where authors are not even present anymore will require some adjustments.
As i suggested pcsx and Ormu, we should re-organize this modlist to update information, remove incomplete mods (as well as non-functional ones), remove broken links, add new mods that may be missing, etc. It's also important to include under Mod's description a link to the filebin of SC, author's Thread, external websites with proper download.... etc.

I'm willing to help on that task, but anyone's help would be really appreciated.

As far as both pcsx and me can tell, Mario's MD and Brachy's MID are the only mods that we have evidence of them working properly with fully finished campaigns. Also their authors are still active, so even if we had an issue with those mods, we could ask them for help.

We could also add a new section for active WIP mods linking to their respective forum thread for the sake of receiving feedback from the community.

I'm concerned tho, we may lose some good mods with broken features that are actually good because their authors are not active anymore. :cry: (For example Marauder's mods, given he's not active and haven't given "vital signs" anywhere since a long time ago)
Thanks for posting, I had ignored this thread for too long.

I actually did some minor cleanup a while ago. If there are broken links remaining, feel free to notify. But even broken links can be useful if they can be used in the Wayback Machine, for example. Missing links and other improvement ideas are also welcome.

I am not going to remove the incomplete or partially finished campaigns because they are still playable to an extent and someone might want to play them. I've tried to give some information about the completeness of each campaign as well as instructions for fixing the most serious problems.

I'm not going to remove the campaigns with inactive authors for the same reason - there might be people who want to play them, and some of these campaigns are very good. If they encounter problems, they can always ask on the forum.

What sort of "adjustments" to be exact? I'm somewhat against releasing any modified versions of them because I think it's often best to provide them as meant by the original author. If someone does so, I seriously hope that 1) original versions are not altered or removed from the download repository; 2) modified versions are clearly marked as such and distributed separately from the original versions. Also, asking the author for permission is nice but not always possible, of course.

I can add work-in-progress mods if they are announced on the forums or if the author requests so.
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Re: Community-made UA campaigns/mods listed here

Post by LloydJara » Fri Mar 02, 2018 6:37 pm

Ormu wrote:
Thu Mar 01, 2018 5:59 pm
LloydJara wrote:
Wed Feb 28, 2018 3:48 am
pcsx wrote: Mario's New MD and Brachy's MID are indeed working fine, we still have their authors active and those mods were made relatively later in the community, but yes many of the old mods where authors are not even present anymore will require some adjustments.
As i suggested pcsx and Ormu, we should re-organize this modlist to update information, remove incomplete mods (as well as non-functional ones), remove broken links, add new mods that may be missing, etc. It's also important to include under Mod's description a link to the filebin of SC, author's Thread, external websites with proper download.... etc.

I'm willing to help on that task, but anyone's help would be really appreciated.

As far as both pcsx and me can tell, Mario's MD and Brachy's MID are the only mods that we have evidence of them working properly with fully finished campaigns. Also their authors are still active, so even if we had an issue with those mods, we could ask them for help.

We could also add a new section for active WIP mods linking to their respective forum thread for the sake of receiving feedback from the community.

I'm concerned tho, we may lose some good mods with broken features that are actually good because their authors are not active anymore. :cry: (For example Marauder's mods, given he's not active and haven't given "vital signs" anywhere since a long time ago)
Thanks for posting, I had ignored this thread for too long.

I actually did some minor cleanup a while ago. If there are broken links remaining, feel free to notify. But even broken links can be useful if they can be used in the Wayback Machine, for example. Missing links and other improvement ideas are also welcome.

I am not going to remove the incomplete or partially finished campaigns because they are still playable to an extent and someone might want to play them. I've tried to give some information about the completeness of each campaign as well as instructions for fixing the most serious problems.

I'm not going to remove the campaigns with inactive authors for the same reason - there might be people who want to play them, and some of these campaigns are very good. If they encounter problems, they can always ask on the forum.

What sort of "adjustments" to be exact? I'm somewhat against releasing any modified versions of them because I think it's often best to provide them as meant by the original author. If someone does so, I seriously hope that 1) original versions are not altered or removed from the download repository; 2) modified versions are clearly marked as such and distributed separately from the original versions. Also, asking the author for permission is nice but not always possible, of course.

I can add work-in-progress mods if they are announced on the forums or if the author requests so.
I see your points and i understand you want to keep incomplete campaigns regardless of their status. We should still check if there are campaigns that have issues that could be "fixed out" by the community and re uploaded under a separate download file (marked as a fix instead of the original one) so people doesn't have to do it themselves. This of course would mean we may have to ask for permission to some authors as you said, however i'm not sure if we should actually fix anything made by now inactive users since they may come back and ask about why we modified his/her work.

I would also like to know how many mods we actually have saved on our download repository, threads (with working links), external sites, etc. Just to make an idea of our mod count and the status of each one (incomplete campaign, complete and working, or needing some small fix)

And I would like to point out my two-part mod series is currently WIP so i you may add it to the list. I update my post once in a while. I also post progress on #ua-modding (Discord)

viewtopic.php?f=23&t=1526&p=16228#p16228
UA Frontier: The Return of The Resistance Mod - Currently on Hiatus
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Slow but Deadly.. We are the Taerkastens

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