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Gang Wars
reprise
Information Files
Author: HippieCommunist
Website:
Works with: GTAIII 
Release/Version: 1.56
Status: Work In Progress
Started on: 04 Jan 2012
Last Updated: 24 Oct 2012
Views: 33529
Type: Conversion
Rating: 4.46667 (15 votes)
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Description
GTA3 Mobile (1.0.1) - Gang Wars Mod by HippieCommunist 1.56
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MAKE SURE TO PUT BOTH MAIN.SCM AND AMERICAN.GXT IN GTAIII FOLDER (AMERICAN.GXT in TEXT folder on the PC)
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The main purposes of this mod:

- Enable the gangs respect meter
- Special gang perks rewards to unlock
- Random Mission giver/Randomized mission elements
- Dynamic Player's Accuracy
- Buyable Safehouses & Properties (more to come)
- Creating BOMBS/MINES!
- Demographic changes (territory based on respect)
- Police Rampage Survival missions
- Gang Base Attack survival missions (freestyle rampages)
- Random Hired Assassins roaming
- Increase money value
- Increase difficulty, challenge and balance of gameplay
- Taxi & Bus (and now Limo!) rides
- Car Dealerships
- Random Attacks
- Sandbox feeling
- Bodyguards
- Duck & Cover + Bullet time! (+reloads weapon)
- Buyable RC Bandits (+enabled during missions >:)
- Random Noodles Stands (heals+buy armor)
- GANG RIOT MODE!
- Unlockable Car Abilities

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THE GANGS:
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- Respecting gangs will become more powerful and expand their territory! (during the day gangs hang at their turfs while at night they travel more, meaning abit

more danger from hated gangs at night)
+ Gangs will use alot more weapons on the streets
+ Random Hired Assassins will carry random extra weapons
+ When any gang reaches min/max respect they will have deadlier weapons!
+ Every fully respecting gang will increase your restarting health when jumping the ambulance/swat truck (4 respecting gangs will set it to 90)
+ Special Gang Perks:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +;

* Mafia - Melee Evasion *
+ avoid getting hit by SOME of the melee attacks, about +60% evasion (+even less when ducking)
+ free pay'n'spray
+ car feature: bullet-proof

* Triads - Sprint Boost *
+ limitless sprint
+ free car bomb shops
+ car feature: explosion-proof

* Diablos - Fire Resistance *
+ absorb about 60% of any fire damage
+ car feature: fire-proof

* Yakuza - Health Boost *
+ health regenerates to 125%
+ car feature: fire blazes (pressing 'Fire' in a Yakuza car will shoot two fireballs, costs = 5 flamer fuel, 2 molotovs)

* Yardies - No Falling Damage *
+ self explanatory
+ easier bombs to make (only takes 3 nades/3 molotovs)
+ car feature: collision-proof

* Columbians - Bullets Evasion *
+ avoid getting hit by SOME bullets, about +30% evasion (+even less when ducking)
+ car feature: power boost (pressing 'Horn' while driving/accelerating will temporarily make the Columbian car heavier, costs = 5 flamer fuel)
* releasing the 'Gas' button will enable slomo

* to have all the perks activated, you need to have 4 respect points from every gang before starting 'The Exchange'

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +;


- press Look Behind to buy a crib
*paying rent of 0.1% of the safehouses cost per hour (can lead to dept which will disturb local gangs)
*hating gangs will attempt to take over your bought safehouses
*if the player dies/time runs out (during the taking over mission) and the safehouse will be lost
*health/weapon/garage activated once safehouse bought (Colt45 in portland, Uzi in staunton, Ak47 in SSV)
*you can buy the army base and the columbian mansion:
*the army base 500k$ gives a buyable m16, unlocks the neutral Civilian missions and a tank/police boat (dont always appear right away)
+civilian missions will generate random actor/car models in vanilla missions
*the columbian mansion 750k$ gives a weapon shop, fast cars including borgnine and fbicar parked around it + friendly guards
+you can tell one of the guards to come follow you as a bodyguard (pressing Horn near him)
*GANG RIOT MODE! pick up the bonus behind the mansion (must have max respect on all gangs) to enable street war, less wanted level and higher missions

rewards
+to disable the riot, complete the 'The Exchange' mission
(very little overall police attention, rioting gangs are respect based)


- Sound the Horn near each gang's marker to hire a bodyguard (must have max respect of that gang and costs 1, 500$)
*you can also hire simple bodyguards near AmmuNation stores by holding 'Horn' near them (1, 500$)
hold the HandBreak to get a random ped bodyguard
*bodyguard's health will be restored once you start a gang mission
*bodyguards use shotguns against cops
*bodyguards will prevent all car depended gang missions
*you will have free bodyguards once you own the mansion
*bodyguards will spawn closer if they are too far
*they will now board the bus/limo ride with you to another island/s

- Press "Look Behind" (tap and hold in the center) and Next Weapon (swipe right) to show the respect meter
*amount of RC buggies will be displayed as well as total potential cashflow (overall properties progress)
*if you have wanted level, each wanted star would cost 500$ to lower BY ONE STAR (BRIBE!)
you must be standing near a police station to BRIBE!
*once you have completed 15 vigilante missions, you will be able to bribe anywhere (also during a Gang Riot)
*shows location of the nearest noodles stand
*keep holding "Look Behind" to keep displaying your current status


- Kill 3 gang members at their home base to start the base attack waves (GANG RAMPAGES! )
*you must kill 7 gang members in a row to finish the first wave (3 to begin mission+another 4 to kill)
*each wave will increase the reward and body count needed to finish wave (1st wave = 7 kills , 2nd wave = 8 kills etc... )
*after the 2st wave, the attacked gang will start loosing respect for you
*after the 3rd(in Portland and 4th wave in Staunton/SSV), one enemy of the attacked gang will start gaining respect for you (each wave, +Accuracy)
*after the 6th wave all random peds will become gang members (disabled during a Gang Riot)
*police wont get involved in your Base Attack mission (no wanted once mission has started, f*ck em')
*leaving the gang's home base will quit the mission
*the Colombian Cartel will have another home base to attack at Cedar Grove (villas where last mission 'The Exchange' takes place)

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GENERAL GAMEPLAY:
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- Noodles Stands
*standing near them will heal the player (to 100%) for a small fee (5$ each health point)
*you can buy an armor once the player has full health (2, 500$)

- Import Car Garages
*getting all the cars on the list of an import garage will turn it to an extra large pay'n'spray
*completing each list will give 150, 000$
*emergency crane will allow to buy the vehicles for a half price once completed

- Emergency Mission: if you are wasted/busted a convoy will drive you to the hospital/police station
*press Sprint (or Enter car on keys) to jump before it does (adding 1 wanted start for the escape attempt)
*if the police convoy brings you to the station you will loose random weapons (the higher the wanted level was when you were busted the more chance/weapons will

be removed
*more total potential cashflow means more penalty upon death/arrest!
*press Fire to fast forward the trip
*if you have more than 2 wanted stars you will become a convict untill you destroy all the evidence against you (minimum 1 wanted star while being a convict, cant

buy assets/start vanilla missions)
*to start Evidence Dash mission simply steal a police car (press Submission key to start) or enter the blue police station marker
*each evidence file will lower your wanted level (1 evidence file = 1 wanted star)
*if the evidence car is destroyed, your PAST records will be destroyed BUT you will not loose the wanted level (as you are still being chased)


- Add the weapon.dat/pedstats.dat (optionary) for a more realistic/balanced feeling
- Add the ped.dat for civilian mission actors to be neutral
- Player's Accuracy will increase after completing missions (and after 2nd wave in base attacks)
- Accuracy will drop when player is wasted/busted!
- Press and hold Look Behind in a car to see its damage level (both number and bar for missions, around 90% catches fire)
- Taxi Driver submissions will have police raids
- Vigilante criminals change weapons and not always in cars
- Vigilante missions are harder as you must search for the suspect (no marker, you'll recieve tips on suspect's location when he's too far)
- killing criminals on Vigilante mission will give extra time/cash
+ will set the friendly mission models to CRIMINALS! (with Patriot cars) until you start a gang mission
- killing a cop will end the Vigilante mission (even in the no-wanted-viglante mode)
- Fire missions are harder but give explosives every 5 fires extinguished (grenades or molotovs) also has lower rewards in portland
- Paramedic missions rewards with faster health regeneration (visible as 'Healing' % by the r.meter)
+when healing is at 100% it will heal twice as fast but slowly goes back to down to 21% (each healed health point slows the h.gener a little)


- Go to the gunshop owners to buy RC bandits, they cost 3, 000$ each (press Look Behind to buy 1 buggy)
*to activate a buggy you must Duck (hold sprint) and double tap in the center of the screen (Aim [RMB] on PC)
*every 5 vigilante missions will reward 1 RC buggy
*RC bandit considered a police vehicle (vigilante missions)
*available during missions
*pressing Look Behind near grenades/molotovs/uzi will buy them faster (in AmmuNation)


- To place a bomb you must Duck (hold sprint) and double tap in the center of the screen (Aim [RMB] on PC) same keys as RC buggy only you must be holding

Molotov/Grenades
+must have 4 Grenades & 4 Molotovs to 'craft' a bomb ( 3 if you have the yardies Easy Bomb Perk )
+holding Sprint while detonating will activate the cinematic explosion view (camera/slomo)
+while driving hold Look Behind and press Fire to place/detonate bomb (keep in mind that the drive-by left/right are also Fire buttons on mobiles)
+holding Gas while detonating will disable the cinematic explosion view (when being chased for example)
+STAND TOO CLOSE TO THE EXPLOSION AND POLICE WILL NOTICE YOU! (radar blip will turn blue when safe)
*if you'll 'lose' the detonator you can get another by coming to the bomb (or just save your game, it will be gone)


- Enter the blue marker to buy a Safehouses / Property (press Look behind to buy a business while not on a mission)
*each invested property will start generating cash
*business wont work while player is wanted by the police
*bought businesses markers will blip for every economic change
*each business will have different chances and starting conditions (small businesses are more risky)
*to withdraw cash from a business press Look behind to start the convoy truck mission (risking the business to debts, failing the mission will lose the generated cash)
*you need at least +5, 000$ expected profit from a business to start its withdrawal mission (try and stay close to the truck)
*a business can develop a debt and start 'sinking'
*theres a tiny chance that a business can go under (bankruptcy)
*while being a convict, money will generate slower

- Owning businesses attracts gang's attention (respect starts dropping/random hired attacks)
*Collect the money from your assets! the higher it gets the more gang attention it will draw
(in other words, more total potential cashflow means faster gang hate)
*more total potential cashflow means more penalty upon death/arrest!
*each withdrawal has 33% of business bankruptcy


- Walk into the red phone marker (in Portland) to start a random Marty's Dog Food Factory Mission
*completing the mission where the 'Lover' takes over the business will register the new owner (till someone else takes over)
each factory owner will pay you differently (Poor=less, Rich=more) so you have the option to kill the 'Lover' (smaller reward and mission is failed but the owner

stays) and preventing him from taking over


- Every police station has a "Police Rampage" mission marker, each cop you kill will add 450$ to your potential reward if you loose/bribe the cops without dying or

getting arrested
*Swat gives... 550$
*FBI gives... 650$
*Army gives... 700$
*The game engine will give you money for ramming/destroying police cars (Carmageddon flashbacks! >:)
in Portland max wanted level is 4 stars (swat+cops) while in Staunton/SSV it's 5 (FBI+cops)
to get the army's attention (6 stars) you first must get a RHINO (tank)


- Press and hold the Sprint key to Duck&Cover (with minor time slowdown)
*while holding press Look Behind to enter Bullet Time
BT will last as long as you keep holding the Fire key
while covering you be about 40% less chance to get hit by bullets! (including annoying police choppers)


- Press "Look Behind" and Previous Weapon to start a random vanilla gameplay mission (with no permanent affects such as gang hostility - which is only

manipulated by the r.meter) this costs 1, 000$ but you can earn alot more
*keep holding "Look Behind" to start the displayed mission (after finishing the game, otherwise skips a mission)
*while on a mission, pressing will cancel the mission and return the player back to where he was standing
*the starting missions will be based on where the player is standing (Little italy=mafia missions, Belleville park=ray's missions etc... )
*no two missions will repeat twice


- Walk into the green phone marker to purchase a vehicle
*swiping weapons will switch left/right
*press "Fire" to confirm
*press "Sprint" to cancel/back
*press "Camera" to install a police scanner (Vigilante) for this type of vehicle (costs twice the car's value and cannot be installed on submission vehicles such as

taxi/ambulance/etc... )
*to start/end vigilante on mobiles you can hold Look behind while entering/leaving the vigilante vehicle (as there are no submission 'wheel' button, temp solution

will be addressed later)
on mobiles, hold the moving stick for fast forward (both cars and colors)
*FULL respecting gangs (full respect bar) will unlock special car features (water/flip/crusher can still destroy it) proofs will apply on all other !RESPECTING!

gang cars you will purchase, columbian/yakuza car abilites will only be available on columbian/yakuza cars
*once you have reached Vigilante level 15, you'll be able to buy either one fbi-car OR one custom 'Vigilante' car with gang speacial features!
(also unlocks the no wanted vigilante mode, buying the fbicar/custom car locks it back until you compete another 15 vigilante missions)
*once you have reached 15 Taxi Driver fares you'll be able to buy 1 speacial featured (proofs and powers) Borgnine!
(you'll receive a confirming pager message for both)


- Hold "Look Behind" and double tap "Center View" (tap a few times in center) to order a taxi that will wait for you (LookBehind[MMB]+Aim[RMB] on the PC)
*on a taxi ride:
*pressing "Gas" will order the driver to take you to nearest safehouse
pressing "Gas" again will take you to alternative safehouse (army base/mansion)
*pressing "Fire" will order the driver to take you to nearest AmmuNation
*pressing "Horn" will order the driver to take you to mission's target location
*pressing "Enter Car/Handbreak" will order the driver to stop
*pressing "Submission" will order the driver to go faster (costs 450$ , also works with Look behind)
*having above 1 million $ will call a friendly car instead of a taxi


- Press "Sprint" while near a bus marker (small yellow dot on the radar) to get a ride to a different island for 300$
*all bus markers are located near the safehouses
*having above 1 million $ will call a Limo instead of a bus

- After you finish all the missions (the first time around), random Missions will be given to player from time to time (reset after death/arrest)
+to reset the missions go near luigi's club and press Look behind (costs 500, 000$ to reset)

- ALL BRIBES/FREE ARMORS/SECRET PACKAGES WERE REMOVED - floating bribes are not realistic, now you have to have money to bribe (as

mentioned above)


- Health will regenerate slowly to up to 85, to reach 100 find an ambulance/health pickup (or unlock the yakuza perk)


- Going near the "The Getaway" garage (where you pick 3 robbers and go to the bank) and pressing 'Horn' in a car will start the mission


- Completing The Exchange mission (the last one) will add 2 respect points to ALL GANGS! (costs 500, 000$ to start the mission)
+must complete S.A.M first
+the ability to have max respect from all gangs (hint - you must sacrifice all perks before starting the mission)
+if you finished all the missions, you can just complete S.A.M again to enable The Exchange
+the only way to end the Gang Riot is by finishing The Exchange

*during gang/missions, the target gang will be hostile only after you 'harm' one of their members/cars
ONLY DURING the missions, after mission ends only the respect meter decides if enemies continue
being hostile (respect = 0)


- consider donating to keep it going =]

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=PAD94LY7DBU6J

have fun!

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CHANGE LOG:
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+1.56
- taxi rides take above 1 wanted star to disable (and taxi money exploit fixed)
- civilian friendly cars will always have 4 seats
- bling scramble race added to civilan army base missions
- timing and small crucial tunings
- static weather change fixed

+1.551 (1.54+ still work)
- Taking out the laundry mission crash hotfixed
- Army base missions decrease leone family's respect hotfixed
- Airport cash generator & other minor hotfixes

+1.55
- police rampages fixed (no more holes in the ground ^^ 1.54 should still work)

+1.54
- fades/bugs/fixed (now hotfixed*)
- in taxi rides it costs 450 to skip trip (since 1.53)

+1.53
- faster save/missions/turf attacks (1.52 worked great on PC but too slow on mobiles :\ )
- code optimization (leaving a gang's turf will end the gang rampage as planned)
- smarter model cleaning (runs smoother now)
- bodyguards will spawn closer if they are too far (they now can ride the bus/limo to another island and wont be lost that fast)
- on taxi rides pressing "Gas" again will take you to alternative safehouse (army base/mansion)

+1.52
- some bugs were fixed
- missions end faster
- buy grenades/molotovs faster by pressing 'look behind'

+1.51
- added Gang Riot mode! (must have max respect from all gangs! to end the gang riot, finish 'The Exchange'* mission)
- added splash screen & logo button
- better territory mechanism
- ability to bribe anywhere once finished 15 vigilante missions (and during a gang riot)
- weapon.dat updated in easymode+
- gang/special cars ar'nt sprayable (to keep car color after garage save)
- forgot to mention that after each cash withdrawal theres a 33% chance for business bankruptcy
- many fixes and tweaks

+1.5
- respecting gang cars features/conditions rearranged and rewritten (more balanced progression)
- each gang unlocks a special car feature for all purchased respecting gang cars
- 2 new columbian/yakuza car abilities: power boost and fire blazes (fire attracts police)
- special car features will be displayed before buying the car (visible car specs b4 buying)
- buying a special 'vigilante' car (set by pressing camera) will have gang special features (you can make any car with all proofs/powerups)
- rampages had to be removed to make 'room'
- many various fixes and changes (rmeter, code order, EasierMode+ updated etc)

+1.47
- contact dies from appearing in far locations hotfixed (1.46+ saves will work)

+1.466
- bodyguards fixed

+1.46
- r.meter crash fixed
- tweaked assassins weapon chances
- no bodyguards during 'salvatore called a meeting' mission
- minor script fixes

+1.45
- removed cabbie/mule from random car lists
- added the gang attack mission to civil missions list

+1.44
- better mission cleaning
- key chars wont be stuck in taxi (after a taxi skip trip)

+1.43
- code optimized a little
- bodyguards stuck after a taxi skip trip fixed

+1.42
- random missions crashes fixed (after taxi rides)
- noodles armor cheaper now

+1.4
- skip trip on taxi rides
- limo taxi ride replaced with friendly car
- bodyguards healed every gang mission
- all the 9 coffee stands appear now
- added another gang/civil mission
- fixed some more stuff
- respect meter now shows the nearest noodles stand
- added some more AI in existing missions

+1.38
- added noodles stands (pay 4 quick health & armor)
- added 2 new gang/civil missions
- added the rent/dept mechanism
- autosaves only when mission is completed (on mobiles)
- fixed a bunch of bugs

+1.37
- properties respect mechanism hotfixed (1.36 saves should work)

+1.36
- bus ride no missions bug fixed

+1.35
- higher rewards on all marty's missions
- higher bank job reward
- civilians friends attack player fixed
- small fixes

+1.34
- lower civilian missions rewards
- higher marty missions rewards
- protection missions enemies dont drive over the target (killing him)
- forgot to mention that civilian missions changes the enemy mission models :)

+1.33
- import garages now become XL pay'n'spray
- added neutral Civilian missions once you've bought the army base
- mansion bodyguards no longer attacked by all gangs (be sure to replace ped.dat)
- some small missions changes
- many small changes

+1.32
- import garages give 100k$ instead of 200 but each delivered car give 2, 500$

+1.31
- mansion bodyguard leaving car and being stuck fixed
- minor script adjustments

+1.3
- Columbian mansion is buyable (500, 000$ and gives personal weapon shop with RPG + borgnine/fbi/fast cars parked around + friendly guards)
- Army base is buyable (350, 000$ and gives buyable M16 + predator (police boat) + tank parked around)
- new safehouses will also attacked by hated gangs
- Import garages re-enabled and now reward you with keeping the garage to store your cars
- Portland cargo crane re-enabled without changes
- Rampage rewards now affected by gang respect & the mount of rampages completed
- slighley higher mission rewards (more respect based)
- no autosave on taxi/bus rides (on mobiles, prevents crashing upon load)
- easier/more often Vigilante radar hints (of suspect's location)
- too many fixes to mention (such as Arms Shortage player just stands there now fixed)
- merged other optionary mods (weapons balanced/faster cars/car colors/borgnine hovercar)
- 1st person camera feature removed (to increase performance)
- code optimized

+1.27
- marty missions random cars fixed
- reset missions marker removed after reset
- higher mission rewards (even higher once all missions completed)
- turf attack's all random peds becoming gangs only after 6th wave
- added the easier mode folder (adjusted to this mod, not TOO easy like the original EasyMode)

+1.26
- diablo gang car mission making you drive to staunton island fixed
- after 4rd base attack wave all random peds become gang members
- more gang members on thir home base (for easier rampages)
- gang mission briefcases disappearing fixed
- pedstats.dat adjusted
- small texting fixes

+1.25
- marker to nowhere after finishing all missions
- respect meter not disappearing afterwards
- exchange also registered in the savegame's name
- slightly bigger vanilla rewards
- small final touches

+1.24
- staunton turf rampage attacks respects fixed
- mission skip price slightly decreased
- small fixes

+1.23
- last asuka missions fixed (think it worked on PC but not the mobile)

+1.22
- mission marker stays fixed

+1.21
- fuzz ball progression fixed
- dead skunk mission fixed

+1.2
- natural missions progression (after that missions will be given randomly)
- minor missions order change
- ability to reset the missions after all being completed (near luigi club backdoor, 500k)
- The Exchange mission enabled only after S.A.M mission
- missions displayer/skip
- health regen to 85 (yakuza perk now give 125 health, full whores immunity)
- 'bling bling scramble' mission starts faster (no more waiting for the fast car)
- added faster taxi rides when holding look behind (no submissions button on iphone)
- SSV useless marker near hideout removed
- random gang cars have gang's colors
- perks status re-written (only shows the given perk now)
- last mission registered in saved game

+1.18
- 'Bait' missions shooters fixed
- minor text fixes

+1.17
- stanton spawning points adjusted (to not 'slip' to SSV)
- emergency car driving to the right hospital/police station (when wasted/busted between islands)
- removed Mule from all random lists
- small texts fixed

+1.15
- minor mission tweaks
- all vanilla rewards based on total gang respect
- small improvments (faster reload/bomb/damage/perks timing)
- 'marked man' mission gives a random fire/explosion/bullet proof 2 or 4 door car

+1.11
- enemy spawner adjusted
- fire fighter missions marker for detected fires stays
- small portland missions tweak
- removed Mule from random cars list

+1.1
- random mission giver (press HORN in taxi to take you there)
- gang missions starting positions relocated (diablos/yakuzas/yardies/colombians to not interfere with vanilla missions)
- all vanilla missions models were adjusted to the gang missions (enemies/friends are based on you last gang missions)
- vanilla missions were randomized (contact location/racing/cars/peds, almost no mission left untouched)
- completing any hoods mission will set the friendly mission models to HOODS (default at start before you pick sides)
- completing 15 vigilante missions will set the friendly mission models to CRIMINALS! (with Patriot cars)
- purchased cars will not change color when using pay'n'spray
- bodyguards will resume following you after death/canceling a mission
- faster taxi rides when holding the submission-key (alot faster on PC)
- faster reload
- standing too close to bomb delay fixed
- dog food factory owner randomized from the start
- minor tweaks & text fixes

+1.0
- ducking mechanism simplified to 'run' smoother (less unwanted ducking)
- switching to 'unarmed' when reloading fixed (short hold Sprint to reload colt/uzi/Ak47/m-16)
- bigger truck cash mission distance/range (you can drive a bit further from the truck)
- added around 40 mission spots (random)
- gang mission changes/fixes/adjustments
- sudden turf rampages fixed
- texts added/changed
- less gang hate from owning assets
- bomb distances/timming adjusted
- ability to blow the swat/ambulance (with a pre-set bomb, like in the vanilla intro)
- better bodyguards (and mission contacts, not losing limbs/always running)
- annoying colombians hideout gate now opens when driving near the stadium (on foot or in any car)
- probably more

+0.999
- spawning mechanism works faster (less lag)
- fire missions now show the location
- static weather version fixed
- giving too much detonators fixed

+0.998
- portland gangs perks upgrades
- smaller bomb detection area
- assassin attacks only at night (and more rare)
- faster car mine putting (start holding fire first then look behind for faster mine)
- minor timing fixes

+0.997
- added bombs!
- vigilante crash upon death fixed
- yardies easy bomb perk added (only takes 3x3 nades/molotovs)
- fire missions changed (no marker and portland lower rewards)
- small fixes

+0.995
- added the Accuracy feature (increases after missions, decreases when wasted/busted)
- added a balanced weapon.dat/pedstats.dat (to match the accuracy)
- ambulance/swat dropping you in weird places fixed
- deal steal gang mission 'thiefs' dont attack fixed

+0.993
- all gang missions are open at all respect levels
- respecting gangs stay hostile after RAMPAGE ends fixed

+0.992
- having perks death bug fixed
- minor gang missions tweak

+0.991
- turf rampage bugs fixed
- weapons are saved when canceling mission (on the PC)

+0.99
- Gang Perks added
- american.txd added
- fast forward ambulance/swat
- bigger gang mission reward for Staunton Island gangs
- car damage information when holding Look Behind in a car (bar and numeric)
- emergency mission optimized
- portland bombshop rig a time bomb (except for Mike Lips Last Lunch mission)
- overall fixes & tweaks

+0.977
- random crash fixed
- chances adjusted
- small fixes

+0.975
- random gang mission bug fixed
- more bugs fixed
- Ray's patriot reward is bullet/fire/explosion proof

+0.971
- Marked Man mission rebalanced (weapons/reward since you can choose missions>>too easy)

+0.97
- more vigilante bugs fixed

+0.969
- minor tweaks
- criminals off mission attacking bug fixed

+0.965
- rewards adjusted
- spawning enemies bug fixed

+0.962
- vigilante mission changed again; no huge blue markers, now you must find the suspect
- killing criminals gives more time
- each island reward differently (portland 150*kills, staunton 250*kills, ssv 350*kills) as its alot harder to find suspects

+0.96
- vigilante huge update (no-wanted mode added/criminals rampage)
- turf attacks changed (only criminals attack you/now timed)
- see the missions before starting them (gang missions will display what gang the mission is against)
- cleaned&fixed some more stuff

+0.951
-wanted level not clearing right in evidence truck mission fixed

+0.95
-removed the credits ('The Exchange' last mission)
-added the Convict feature
-wanted system rearranged read the emergency mini-game section above
-gang's territory attacks rewards lowered
-holding Look Behind near uzi in ammunations will buy faster
-added taxi driver to go faster feature(costs x2)
-added armor & weapons in SSV weapons garages (behind the police station)
-changed the starting mission/s
-added all taxi mission locations
-changed purchase key to Look Behind
-vanilla missions wont repeat twice
-faster ducking
-optimized code a little

+0.94
-more bugs fixed

+0.931
-lowered vigilante cash rewards
-truck mission not clearing right now fixed
-small fixes

+0.93
-fixed emergency bug (appearing stuck near hospital) fixed
-added the convoy truck mission for all assests (game auto saved on the mobile allowing a 'Retry')
-fixed some minor bugs

+0.92
-crashing & few bugs fixed

+0.911
-submissions not starting bug fixed
-pedstats.dat abit easier gameplay

+0.91
-no car depended missions also means you can use the bullet/fire/collision proof cars on gang missions (from 0.89) FIXED!
-changed the Triads cars to BF-INJECTION!
-added my balanced pedstats.dat
-game auto saved before a safehouse attack REMOVED!

+0.9
-set any car as extra vigilante car option added (by pressing the 'Camera' key)
-health regeneration speed manipulated by paramedic rewards for rescuing ppl
-small fixes

+0.89
-gang missions bodyguard friendly (no car depended missions also means you can use the bullet/fire/collision proof cars on gang missions)
-all gangs respect dropping from owning assets (even max respecting gangs, felt too cheaty having 2 respecting gangs)

+0.88
-taxi missions fixed
-bodyguard gang missions fixed (no more driveby mission with no seat for the bogyguard)
-less shotguns on the streets
-civilians/criminals attack only after 2nd wave in turf attack missions
-little less chance for safehouse attacks

+0.87
-random crash fixed
-more action during turf attacks
-a bit less random attacks on the streets
-ability to set the weather in Cochrane Dam entrance door (in the 'always sunny version')
-total potential cashflow death/arrest penalty added
-hated gangs have more chance to 'drop' fancy weapons (M16/sniper/rpg/molotov/nades)
-small bugs fixed

+0.85
-less attacks
-turf attacks tweaked (less money more respect rewards)
-church chances often dropping to negative fixed
-less gang business attention
-less general war zone

+0.84
-fixed r.meter not gaining respect bug

+0.83
-turf attack respect fixed
-more mission bugs fixed
-wanted level clears after protection mission

+0.82
-fixed hostility bugs
-fixed gangs fighting against friends bug
-added bus/taxi Limo rides once very rich (above 1, 000, 000$)
-cabbie model added to be called as taxis
-vanilla/gang missions small bugs

+0.8
-gangs with 1 respect bar temporarily attack (by random)
-rewritten/tuned/tied all bunch'o'stuff
-added the Stadium for purchase (200K$)
-added random assassin patrols (streets ar'nt safe once you own businesses)
-small bugs fixed

+0.76
-switching to baseball bat bug fixed

+0.75
-rebalanced the business mechanix/prices/chances;
-the airport now worth 250K and grows faster than the church (terror = profitable business!)
-notifications when a business goes under (and what safehouse is being attacked)
-respect meter now shows current potential investments cash (sum of all current business's profits)
-bribing is only available near police stations
-increased Police Rampage rewards
-auto save (on mobiles) before safehouse is attacked
-vigilante RC bonus added
-added the Always Clear Weather version
-start with some cash

+0.73
-less chance for safehouse attack

+0.72
-critical respect bug fix

+0.7
-added the RC bandit buggy ability
-reballanced some stuff
-added the safehouse purchasing
-added businesses
-ducking now reloads the current weapon
-buying only 1 bullet/fire gang car fixed
-Joey's mission rewards fixed
-fixed small bugs
-added the aiming fixed weapon.dat

+0.66
-added vanilla missions starting locations (streets based)
-same mission giver on 'Retry' (on mobiles)
-tweaks to the base attack (no wanted/rewards slightly reduced)
-1st person tweaked a little
-ducking will dodge abit more bullets
-Cochrane Dam (in SSV) is now occupied by gangs (also based on respect)

+0.64
-shoreside vale not saving fixed!
-portland taxi mission points adjusted abit

+0.63
-added the Marty hotdog factory missions
-taxi rides to mission's destinations
-cant call taxis on missions bug fixed
-base attacks now has maximum 1 wanted star (cops ignore guns looked dumb)
-protection gang mission contact wont loose limbs

+0.61
-police rampage missions not working bug fixed
-safehouse location name registered when saving

+0.6
-added the gang base attack mini-mission (running over/killing gangsters has consequences)
-many adjustments to the territory mechanism
-gangs using (alot) less shotguns on the streets (the same with flamers, grenades and molotovs)
-gang missions tweaks
-bodyguards will not loose limbs
-re-enabled the sprint (zoom out) 1st person camera
-less overall police attention (alot less near gang bases)
-respecting gangs will only start more 'advanced' gang missions (no destroying gangcars/dealers against respecting gangs [from ver 0.5])
-small bug fixes
-merged both mobile/pc versions (wont work on unpatched 1.0.0 mobile version)
-camera will be centered when shooting (helps with annoying camera on mobiles)

+0.57
-a little less attacks during the days (and more during the nights
-holding fire not continuing bullet time on the mobile

+0.56
-car dealership dodo bug fixed
-cover optimized

+0.55
-added the Borgning!
-borgnine/fbi/respected gang cars now collision proof as well (but not explosion/flip/sink proof!)
-cant start missions while wanted
-protection mission abit more ballanced (no car markers)
-added Duck&Cover+Bullet Time ability!
-car dealerships markers fixed (again)
-changed keys! (read above)
-animations for taxi/bribe
-respect stuff tweaked
-bunch of other stuff

+0.53
-protection mission *fixed*
-stuck gang missions dialogs fixed =\

+0.51
-savegame menu not showing bug fixed

+0.5
-added bullet/fire proof car rewards
-all gang missions opened from the start
-hating gangs will only start more 'advanced' gang missions (no destroying gangcars/dealers against already hating gangs)
-portland car dealership marker disappearing bug fixed
-bodyguards wont leave if player busted/wasted
-various gang missions bugs fixed
-bodyguards tweaked

+0.45
-gang members can kill mission targets (peds/cars)
-gang mission changes after a 'retry'
-minor fixes

+0.44
-added Car Dealerships
-some more tweax

+0.42
-tweaked the territory changing mechanism (more random action/traveling gangs at night)
-tweaked some mission rewards
-added Police Rampage Survival missions

+0.41
-added the territory changing mechanism
-small fixes

+0.39
-many bugs fixed
-more small tweax (missions/parkedcars/vigilante/cameras)

+0.38
-added buses
-fixed rare taxi bugs
-small tweax

+0.37
-fixed more taxi bugs
-code optimized
-added a new [max] respect mission! (kill 15 rival gang members to pass, killing more will give additional reward of 400$ for each kill)

+0.35
-some more mission bugs fixed
-random missions repeating twice fixed
-taxi driver not clearing (on the the iphone)
-less chance for a police raid while doing the taxi submissions

+0.34
-savegame bug fixed
-taxi-driver submissions added chance for a police raid (for extra danger/cash)
-ability to hire gang bodyguards while on a mission
-fixed "The Getaway" mission looping after being completed (and a faster start)
-repsect missions rewards small boost
-minor tweaks

+0.33
-some respect missions bugs fixed
-randomized weapons in respect missions
-taxi rides tweaked
-hostile/respecting gangs will use more various weapons (less thrown weapons+flamer now >: )
-added pedstats.dat (makes gangs/criminals abit healthier)

+0.32
-fixed random crashing
-added hostile gang text to respect missions
-vigilante criminals now switch weapons (more danger!)
-more tweaking of the weapon.dat
-bribes ADDING cash fixed! :P
-various fixes

+0.31
-Taxi rides added
-on-foot vigilante criminals (with all types of weapons now)
-last passed gang missions will register in the savefile
-minor adjustments to the weapon.dat
-no more crazy ambulance on Staunton

+0.29
-Health regeneration fixed
-randomized vigilante car colors
-small adjustments

+0.28
-Gang Bguards fixed
-more tweaks
-slightly less aggressive hostile gangs
-slightly less general police attention

+0.27
-minor fixes (vigilante missions not starting)

+0.26
-minor fixes (moody b.guards killing you ^_^)

+0.25
-major script reconstruction
-hostile gangs will use stronger force! (start their mission to temporarily remove hostility)
-added the emergency mini-game
-completing a mission will show the updated r.meter
-vanilla missions threats fixed
-various bugs fixed

+0.22
-more diablos bugs fixed =\

+0.21
-ability to hire neutral bodyguards while on a missions
-no hostility from vanilla missions

+0.2
-fixed hostility bugs
-added bodyguards
-added armor to Portland AmmuNation store
-minor vanilla bugs fixed
-changed the bribe key to enable bribing while on missions

+0.13
-fixed more bugs

+0.12
-fixed brutal bug!
-added some stuff :)

+0.11
-fixed mission not starting when 0 respect
-minor bugfixes in missions

still in beta stages, have fun!
Comments
edicu2000 commented over a year ago:
Can you give me the script for buyable proprieties?? I wil credit you
Habbrow94 commented over a year ago:
The best MOD for GTAII
tmavs04 commented over a year ago:
Question: How does one achieve the goal of getting full respect for EVERY gang member. If one does gang mission against another gang, the affected will lose a wave while the other gains a wave on the meter bar. What can i do to overcome this because I really want to see the ''Gang Riot'' feature behind the villa mansion.
tmavs04 commented over a year ago:
I love you man... Nice scripting, nice mod all the way. 9/10.
LEO33 commented over a year ago:
Can you please provide a 100% completed savegame for this mod? I find it very complex to play and not used to it yet so I can enjoy all the features. I would appreciate it a lot by releasing the savegame. :)
Hrishikeshvilapando commented over a year ago:
u still think we play all these sh*t... ? :dozing:
HippieCommunist commented over 2 years ago:
this only works on mobiles with the 'Classic' controls... if you wanna play with mouse+keys, don't replace weapon.dat
VonTawast commented over 2 years ago:
About the weapon accuracy, I don't know if I've done something wrong like not extracting to the right folder or something, but I really did notice no change in accuracy while shooting. The bullets go in the same straight line as they always did. I also tried to extract the ''weapon.dat'' to the data folder and replace it with the old ''weapon.dat'' but it just seemed to change where the bullets comes from (the bullets pretty much shoots from your head instead of from the actual weapon, in other words: No bullet spread), maybe it's just bugged. If it really works for someone else, I'd appreciate a small walk-through. Thanks!
HippieCommunist commented over 2 years ago:
thanks man! :r*:
MastahB commented over 2 years ago:
coolest mod i ever saw!
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