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Author Topic: Notruf / Emergency Call 112 v 2 Announced  (Read 7087 times)

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Offline wilso845

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Notruf / Emergency Call 112 v 2 Announced
« on: August 20, 2018, 11:18:03 PM »
Well the makers of this once promising game have given up on the version 1 and will be leaving it broken, in order to concentrate on version 2

The video I have posted is the English translation I will also post the German one as it has in game footage.

According to the developers anyone who bought the first on will get some sort of bonus if they bye the second. >:( >:( >:(

English translation with ingame footage from Version 1

 

German one with interview and in game footage from version 2

 

No release date as of yet so don't ask ..........
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Offline Asid

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #1 on: August 21, 2018, 12:04:45 AM »
Well the makers of this once promising game have given up on the version 1 and will be leaving it broken, in order to concentrate on version 2

According to the developers anyone who bought the first on will get some sort of bonus if they bye the second. >:( >:( >:(


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Offline wilso845

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #2 on: September 07, 2018, 06:10:08 PM »
Emergency Call 2:

Certainly surprising for most people, the successor of Emergency call 112 had been announced at the Gamescom.
Because of different reasons, the guarantors decided  to make a restart.
By directly building in the Multiplayer mode it is ensured that it will work faultlessly in the end.
The ‘Hot join’ Mode offers you the possibility to join ongoing parties and leave them, so that not-used characters are regulated by an AI.
Because of the further developed modding you can import and export important elements (e.g. Blue light or texts) as an asset bundle, to use them in the play.
In addition to the already available vehicles you can also choose the new aerial ladder, the KEF and the HLF, which are geared to the cars from the professional fire brigade Mülheim.
The gameplay will be less linear and will be implemented with dynamic sorties.
Additionally there will be shifts of 24h with change of guards and adoption of vehicles.
So be excited for Emergency Call 112 and stay curious until the release.
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Offline Asid

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #3 on: September 07, 2018, 06:16:50 PM »
Emergency Call 2:

Certainly surprising for most people, the successor of Emergency call 112 had been announced at the Gamescom.
Because of different reasons, the guarantors decided  to make a restart.


Slap in the face if features promised are only implemented in V2....Should be free then to V1 owners  :grump
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Offline Skoop

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #4 on: September 07, 2018, 11:00:52 PM »
More fun if they did an American version.  I just couldn't bring myself to ride around in those german engines.
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Offline wilso845

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #5 on: September 07, 2018, 11:41:08 PM »
More fun if they did an American version.  I just couldn't bring myself to ride around in those german engines.

 

go to EmergNYC its miles better currently in Alpha but already miles infront of this flop
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Offline Skoop

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #6 on: September 08, 2018, 10:00:08 PM »
Nice, now we're talking.  I wonder if the helmets could be modded to the west coast "pheonix" style helmet.  Only only volunteers ware those NY style helmets out here in California.
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Offline wilso845

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #7 on: September 08, 2018, 10:49:29 PM »
But the game is solely based and modeled in manhattan so the fire helmets are correct
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Offline Asid

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #8 on: September 09, 2018, 01:03:55 PM »
I asked the Emergency 112 developer some questions about V2...He said to ask the publisher, Aerosoft....  :thumbdown
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Offline Skoop

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #9 on: September 10, 2018, 06:58:46 PM »
But the game is solely based and modeled in manhattan so the fire helmets are correct

I know I was being a smartass.

lol.
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Offline Asid

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #10 on: September 10, 2018, 07:05:16 PM »
But the game is solely based and modeled in manhattan so the fire helmets are correct

I know I was being a smartass.

lol.

 :ass
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Offline wilso845

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #11 on: September 25, 2018, 02:08:16 PM »
Update Alert!!!!

Hello,

we implemented a new, experimental feature in 'Emergency call 112 – The Fire-fighting Simulation'. There is a new option that gives you the possibility to chose, which units are sent on an assignment. We will apply the experiences we gain with this feature in the second part of 'Emergency call 112 – The Fire-fighting Simulation'.

We would like you to use this new option and have fun with it. If something does not work as expected, we would appreciate if you send the game_log.txt you find in folder \Documents\Notruf 112 to notruf@crenetic.de .

The feature:
First you have to unlock the possibility to play as Head of operations (achievement). Afterwards you get the option to select which units are sent to an assignment, when you start a mission in the control room. You can deselect vehicles using the check boxes.

If all designated units are sent on a mission nothing changes.

If you deselected units and/ or added others, you have to actively change into the role of Head of operations to assign tasks or alert further units. E.g. a fire attack has to be ordered using the Commander Menu of the Head of operations. Afterwards you can switch to the attack squad and complete their tasks.

1.1.7969b
• New: New mission for the TL vehicle
• New: Added more small conflagrations
• New: Unlocking the Head of operations gives the option to chose the units to be sent on a mission, including alerting further units during an assignment
• New: Missions on motorways lead to traffic jam near the scene
• Fixed: Wrong order while moving out of vehicles (some of them got no 'Go' )
• Fixed: Fire attack in buildings: Attack squad now moves in groups of two and tries to stay together
• Fixed: Wrong positionings on chairs in the recreation room
• Fixed: AI controlled crew members no longer stand in front of vehicles in the hangar, which led to various bugs
• Fixed: Side door of the command vehicle can be closed again and leads no longer to the deactivation of the unit and massive bugs during a mission
• Fixed: Securing an accident scene could interfere with placing the hose reel
• Fixed: Corrected texts in the Commander Menu of the Head of operations
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Offline Asid

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #12 on: September 25, 2018, 02:31:24 PM »
That patch is for V1. Heres the post: http://dogsofwarvu.com/forum/index.php/topic,1586.0.html


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Offline Asid

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #13 on: September 25, 2018, 03:59:59 PM »
Notruf 112 | Emergency Call 112 - Rubicon

we implemented a new, experimental feature in 'Emergency call 112 – The Fire-fighting Simulation'. There is a new option that gives you the possibility to chose, which units are sent on an assignment. We will apply the experiences we gain with this feature in the second part of 'Emergency call 112 – The Fire-fighting Simulation'.


So are we Guinea Pigs?





Patchnotes 1.1.7991b
Notruf 112 | Emergency Call 112 - Rubicon


The feature:
First you have to unlock the possibility to play as Head of operations (achievement). Afterwards you get the option to select which units are sent to an assignment, when you start a mission in the control room. You can deselect vehicles using the check boxes.


Unlocks can be very annoying. Why not have it available at the start????
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Offline wilso845

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Re: Notruf / Emergency Call 112 v 2 Announced
« Reply #14 on: September 25, 2018, 05:31:55 PM »
especially when some of us have put 43 hours in this broken game   >:(
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