Search found 151 matches
- Fri Jan 23, 2004 3:51 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Need SPAS Shotgun info.
- Replies: 27
- Views: 12126
I'd say minimum strength is kinda ambigious. It takes very little strength to pull the trigger, or to cock the gun. To use it without it hurting you every time is I think the bigger question. Fallout 2 did a much better job of this - FOT just makes it to where you cant use it if you dont have the st...
- Tue Jan 13, 2004 2:19 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Ideas you can steal from me
- Replies: 32
- Views: 14431
Heh, I always get in on good discussions like this pretty late. So I guess i'll put in my two cents starting from the beginning. I like the idea for more melee weapons. In fact, in some of my mods i've incorporated more of them and made them a tad bit more powerful than normal (because I feel they w...
- Thu Jan 08, 2004 7:59 pm
- Forum: Fallout Editing
- Topic: Converting FRMs with FRM2BMP while preserving palettes
- Replies: 5
- Views: 11256
Step 1: Take a screenshot of Fallout... or in some way get an image from fallout that contains Fallout's palette (go hunt down game images on the web if you have to... dont remember where I got my palette). Step 2: In your fav. photo editing software, load that image and save the palette. If you're ...
- Tue Dec 02, 2003 4:52 pm
- Forum: Fallout Editing
- Topic: Morrowind Engine
- Replies: 10
- Views: 10001
Why not just program your own port of Fallout2 if it's going to take that much work? Surely making up something that can use isometric gfx shouldn't be a problem... and i'm sure you could get the code from various people for accessing the original FO2 gfx (since there's programs to unpack the dat fi...
- Mon Dec 01, 2003 1:20 am
- Forum: Fallout Editing
- Topic: Mapper questions? look here first.
- Replies: 9
- Views: 41953
As listed in DAC's mapper tutorials... the proto editor in the mapper can be made usable. My question is with the extraction of .frm files. Mostly all I want to do is modify existing critters... specifically their armor stats. I get tired of messing with each one in my Hex Editor (which is faster th...
- Mon Dec 01, 2003 1:02 am
- Forum: Fallout Editing
- Topic: Burst Cone
- Replies: 3
- Views: 4885
From what i've observed, burst attacks seem to actually make ToHit rolls against everyone in their affected area, starting with the characters closest to the middle of the cone (and not in front of other characters). It seems that the cone is about 30 degrees to either side, or something like that.....
- Tue Nov 11, 2003 6:29 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Camo Pipboy & New Fonts?
- Replies: 14
- Views: 6309
Heh, i'm trying to make up new fonts too (well, named the same as the old ones, but different gfx). I'm using GIMP... and it appears that the .png *looks* like it's just alpha. But I noticed that inbetween each character is a completly blank line. On further investigation, strangely enough, that bla...
- Sun Nov 02, 2003 1:52 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Weapons and Game Balancing.
- Replies: 26
- Views: 14603
The weight for weapons is unloaded. It's practically the same idea in Fo1/2... except that you can't stow loaded weapons (except via bugs) in FOT (so it normally isn't noticed). I noticed the same thing for larger weapons as well - particularly the really big ones. The M2 browning supposedly weighs ...
- Sat Nov 01, 2003 7:29 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Weapons and Game Balancing.
- Replies: 26
- Views: 14603
What i've found is that the loss of accuracy for Short range seems fairly linear. Long range is skewed, as if the loss of accuracy is logarithmic (losing range slowly until near the end of the range). I'm guessing, if it's any clue from the FO2 scoped rifle, that Scoped range is like Long range exce...
- Fri Oct 31, 2003 3:58 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Need help making a campaign.
- Replies: 12
- Views: 7833
Damage Modifiers: As I feared. I was hoping that the editor placed the name of the ammo variant and then placed the respective modifiers right after it (in 4byte or 1 byte or whatever-byte chunks). That'd work WONDERS for me if I could mess around with those - cause BI got the entire list of modifie...
- Fri Oct 31, 2003 3:34 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Weapons and Game Balancing.
- Replies: 26
- Views: 14603
You can mod your campaign any way you wish. Modding is a form of artistic expression, so it's all relative :badgrin: One helpful hint for carrying weight - ammo is heavy. And simply modify armor suits to make you have a smaller carry weight (say, -50 lb or so)... and then make all humans have a mini...
- Thu Oct 30, 2003 7:02 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Weapons and Game Balancing.
- Replies: 26
- Views: 14603
I get your point. Maybe it's just a artistic touch of my own (for the damage range issue) Pistols have their uses - they're damn good at close range, but they dont pack too much punch. Yes, they are lethal however, but they can't usually punch through armor like a rifle can. Rifles are good for long...
- Wed Oct 29, 2003 5:34 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Weapons and Game Balancing.
- Replies: 26
- Views: 14603
- Wed Oct 29, 2003 5:01 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Need help making a campaign.
- Replies: 12
- Views: 7833
- Wed Oct 29, 2003 4:44 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Disabling the second hand slot, ideas please.
- Replies: 3
- Views: 2814
- Mon Sep 29, 2003 11:30 pm
- Forum: Fallout Editing
- Topic: Questions about the Skill system in Fallout...
- Replies: 2
- Views: 4917
As for the lockpick and other skill rolls... Those seem to be like the same kinds of skill checks you see in a tabletop RPG. Depending on the difficulty of the object you're trying to crack (or steal, or unlock, etc) it sets a bar for a certain amount you need to roll. By having a larger skill level...
- Mon Sep 29, 2003 11:23 pm
- Forum: Fallout Editing
- Topic: Questions about the Skill system in Fallout...
- Replies: 2
- Views: 4917
My understanding of this is rather limited, but here's what i've pieced together so far: It's something similar to a ToHit roll like you see in tabletop roleplaying games. If a targeted shot is done, the entire weapon skill seems to be multiplied before the attack (60% chance to hit the eyes means W...
- Mon Sep 29, 2003 4:47 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Weapons and Game Balancing.
- Replies: 26
- Views: 14603
A good idea i've tried to work into my mod: The seriously good equipment is needed elsewhere for the bigger war - and the characters you run into are minor scumbags so they dont have anything too impressive. Likewise, because they're minor scumbags, they aren't worth risking a supply of heavy weapon...
- Mon Sep 29, 2003 1:08 am
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: Projects in the making
- Replies: 116
- Views: 265313
A great holding place for Mods huh? Okay, i'll describe mine then. Ive been working on a FOT mod for a few months now, perhaps longer (if you factor in all the previous stabs at it). The primary changes are in the weapons, ammo, game balance, etc. I dont have any new maps because i'm not a map maker...
- Wed Sep 17, 2003 7:21 pm
- Forum: Fallout Tactics Mapping, Modding and Map Reviews
- Topic: FO/FO2 Sprites for FoT
- Replies: 59
- Views: 21823