Canyon City
Canyon City
This has probably already been posted, but how do I destroy the power nodes in Canyon City? I tried shooting them and using a remote detonator to blow it up, but they just repair themselves after a few minutes.
ok you can do it the hard way, or the easy way.
Hard Way: Since there are 6 power nodes, and you should have 6 squad members, place one squad member at each power node and tell them to attack it. That way you will have all of them destroyed.
Easy Way: Put the exposive pack next to each one on the same frequency, and simply blow them all up at once.
Hard Way: Since there are 6 power nodes, and you should have 6 squad members, place one squad member at each power node and tell them to attack it. That way you will have all of them destroyed.
Easy Way: Put the exposive pack next to each one on the same frequency, and simply blow them all up at once.
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Grrrrrr..........That's twice that's happened to me!ArchVile wrote:ok you can do it the hard way, or the easy way.
Hard Way: Since there are 6 power nodes, and you should have 6 squad members, place one squad member at each power node and tell them to attack it. That way you will have all of them destroyed.
Easy Way: Put the exposive pack next to each one on the same frequency, and simply blow them all up at once.
oh well, just beat me to the punch.
Hey, I like your handle......*memories of Doom 2*
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Interesting. I've never heard that. I think I'll check that out later and let "y'all" know.Nutter wrote:third way: i read somewhere that if you have a high enough science skill, you can disable the power nodes one at a time - using the science skill
OTB
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- Max-Violence
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If that works, then that could open up some extra possibilities for user-maps (i.e. the PCs assault an enemy base and commandeer the equipment instead of destroying it all).Nutter wrote:third way: i read somewhere that if you have a high enough science skill, you can disable the power nodes one at a time - using the science skill
Innnnnnnnteressssssssssssssting...
Closing our eyes forces us to look
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http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- OnTheBounce
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Okay, I ran an experiment last night and I found out that the Science skill can indeed be used to disable Power Node entities. However, it does not permanently kill them, so if you're looking to knock them all out this way you would have to have either one hot-shot who hot-footed it around the map after it had been cleared, or you would have to have several people who are adept at Science. The entities are set to a skill modifier of 80, you'd need a 120 to have a 40% chance to knock a node out per attempt.
Thanks for the heads up, Nutter!
Archvile: I think that the chap I had who was using Science did receive some XP for using his Science skill, but it was on subsequent attempts. I think it basically uses the same principle as normal Science Switches. If you're looking for a boost, the extra XP are hardly worth it.
Max_=Violence: You know, you could always set the Node's AC very high and assign it a shite-load of HP and only a "middlin'" Skill Difficulty (just enough to keep Science duffers from tripping it). This would make it well worth someone's while to use Science rather than wasting tons of explosives and/or ammunition on the nodes. Of course, most people don't know about this little nugget...
OTB
Thanks for the heads up, Nutter!
Archvile: I think that the chap I had who was using Science did receive some XP for using his Science skill, but it was on subsequent attempts. I think it basically uses the same principle as normal Science Switches. If you're looking for a boost, the extra XP are hardly worth it.
Max_=Violence: You know, you could always set the Node's AC very high and assign it a shite-load of HP and only a "middlin'" Skill Difficulty (just enough to keep Science duffers from tripping it). This would make it well worth someone's while to use Science rather than wasting tons of explosives and/or ammunition on the nodes. Of course, most people don't know about this little nugget...
OTB
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Oh, yer funnyOnTheBounce wrote:Max_=Violence
What I meant was to make it a mission objective to make sure that no harm comes to the power node, but still have to disable it in order to complete the mission (i.e. the power node enables the bad guys to use sentry turrets, so if the PCs disable the power node, the BoS can move in and take over, using the turrets for themselves).
Or something...
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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I know. :mrgreen:Max-Violence wrote:Oh, yer funny
Looks like you'll have to mod your sig now.
Yes, I figured you meant something like that. I was making another suggestion is all. However, you will note that when you use the Science skill on the Power Nodes they do indeed get knocked out and the arms start to repair them, just as though you'd blasted them. You might want to give Canyon City's triggers a monkey-see-monkey-modify to fit your needs. (Incidentally, I have the same problem w/the tiles not displaying initially w/this mission that I have w/Preoria. The Ctrl + F4 and right click on an entity trick works, though.)Max-Violence wrote:What I meant was to make it a mission objective to make sure that no harm comes to the power node, but still have to disable it in order to complete the mission (i.e. the power node enables the bad guys to use sentry turrets, so if the PCs disable the power node, the BoS can move in and take over, using the turrets for themselves).
OTB
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Smart-assTheReaper wrote:Sounds like a good idea MaxViolence.
Yep, I've counted 3 smart-ass remarks about it (you, DaReaper, and Red), so I'll have to come up with something that is at least somewhat smart-ass proof.OnTheBounce wrote:Looks like you'll have to mod your sig now.
Hmmmm....
Anyway, when I use the science skill/power node thing, I'll use the version of the power node without the auto-repairing ability. Less headaches, and it will fit in better with my idea(s).
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
- Max-Violence
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Yep, and don't forget that with a high Science skill, the character criticals more against robots. That's a very good thing :mrgreen:
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
At the darkness inside.
Our emotions always find us
Regardless of where we hide.
maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006