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Spread Fire Bug and hitting Vs damage

Posted: Fri Sep 06, 2002 12:32 am
by Forty-six & Two
Im just asking cuz this is getting far to lame.... There is no fix for the spread fire bug? Right? What I mean is when a burst weapen fires on a squaddie, but misses because the range factor or AC is to high, but no matter what their AC are the other squaddies near him gets ripped to pieces. I cant believe this wasnt fixed in one of the patches....

:mad:

Well anyways.... Also would like to say a few words about hitting Vs damage on weapens in FOT....

In the maps I make I try to have a high damage factor and design the map to be played on Hard setting... Now what this gives me is a good chance that the enemy will hit the player and that the player will have a kinda hard time hitting back, opposed to normal which is just lame. I think this is the best way to do it IMHO because when the player does hit, he will actually inflict some damage, but unlike normal setting, the shots will count... instead of turning into a slug fest.... Also I set ranged single shot only weapens to a very high AP and a very high damage so that guns like these will actually work at a range lower than 35. Critical is a joke as well, 20-24 chance really wont make any difference when your char has fired the shot that was supposed to go through the head of that guy carrying a rocket launcher, does 13 damage..... Sniping is almost useless! Of course some might disagree, but I think the game should be very realistic.

Explosives and grenades is another thing. These are just completly lame the way they work in Core campaign... Every time i use them I set the difficulty to Easy cuz I feel very stupid spending 3-4 minutes killing ONE enemy and in the process throw 6-8 grenades on Hard mode. Setting traps/ambushes are quite stupid as well.... I just played OTBs map on hard and so I set an ambush using a det pack and a small mine. Well 3 Slavers walk up to them and I detonate, 4 slavers all 3 tiles close to the mine and det pack..... almost imidietly after the det pack goes off one of the raiders steps on the mine.... None of them dies. Hmmm... Well in my opinion that should kill leave them all in meaty pieces.

Arh.... im just ranting cuz im tired of slug fest combat, where it doesnt really matter who gets the first shot, but who has the most stimpacks or the biggest gun.

Posted: Fri Sep 06, 2002 1:22 am
by RawonaM
I think there are few realism mods in NMA.
havent tried em, thou.
Or you could just make a one.

Posted: Fri Sep 06, 2002 1:31 am
by Forty-six & Two
I did.

Re: Spread Fire Bug and hitting Vs damage

Posted: Fri Sep 06, 2002 4:59 am
by OnTheBounce
Forty-six & Two wrote:I just played OTBs map on hard and so I set an ambush using a det pack and a small mine. Well 3 Slavers walk up to them and I detonate, 4 slavers all 3 tiles close to the mine and det pack..... almost imidietly after the det pack goes off one of the raiders steps on the mine.... None of them dies. Hmmm... Well in my opinion that should kill leave them all in meaty pieces.
You know, I should have raised the damage on those GP mines. The M-301 AP Mine (of which Jackson has only 1) is a nasty weapon, due to the fact that it is set up w/the JHP ammo sub-type, and I had intended it to simulate a ball-bearing/shrapnel scattering mine that was extremely dangerous to unarmored/lightly armored targets, while the GP mine did less damage, but was more likely to damage heavily armored targets. I highly recommend you lift and plant some of the "Demi-Gasse" mines. Especially if you're a pyromaniac. :evil:

I know what you mean about people getting hit w/stray shots. There's nothing that can be done about that on our end, though. It would require the combat mechanics of the game to be altered and that would require a patch, which is something that we can say w/more than reasonable certainty isn't coming.

One thing you might try if you think the Slavers don't hit enough is to go into the mission in broad daylight. I tried it this way and my squad was shot up pretty quickly which - along w/the fact that I simply love night fighting - is one of the reasons that I have it set up to start at night. (Besides, the place is pretty at night. :lol: )

You'll notice that there isn't a whole lot of healing loot in the mission. I think there's only something like 4 Stimpacks to be found, although there are more FA kits and Doctor's Bags than I would normally place in a mission. (This is because it is a SP mission and you don't have the option to go to the Medical Officer at the Bunker.) I like forcing the player to rely on healing skills rather than Stimpacks/etc. since you can't simply have your Big Gunner trade blows w/someone, get shot to shit, then open up your inventory and have him restore yourself. (Miles isn't too bright, anyway. ;) )

You will notice that in The Refinery the Slaves are generally 7th level, which is one level below the PC squad. This makes them much more of a challenge than the Raiders of the core campaign, which were generally 1st level, and really nothing more than cannon fodder.

One thing I'm thinking of doing for the next mission - and I may very well go back and revamp this in The Refinery is to actually set up the entities' skills rather than simply letting the AI handle it. That way I control the weapons skills of the enemy and make sure that they are a bit specialized, rather than having points in a third - usually useless - skill.

I'm all ears as suggestions are concerned. I'm always willing to improve my gaming experience and by extension that of the rest of you in the quality of my material.

BTW, if you'd like to know how I use grenades, check out the tactical tips section on the IOOI site.

Cheers,

OTB

Posted: Fri Sep 06, 2002 9:59 am
by Max-Violence
One thing I couldn't stand in the normal game was how weak explosives are (with the sole exception of the Rocket Launcher). Coincidentally, that's one of the first things I "fixed" when I started mappin'

Personally, I think there should be a use for Remote Bombs, Mines, AND TNT/plastique all in the same scheme - i.e. Damage vs. Controllability. That said, I set Remote Bombs to the lowest damage (dun remember the actual numbers right now, so bear with meh), TNT/plastique to the most, and Mines are in between. DoorTraps (i.e. the grenadeTrap and the empTrap) are up in the air - I haven't really done with 'em much, other than boosting the damages by a lot and leaving it :D

I think this setup works. Now if only I can figure out how to display the actual damages traps do (like guns and grenades)... The only way I can think of to do that is to put the damage it does in the desc_ of the item, sorta like this:

name_remotebombs = {Remote Bombs}
desc_remotebombs = {Remote bombs have the most controllability, but do the least damage.\n\n

DAMAGE: 100}
OTB wrote:You'll notice that there isn't a whole lot of healing loot in the mission. I think there's only something like 4 Stimpacks to be found, although there are more FA kits and Doctor's Bags than I would normally place in a mission. (This is because it is a SP mission and you don't have the option to go to the Medical Officer at the Bunker.) I like forcing the player to rely on healing skills rather than Stimpacks/etc. since you can't simply have your Big Gunner trade blows w/someone, get shot to shit, then open up your inventory and have him restore yourself. (Miles isn't too bright, anyway. :wink:)
Hmmm... I agree. *takes notes*

BTW, OTB, if I were to use some of "your" weapon sprites ("your" meaning the ones you made from FO & FO2), all I would need to do is to give you/BIS/whoever credit in my readme, right? :wink:

I was gonna PM/email you the above paragraph, but eh...

Posted: Fri Sep 06, 2002 10:11 am
by OnTheBounce
Max-Violence wrote:BTW, OTB, if I were to use some of "your" weapon sprites ("your" meaning the ones you made from FO & FO2), all I would need to do is to give you/BIS/whoever credit in my readme, right? :wink:
Go right ahead. All I ask is that you give me credit for having squinted/slaved at/over those sprites, which were made from screenshots taken from the RPGs in your ReadMe. Please, no offers of firstborn children or anything like that. I wouldn't know what to do w/them. :lol:

Regarding Realism: This is FoT and FoT is RTS game with RPG elements set in the Fallout universe. This milieu isn't about realism. If you want realism, you should play Counterstrike or a similar game. FoT uses a hit-point based system, which will always have idiosyncraces that will make it unrealistic.

I think I'm going to write an essay about what exactly HP are one of these afternoons. I'll have to dig up my old 1st Ed. AD&D DM's Manual first and read Gygax's excellent blurb on them.

Another thing about slugfests...try using multiple squadmembers with different weapon types simultaneously. If you have someone with a Pistol (for instance Allanah, who is a Fast Shot) and another with a SMG or Assault Rifle and pop them up on someone with an M60, the pistoleer will suppress the enemy Big Gunner with her stacatto shooting, while your SMG/Rifleman scores the kill. It's all about teamwork, boys and girls. :D

OTB

Posted: Fri Sep 06, 2002 11:58 am
by Max-Violence
I'm not saying FOT should be ultra-realistic (Lord knows Counter-Strike ain't. Any game that uses the Internet to send data back n' forth is gonna have more than its share of "unrealisticness"), I'm just saying explosives should to more than 20 damage, of which a bullet can do as well. HP-based systems are great, but which "hurts" more, a bullet or an explosion? Even if the bullet hits the head, I'm thinkin' the explosion, especially when it happens right under the person's feet (as is the case with land mines) would hurt more than the bullet. Obviously, both would kill the person, but that ain't the point.

*strolls over to the Map Reviews forum*

Posted: Fri Sep 06, 2002 8:03 pm
by Forty-six & Two
OnTheBounce wrote:
Max-Violence wrote:BTW, OTB, if I were to use some of "your" weapon sprites ("your" meaning the ones you made from FO & FO2), all I would need to do is to give you/BIS/whoever credit in my readme, right? :wink:
Go right ahead. All I ask is that you give me credit for having squinted/slaved at/over those sprites, which were made from screenshots taken from the RPGs in your ReadMe. Please, no offers of firstborn children or anything like that. I wouldn't know what to do w/them. :lol:

Regarding Realism: This is FoT and FoT is RTS game with RPG elements set in the Fallout universe. This milieu isn't about realism. If you want realism, you should play Counterstrike or a similar game. FoT uses a hit-point based system, which will always have idiosyncraces that will make it unrealistic.

I think I'm going to write an essay about what exactly HP are one of these afternoons. I'll have to dig up my old 1st Ed. AD&D DM's Manual first and read Gygax's excellent blurb on them.

Another thing about slugfests...try using multiple squadmembers with different weapon types simultaneously. If you have someone with a Pistol (for instance Allanah, who is a Fast Shot) and another with a SMG or Assault Rifle and pop them up on someone with an M60, the pistoleer will suppress the enemy Big Gunner with her stacatto shooting, while your SMG/Rifleman scores the kill. It's all about teamwork, boys and girls. :D

OTB
Well regarding weapen damage and enemy/player HP The Refinery works fine. I played it on normal after hard and found it alot more entertaining than Hard, but also quite easy though. But of course it depends on the agressivity in your gaming... When I play on hard I try to go as slow as possible, but on easy I storm ahead as fast as i can.

Realism: Well of course its impossible to make FOT completly realistic and its not what I want, I just think its anoying that a guy wearing leather clothing can survive 2 frag grenades going off right next to him and then start shooting at you.

Yeah I know that you could use that kinda tactic you mentioned, but the spray fire bug fucks that up completly you know.... Like using 2 or more snipers for killing an enemy carrying a mini gun or an M2. Maybe the target wont get hit because of range, but the others will. Im sure most FOT players have sat looking at half their squad dead becuase of that :(

Oh yea, about your map OTB. Theres actually quite alot of stim Packs you know. I lost Nathan early so I didnt use the doc bags and med kits at all. But it went well the rest of the way, only lost Jackson, and I only reloaded once when Malachi was killed by the spread fire bug.

Posted: Sat Sep 07, 2002 1:08 am
by OnTheBounce
Forty-six & Two wrote:[Well regarding weapen damage and enemy/player HP The Refinery works fine. I played it on normal after hard and found it alot more entertaining than Hard, but also quite easy though. But of course it depends on the agressivity in your gaming... When I play on hard I try to go as slow as possible, but on easy I storm ahead as fast as i can.
I thought about that last night after I posted. I've never played any FO game on anything but the medium setting, so I can't say what effect the difficulty will have. I will put a note about that in the ReadMe, that my missions are designed for CTB play on Medium difficulty.
46+2 wrote:Realism: Well of course its impossible to make FOT completly realistic and its not what I want, I just think its anoying that a guy wearing leather clothing can survive 2 frag grenades going off right next to him and then start shooting at you.
I find it annoying only when I'm in an ultra-realistic mood. If I find myself playing in that mood I switch the game off and do something else. I'll expound on what I think "grenade going off right beside him" means when I post my essay on hit points.
46+2 wrote:Yeah I know that you could use that kinda tactic you mentioned, but the spray fire bug fucks that up completly you know.... Like using 2 or more snipers for killing an enemy carrying a mini gun or an M2. Maybe the target wont get hit because of range, but the others will. Im sure most FOT players have sat looking at half their squad dead becuase of that :(
I've definitely had things like that happen before and yes, you really do have to watch it. One thing I do is to make sure that my squadlings are spread out. ("Watch the lateral dispersion, boys!") Timing is another issue. I am not above sending someone squatting down right in front of the cover that an enemy is using (like the half-walls at the front of the bunker) then - right after the enemy rips off a burst and is nice and low on AP - I pop my 1-2 squadies who proceed to sodomize the enemy w/hot lead.
46+2 wrote:Oh yea, about your map OTB. Theres actually quite alot of stim Packs you know. I lost Nathan early so I didnt use the doc bags and med kits at all. But it went well the rest of the way, only lost Jackson, and I only reloaded once when Malachi was killed by the spread fire bug.
How could you let poor Nathan die?! After everything that man's been through! :lol: In all of my play-testing Jackson bought the farm the most. I still like the way I set him up, though. He's a "sapper's sapper".

I see, you're saying that their existing stocks of Stimpacks were enough to get through the mission. Were you almost out when the mission was over?

If you put this in the context of a campaign and you had to rape your Stimpack supply like that you would have a tough time in the next mission unless there were still some left that you could buy from the Medical Officer back at the bunker. (More on the concept of the Medical Officer at another time...) Or you would be forced to rely solely on your medical skills to keep your squad in the fight.

Thanks for the input, guys. I may seem combatative, but I'm trying to hammer on ideas here to see which ones can stand and which ones can't. Whatever you do, don't take it personally. :)

OTB

Posted: Sat Sep 07, 2002 1:36 am
by Flamescreen
The quantity of stimapacks in a game is higly relevant to one's method of playing. If you finish a sp map with all your recruits having full HP's and 2 stims each, I'd say the designer did a perfect job. If most are injured and you have 5-7 for each, that's equally fine.

If one-2 is dead, I'd say there are more for the rest(depending on their level, a recruit dead with 100 HP's would use roughly 10 stims to heal. The goal of a map/ campaign, except finishing is to have a good score, that includes keeping your soldiers health perfect. You didn't, so it would be better to keep them alive and only then see how many stims you're having, as I'm assuming this map was constructed with the ideal scenario in mind(keeping all units, fullfilling all objectives).

Btw, did yu play TB? If so(as I will be doing), it might violate the developer's vision of the map. TB is supposed to be "easier" to play and retain your soldiers health.

Posted: Sat Sep 07, 2002 3:00 am
by Forty-six & Two
All in all the main I posted this post was just that I was tired of some of the less entertaining parts of FOT and so started ranting. Most of the stuff I posted about realism isnt that relevant cuz it will all differ from play style and difficulty setting Etc.

On the Refinery Stimpacks subject, yea- I was all out of stimpacks. And if the map had been apart of a campaign it would hurt me further in to have spend so many stims on one map.

About Nathan dying, hehe.... well he was standing ready at a wall with an assault rifle and Malachi sniped some raiders and made them come running... and well they ran abit to far and scattered abit to much, so suddenly Nathan was suorrounded and then, well dead. It was a cool battle though :D. Actually I must say I enjoyed it quite alot. Very good map.

One strange thing id like to mention though, all the roadblocks and other targetable/destroyable objects would not take damage from anything but explosives? Im thinking this maybe is on purpose? Also, I couldnt make my squaddies use the Solar thingie-wingie on the hummer?

Posted: Sat Sep 07, 2002 12:08 pm
by Max-Violence
In order to use the starter thingie on the hummer, you need to have it in Anna's active hand and use the Repair skill. At least, that's how I did it. After that, you need to use Repair kits as usual.

Posted: Sat Sep 07, 2002 5:07 pm
by Forty-six & Two
Max-Violence wrote:In order to use the starter thingie on the hummer, you need to have it in Anna's active hand and use the Repair skill. At least, that's how I did it. After that, you need to use Repair kits as usual.
Alright, ill try that.. Gona play the map again now :D Thanks.

Posted: Sat Sep 07, 2002 10:08 pm
by OnTheBounce
Flamescreen wrote:...I'm assuming this map was constructed with the ideal scenario in mind(keeping all units, fullfilling all objectives).
The debriefing takes into account how many people you lost. I think that losses should be taken into account in a lot of FoT maps, since you're often a part of an organization - whether it's the BoS or the NCR Rangers - that use a "quality over quantity" approach and hence can't afford to let losses stack up.

I used this factor in the debriefing largely to give players a taste of what In Our Own Image is like. If you read the intro to the campaign, you know that the part of the BoS you're in is such a small sliver and that they are woefully under-manned. Hence, especially in some of the early missions, you will actually fail a mission if you loose too many people since the Elders can't have some incompetent running around squandering what little manpower they have.
Flamescreen wrote:If so(as I will be doing [playing TB]), it might violate the developer's vision of the map.
Please let me know in as much detail as you can how that turns out, Flamescreen. I didn't design The Refinery with TB in mind, but I'd like to know how accomodating it is to that type of play. If you have the time/energy, please detail tactics you used. :)
46+2 wrote:Most of the stuff I posted about realism isnt that relevant cuz it will all differ from play style and difficulty setting Etc.
Still, the difficulty was a good point. It honestly never crossed my mind that someone would play on anything but Medium Difficulty since I always play that way and have largely forgotten about the fact that the FO games all have a variable difficulty. I'll make sure to amend the ReadMe with that, and some other stuff. (See below.)
46+2 wrote:About Nathan dying, hehe.... well he was standing ready at a wall with an assault rifle and Malachi sniped some raiders and made them come running... and well they ran abit to far and scattered abit to much, so suddenly Nathan was suorrounded and then, well dead. It was a cool battle though . Actually I must say I enjoyed it quite alot. Very good map.
*hehe* Ambushes are fun. Sometimes even when things don't go your way. I'm glad you were able to enjoy it. It gives me almost the same feeling I used to get as a GM/DM in the heyday of my tabletop gaming. :D
46+2 wrote:One strange thing id like to mention though, all the roadblocks and other targetable/destroyable objects would not take damage from anything but explosives? Im thinking this maybe is on purpose?
You bet it was done on purpose! :lol:

The fuel drums are vulnerable to Normal damage, but the other stuff is either invulnerable to it, or has a high DT/DR vs. Normal damage. The reason I did this is to actually give you a reason to tote around explosives. It really pissed me off when in some of the core campaign's missions you had to destroy something and it was better to simply sit there and dump rifle, machinegun and lasers into the target rather than running up to them, planting some plastique and then running like hell. If you planted some plastique on the reactor in Buena Vista you wouldn't even knock it out, and so your squad had to sit there and blast away. This way you can make it so that you don't have to jack a destroyable entity's HP way up, and yet it's not going to be destroyed by stray fire. (Like the Jamming Towers in Scott City usually were...)

In the case of the roadblocks I think its better from a gameplay standpoint as well as realism if you can't shoot up barricades w/small arms fire. This is especially true in the case of maps where you're allowed vehicles. What's the challenge of having a sniper sitting in the Hum-Vee and blasting away at the roadblock with a rifle until it explodes? I like forcing the player to dismount someone to plant a charge or having him use up precious grenades to get the job done.
46+2 wrote:Also, I couldnt make my squaddies use the Solar thingie-wingie on the hummer?
Max is right on how to use it. This is something that I fucked up on, actually. I had intended to include instructions for items that players haven't yet encountered in the ReadMe.

BTW, IIRC there is a bug w/vehicles needing an item to Repair them. I seem to recall having simply used a Super Tool Kit on one once and the vehicles was repaired. That's why I only have standard Tool Kits available on the map. If you intend to use this in one of your maps, I recommend checking into this possible bug.

I really like the idea of Repair Items, btw. You can do some nifty things w/it, like having a smashed up vehicle on a map. If the player finds the vehicle (its Player Index is changed to "1" when the BoS occupies it) you can have the mission briefing reflect this, then have a similar entity back at the bunker that requires an item to repair that is then moved into view once that mission is complete and a campaign variable is tripped. You can then have the vehicle sitting there in the Repair Bay of the bunker...taunting the players w/the fact that they can't use it...until they find the part they need in a later mission, SRE, or whatever.
46+2 wrote:Gona play the map again now...
Hopefully you read this before you play again: When you play again, try a different approach. For instance, assault the West Gate instead of the South Gate. You'll notice that the "Quick Reaction Force" (the blokes by the fire in the middle of the compound) will react differently. Getting them to line up behind specific sets of sandbags involves changing each Slaver's PI, then setting the PI to a set of WPs. It's a bit of work, but I really like the results. Much better than just having them clump up somewhere so that they tear each other to pieces w/auto-weapons and area effect weapons.

(Speaking of area effect weapons, I really need to find a decent picture of some rifle grenades and a rifle w/a grenade launcher attached to replace the M79 GL...)

Cheers,

OTB

Posted: Sat Sep 07, 2002 11:46 pm
by Max-Violence
The M16/M203 combo is a pretty neat 'un, but I dunno where to find a pic of it.

How're you going to make the entity for a rifle w/grenade laucher, anyway? I didn't think weapons can use more than one type of ammo... (e.g. bullets and 40mm grenades).

:?:

Posted: Sun Sep 08, 2002 3:07 pm
by Forty-six & Two
OnTheBounce wrote:
Still, the difficulty was a good point. It honestly never crossed my mind that someone would play on anything but Medium Difficulty since I always play that way and have largely forgotten about the fact that the FO games all have a variable difficulty. I'll make sure to amend the ReadMe with that, and some other stuff. (See below.)
46+2 wrote:About Nathan dying, hehe.... well he was standing ready at a wall with an assault rifle and Malachi sniped some raiders and made them come running... and well they ran abit to far and scattered abit to much, so suddenly Nathan was suorrounded and then, well dead. It was a cool battle though . Actually I must say I enjoyed it quite alot. Very good map.
*hehe* Ambushes are fun. Sometimes even when things don't go your way. I'm glad you were able to enjoy it. It gives me almost the same feeling I used to get as a GM/DM in the heyday of my tabletop gaming. :D
46+2 wrote:One strange thing id like to mention though, all the roadblocks and other targetable/destroyable objects would not take damage from anything but explosives? Im thinking this maybe is on purpose?
You bet it was done on purpose! :lol:

The fuel drums are vulnerable to Normal damage, but the other stuff is either invulnerable to it, or has a high DT/DR vs. Normal damage. The reason I did this is to actually give you a reason to tote around explosives. It really pissed me off when in some of the core campaign's missions you had to destroy something and it was better to simply sit there and dump rifle, machinegun and lasers into the target rather than running up to them, planting some plastique and then running like hell. If you planted some plastique on the reactor in Buena Vista you wouldn't even knock it out, and so your squad had to sit there and blast away. This way you can make it so that you don't have to jack a destroyable entity's HP way up, and yet it's not going to be destroyed by stray fire. (Like the Jamming Towers in Scott City usually were...)

In the case of the roadblocks I think its better from a gameplay standpoint as well as realism if you can't shoot up barricades w/small arms fire. This is especially true in the case of maps where you're allowed vehicles. What's the challenge of having a sniper sitting in the Hum-Vee and blasting away at the roadblock with a rifle until it explodes? I like forcing the player to dismount someone to plant a charge or having him use up precious grenades to get the job done.
46+2 wrote:Also, I couldnt make my squaddies use the Solar thingie-wingie on the hummer?
Max is right on how to use it. This is something that I fucked up on, actually. I had intended to include instructions for items that players haven't yet encountered in the ReadMe.

BTW, IIRC there is a bug w/vehicles needing an item to Repair them. I seem to recall having simply used a Super Tool Kit on one once and the vehicles was repaired. That's why I only have standard Tool Kits available on the map. If you intend to use this in one of your maps, I recommend checking into this possible bug.

I really like the idea of Repair Items, btw. You can do some nifty things w/it, like having a smashed up vehicle on a map. If the player finds the vehicle (its Player Index is changed to "1" when the BoS occupies it) you can have the mission briefing reflect this, then have a similar entity back at the bunker that requires an item to repair that is then moved into view once that mission is complete and a campaign variable is tripped. You can then have the vehicle sitting there in the Repair Bay of the bunker...taunting the players w/the fact that they can't use it...until they find the part they need in a later mission, SRE, or whatever.
46+2 wrote:Gona play the map again now...
Hopefully you read this before you play again: When you play again, try a different approach. For instance, assault the West Gate instead of the South Gate. You'll notice that the "Quick Reaction Force" (the blokes by the fire in the middle of the compound) will react differently. Getting them to line up behind specific sets of sandbags involves changing each Slaver's PI, then setting the PI to a set of WPs. It's a bit of work, but I really like the results. Much better than just having them clump up somewhere so that they tear each other to pieces w/auto-weapons and area effect weapons.

(Speaking of area effect weapons, I really need to find a decent picture of some rifle grenades and a rifle w/a grenade launcher attached to replace the M79 GL...)

Cheers,

OTB
Well the difficulty settings are a bit stupid. And hard to balance out. The map im making now im making for being quite hard on the Hard setting and abit easier if you set it to Normal.

About making roadblocks only vulnerable to explosives: I love it! Really great. Im gona adopt that for my map making :-). On thing that would be really nice was sneaking up on a turret and blowing it, but its a hard one.... maybe something like low perception and very high weapen skill... So that it will still be able to hit, but have a hard time detecting sneaked chars. I donu... could really use it for the map im trying to get finished right now.

When I played the map yesterday I went for the hummer and tried chargning the main gates with it, damn that was fun. But it hurt abit when I left the hummer though, hehe.

Oh yea, that ambush were Nathan died was great. I was outgunned after that so I retreated with Malachi, but he was getting shot up pretty good so I rushed Anna out and her Laser Pistol distracted a raider that would have wasted Malachi. Those great little situations are what makes it worth playing :D.

Oh yeah, I love the new rocket launcher sound you put instead! Well "new"..... the old one from the Fo RPG. Its alot cooler than the original FoT one.

Hmm. I think im gona go work on my map. But im a little bit wasted since I was at a Düreforsög koncert yesterday, so donu how much ill get done, heh.

Posted: Sun Sep 08, 2002 11:10 pm
by OnTheBounce
Forty-six & Two wrote:About making roadblocks only vulnerable to explosives: I love it! Really great. Im gona adopt that for my map making :-).
Feel free to rip-off/copy any and all of my techniques. As I've said many times before I don't think that we Map Rats should sit on our secrets when it comes to the actual mapping. The only thing we should sit is our plot ideas, etc., that we're actually going to use. We all benefit in the end if we help each other, as do the people that play our material. :)
46+2 wrote:On thing that would be really nice was sneaking up on a turret and blowing it, but its a hard one.... maybe something like low perception and very high weapen skill... So that it will still be able to hit, but have a hard time detecting sneaked chars. I donu... could really use it for the map im trying to get finished right now.
Your idea sounds like it might work. Let us know what comes of it.
46+2 wrote:When I played the map yesterday I went for the hummer and tried chargning the main gates with it, damn that was fun. But it hurt abit when I left the hummer though, hehe.
Just think, there could have been missions like this in the core campaign...

When you say "Main Gates" do you mean the West Gate or the South Gate? From what you're saying about leaving the Hummer I'm guessing you hit them at the South Gate since you can't get the Hum-Vee through that one due to that (rather inconveniently placed pillar).
46+2 wrote:Oh yea, that ambush were Nathan died was great. I was outgunned after that so I retreated with Malachi, but he was getting shot up pretty good so I rushed Anna out and her Laser Pistol distracted a raider that would have wasted Malachi. Those great little situations are what makes it worth playing :D.
:lol: Yes, I agree. There's nothing like having to pull your buddy's chestnuts out of the fire.

I like Malachi, he's a good sniper, but he can get overwhelmed pretty easily. He's usually set to target enemies' heads when I use him. He doesn't fire often, but he's knocked so many people on that map out it isn't funny. :P

Notice that I have an 8th Level character equipped w/an E-weapon on this map. By that time in IOOI you will already have access to E-weapons, albeit only the weakest ones. It will be a lot more worthwhile to start w/an E-weapon Tag Skill, which is something I've always been leary of doing in the RPGs since E-weapons aren't available for so damned long.
46+2 wrote:Oh yeah, I love the new rocket launcher sound you put instead! Well "new"..... the old one from the Fo RPG. Its alot cooler than the original FoT one.
Actually, that's what the RL is supposed to sound like in FoT. The sound files are misnamed in the core campaign and I fucked around with them until I got the names right. You might want to paste those sounds into your core directory so that the RL actually makes a sound.

I've been experimenting w/FO and FO2 modding a bit and I will be adding at least some of the weapon sounds from those games to the actual campaign. At the very least you will once again have the opportunity to soil your pants when getting shot at by 14mm Pistols! :lol:
46+2 wrote:Hmm. I think im gona go work on my map. But im a little bit wasted since I was at a Düreforsög koncert yesterday, so donu how much ill get done, heh.
That's much more exciting than what I did all day yesterday: sat around and unpacked some FO2 files and edited item descriptions into a readable form... :lol:

Happy Mapping,

OTB

Posted: Mon Sep 09, 2002 2:02 am
by Red
OnTheBounce wrote:That's much more exciting than what I did all day yesterday: sat around and unpacked some FO2 files and edited item descriptions into a readable form... :lol:
What's was so hard to read in them? The thing is pretty darn obvious...

Posted: Mon Sep 09, 2002 3:17 am
by OnTheBounce
Red wrote:What's was so hard to read in them? The thing is pretty darn obvious...
Yes, you can read individual entries quite easily. However, I took all of the brackets and numbering out, then categorized and alphabetized it all. That last bit was the hard part, since I don't have any word processing program with a "sort" function. Now it's all laid out for easy reading...oh, and some cut 'n' paste action into my own items.txt.

OTB

Re: Spread Fire Bug and hitting Vs damage

Posted: Tue Sep 17, 2002 7:05 pm
by Viktor
OnTheBounce wrote:
Forty-six & Two wrote: You know, I should have raised the damage on those GP mines. The M-301 AP Mine (of which Jackson has only 1) is a nasty weapon, due to the fact that it is set up w/the JHP ammo sub-type, and I had intended it to simulate a ball-bearing/shrapnel scattering mine that was extremely dangerous to unarmored/lightly armored targets, while the GP mine did less damage, but was more likely to damage heavily armored targets. I highly recommend you lift and plant some of the "Demi-Gasse" mines. Especially if you're a pyromaniac. :evil: OTB
For a real "pink mist experience" plant the M-301 along side a GP mine!!

!! Spoiler alert!!!

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I didn't want to mine the guard post NE of the insertion point as it's within sight of the next Slaver CP (N of insertion point) and they'd raise the alarm.

So I waited until the roving patrol had passed and moved my merry band W to the ruined building across the road from the supply shack. Hiding the non-sneakers behind the S wall, the squad sat there safeties on and watched the patrol mill around outside the W side of the shack.... The fools all bunched together near a rock. When they left, Jackson snuck over and laid a GP and an AP mine right on the very spot...

The daft buggers returned to the exact spot and KA-BLAM!!! 5 dead Slavers, no survivors, lots of nice guns and no alarm raised!

The DG's are a hoot too!!