Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Sevenfm's modpack
Sevenfm's modpack[message #362863] Mon, 12 April 2021 22:35 Go to next message
gougluinn is currently offline gougluinn

 
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hi, sevenfm i downloaded your modpack but got confused about a few things.

1. why some mods have folders (in ja2 directory) but others have zip files (in mods folder)?
2. how can i edit urban chaos ini file? why it is not seen/editable in ini editor?


(i guess i opened this topic in wrong section happy )

[Updated on: Mon, 12 April 2021 23:15]

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Re: Sevenfm's modpack[message #362866 is a reply to message #362863] Tue, 13 April 2021 00:41 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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i extracted, edited ini file then compressed again then opened the game. game runs fine but right after started to game and entered airport like after 10 seconds the game crashes even before my mercs getting out from plane.

[Updated on: Tue, 13 April 2021 00:48]

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Re: Sevenfm's modpack[message #362872 is a reply to message #362863] Tue, 13 April 2021 08:52 Go to previous messageGo to next message
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gougluinn wrote on Tue, 13 April 2021 00:35
hi, sevenfm i downloaded your modpack but got confused about a few things.

1. why some mods have folders (in ja2 directory) but others have zip files (in mods folder)?
2. how can i edit urban chaos ini file? why it is not seen/editable in ini editor?
VFS supports mods in 7z files without compression, so they can be used instead of folders.
You can change ini in Data-UC113 folder, also ini values in Data-User have highest priority over all ini files.

Quote:
i extracted, edited ini file then compressed again then opened the game. game runs fine but right after started to game and entered airport like after 10 seconds the game crashes even before my mercs getting out from plane.
The game does not support compressed files.

In general, modpacks are not designed for easy modification, if you want to modify your game you need to install clean 1.13 and mods from official sources.



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Re: Sevenfm's modpack[message #362877 is a reply to message #362872] Tue, 13 April 2021 19:22 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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i meant 7z file without compression just like you said. otherwise the game is not even opening. but after doing that game crashed in the beginning as i said.

but..

when i stopped using ja2+ai.exe it worked so the problem is with ja2+ai.exe i guess. you didnt write anything in the readme file about this. ja2+ai is not compatible with urban chaos 1.13?

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Re: Sevenfm's modpack[message #362878 is a reply to message #362877] Tue, 13 April 2021 19:24 Go to previous messageGo to next message
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gougluinn wrote on Tue, 13 April 2021 21:22
ja2+ai is not compatible with urban chaos 1.13?
It always worked well for me and other players. Are you using actual r2044? Modpack exe version may be outdated.



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Re: Sevenfm's modpack[message #362880 is a reply to message #362878] Tue, 13 April 2021 19:33 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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i am using the one in google drive, got there from your signature. it is not exe but 7z file (1.73GB). "7609en+Modpack.7z"

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Re: Sevenfm's modpack[message #362881 is a reply to message #362880] Tue, 13 April 2021 19:37 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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i am not expert at this modding thing i just want to play a little bit different game than original and your pack is good especially musics.

i just did these because there is no IMP settings in data-user ja2options.ini file. actually would be perfect if you tell me how can i change these settings (IMP settings) without touching 7z files.

[Updated on: Tue, 13 April 2021 19:39]

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Re: Sevenfm's modpack[message #362882 is a reply to message #362880] Tue, 13 April 2021 19:40 Go to previous messageGo to next message
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gougluinn wrote on Tue, 13 April 2021 21:33
i am using the one in google drive, got there from your signature. it is not exe but 7z file (1.73GB). "7609en+Modpack.7z"
Try downloading r2044 exe then from the link in the sig and using it instead of modpack's Ja2+AI.

Quote:
i just did these because there is no IMP settings in data-user ja2.ini file. actually would be perfect if you tell me how can i change these settings (IMP settings) without touching 7z files.
Just add missing options to ini file in Data-User, and the game will use them instead of same options in other files, you can do that with notepad for example.

Unpacking+repacking in store mode 7z files with the same names in Mods folder should work, too.



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Re: Sevenfm's modpack[message #362883 is a reply to message #362882] Tue, 13 April 2021 19:48 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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sevenfm wrote on Tue, 13 April 2021 19:40
Just add missing options to ini file in Data-User, and the game will use them instead of same options in other files, you can do that with notepad for example.
thats the problem because ja2options.ini in data-user is different than others. i added IMP_MAX_ATTRIBUTE = 90 and IMP_MIN_ATTRIBUTE = 25 on top of the ja2options.ini file in data-user but it didnt work. here look;

https://i.imgur.com/50XR92a.jpg

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Re: Sevenfm's modpack[message #362884 is a reply to message #362883] Tue, 13 April 2021 19:49 Go to previous messageGo to next message
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You need to add them into proper [section].


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Re: Sevenfm's modpack[message #362885 is a reply to message #362884] Tue, 13 April 2021 19:53 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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[Recruitment Settings] ????

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Re: Sevenfm's modpack[message #362886 is a reply to message #362885] Tue, 13 April 2021 19:55 Go to previous messageGo to next message
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gougluinn wrote on Tue, 13 April 2021 21:53
[Recruitment Settings] ????
Yes, use the section's name from Data-1.13\Ja2_Options.ini as a reference.

[Updated on: Tue, 13 April 2021 19:55]




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Re: Sevenfm's modpack[message #362887 is a reply to message #362886] Tue, 13 April 2021 19:59 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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last question, since this is your mod, did you change anything in that ini file? i mean is that ja2options.ini file in data-user folder different than original one? i am asking because if your answer is no then i will copy original 1.13 ini file there.

[Updated on: Tue, 13 April 2021 20:05]

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Re: Sevenfm's modpack[message #362888 is a reply to message #362887] Tue, 13 April 2021 20:05 Go to previous messageGo to next message
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gougluinn wrote on Tue, 13 April 2021 21:59
last question, since this is your mod, did you change anything in that ini file? i mean that ja2options.ini file in data-user folder is dfferent than original one?
Some options in Data-User are different from stock 1.13.
Also there can be fixes, tweaks, updates and balance changes in some mods.

Quote:
i am asking because if your answer is no then i will copy original 1.13 ini file there
Some mods will stop working then. As I already said, if you plan to change anything, better make clean 1.13 installation with your mod of choice and do whatever you want with it.

My modpack is unofficial and provided as is without any support from my side, I also don't support any modding attempts. You either use it as it is or use something else.



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Re: Sevenfm's modpack[message #362889 is a reply to message #362888] Tue, 13 April 2021 20:05 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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btw, ja2_7609en+AI_r2044.exe worked there is no crash with this exe. the one in you modpack 7z is crashing for me.

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Re: Sevenfm's modpack[message #362896 is a reply to message #362889] Wed, 14 April 2021 22:51 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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looks like your AI troops have a lot more AP than vanilla one because even the shitty ones in the first city shoots me at least 6 or 7 times and kill everytime though.

also i was doing a night attack and killed a few guys without alerting anyone (silent kills with matchete) but still they got alerted and reinforced troops from near sector. actualy i got a message about this though.

playing experienced but can not pass even the first city lol.

also do they've gps or radio because lots of soldiers gather around the dead one who is killed silently.

[Updated on: Wed, 14 April 2021 22:58]

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Re: Sevenfm's modpack[message #362897 is a reply to message #362896] Thu, 15 April 2021 06:04 Go to previous messageGo to next message
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gougluinn wrote on Thu, 15 April 2021 00:51
looks like your AI troops have a lot more AP than vanilla one because even the shitty ones in the first city shoots me at least 6 or 7 times and kill everytime though.
Shooting code is the same as in stock 1.13, there is no AP bonus apart from regular one in ini settings. Your experience may depend on mod you are using and difficulty level.

Quote:
also i was doing a night attack and killed a few guys without alerting anyone (silent kills with matchete) but still they got alerted and reinforced troops from near sector. actualy i got a message about this though.
Enemy will raise alert if too many soldiers killed, too many depends on sector type.

Quote:
playing experienced but can not pass even the first city lol.
You need to adapt your tactics, after that it's not that difficult.

Quote:
also do they've gps or radio because lots of soldiers gather around the dead one who is killed silently.
If enemy sees fresh corpse when no alert is raised, nearby soldiers will try to find killer, so they will move around and search some spots.
Apart from that, there is no special code for killed soldiers.



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Re: Sevenfm's modpack[message #362899 is a reply to message #362897] Thu, 15 April 2021 16:04 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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sevenfm wrote on Thu, 15 April 2021 06:04
gougluinn wrote on Thu, 15 April 2021 00:51
looks like your AI troops have a lot more AP than vanilla one because even the shitty ones in the first city shoots me at least 6 or 7 times and kill everytime though.
Shooting code is the same as in stock 1.13, there is no AP bonus apart from regular one in ini settings. Your experience may depend on mod you are using and difficulty level.
this must smth to do with urban chaos then because i dont remember anyone fired at least 6 times at me in vanilla 1.13. i've completed a playthrough with last unstable ver. in last summer. and that game was expert while this is experienced.

sevenfm wrote on Thu, 15 April 2021 06:04
gougluinn wrote on Thu, 15 April 2021 00:51
playing experienced but can not pass even the first city lol.
You need to adapt your tactics, after that it's not that difficult.
it is because first city with shitty ranged weapons. in vanilla 1.13 i overcame this with silent machete night ops. i mean with guns in day or night i can not kill them without wounded badly because in 1.13 they try to encircle you. i have only raven with mark. value over 90.

i'd like to watch if you know some youtube videos which includes nice 1.13 tactics.

sevenfm wrote on Thu, 15 April 2021 06:04
gougluinn wrote on Thu, 15 April 2021 00:51
also do they've gps or radio because lots of soldiers gather around the dead one who is killed silently.
If enemy sees fresh corpse when no alert is raised, nearby soldiers will try to find killer, so they will move around and search some spots.
Apart from that, there is no special code for killed soldiers.
i didnt like this because it ruined my silent/night attack/machete/real time mode strategy. they are hanging and running around the dead body like crazy lol. i mean if we had a chance to hide body then it is ok but we dont have.

maybe you or flugente want to add "hide dead bodies" feature in future huh?

[Updated on: Thu, 15 April 2021 16:08]

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Re: Sevenfm's modpack[message #362900 is a reply to message #362899] Thu, 15 April 2021 16:18 Go to previous messageGo to next message
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You can drop dead body in water, it will disappear, or destroy it with fire, or just move/drag it somewhere enemy will not see it.


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Re: Sevenfm's modpack[message #363057 is a reply to message #362900] Fri, 30 April 2021 22:11 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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well, i gave up melee fight because it is not worthy with your improve AI. also you can not silently kill enemies when you sneak up enemy from behind without being noticed in real time sneaking mode. everytime enemy turns his back right before you cut enemy's throat with machete. this is not happening in vanilla 1.13.

also i realized another difference when i use your exe and original exe. in original you could quick load your last save during enemy/civ. turn but it is not a case in your AI. can i ask why? waiting for whole turn is not a good feeling you know happy

anyway i came here to ask another thing. is binoculars & scouting works with UC? if it is then it is not working in my game here there is no difference when you hold binoculars and not:

without bino:

https://i.imgur.com/SOY96MW.jpg

with bino:

https://i.imgur.com/I0REEue.jpg

no difference

[Updated on: Fri, 30 April 2021 22:15]

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Re: Sevenfm's modpack[message #363058 is a reply to message #363057] Fri, 30 April 2021 22:16 Go to previous messageGo to next message
LatZee is currently offline LatZee

 
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Seven has been experimenting with binoculars lately, so they work a bit differently in +AI, that's not UC thing. First, you have to actually raise binoculars to use them (like raising a weapon, so L), which is not a new thing in +AI, but nowadays they will just provide limited vision around the place you focused your binoculars onto (so, the tile your cursor was over when you pressed L, or gave him spotter assignment). That's about the limit of my knowledge about it, so if there is something more, Seven will have to provide details himself big grin

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Re: Sevenfm's modpack[message #363059 is a reply to message #363057] Fri, 30 April 2021 22:23 Go to previous messageGo to next message
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gougluinn wrote on Sat, 01 May 2021 00:11
well, i gave up melee fight because it is not worthy with your improve AI. also you can not silently kill enemies when you sneak up enemy from behind without being noticed in real time sneaking mode. everytime enemy turns his back right before you cut enemy's throat with machete. this is not happening in vanilla 1.13.
It's the same thing that happens in stock 1.13 - any melee/hth attack results in enemy turning to attacker, it works like that since vanilla as far as I know.

Quote:
also i realized another difference when i use your exe and original exe. in original you could quick load your last save during enemy/civ. turn but it is not a case in your AI. can i ask why? waiting for whole turn is not a good feeling you know happy
Quick loading during enemy turn is disabled to avoid bugs that happen sometimes.

Quote:
anyway i came here to ask another thing. is binoculars & scouting works with UC? if it is then it is not working in my game here there is no difference when you hold binoculars and not
This is new feature in +AI which is called New Vision Mode - you have no default vision bonus from scopes and binocs, you need to use focus/spotter feature to activate vision bonus for certain spot.

[Updated on: Fri, 30 April 2021 22:24]




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Re: Sevenfm's modpack[message #363060 is a reply to message #363059] Fri, 30 April 2021 23:21 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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thats cool thank you both of you. about sneak killing maybe i just feel like that because i turned on "fast enemy AI turn" option this time.

i agree with you about quick load too but it was not that bad, you know my game getting bugged max. 2-3 times if i quick load 10 times. and i meant "infinite hourglass" where i said bug. alt + x solves this happy

also i found out another thing with your AI, when i want to enter turn base mode in real time sneaking i was simply pressing shotcut "D" (end turn button) so with this way i could avoid enemy interrupts (especially for hostile NPCs (like kingpin) big grin i dont know if is wad, bug or exploit. but this key is not working right now, do you know about this?

[Updated on: Sat, 01 May 2021 20:25]

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Re: Sevenfm's modpack[message #363062 is a reply to message #363060] Fri, 30 April 2021 23:36 Go to previous messageGo to next message
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You need to press Ctrl+D to start turnbased from realtime.


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Re: Sevenfm's modpack[message #363063 is a reply to message #363062] Sat, 01 May 2021 00:19 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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interesting... i thought i was using just d.

[Updated on: Sat, 01 May 2021 06:00]

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Re: Sevenfm's modpack[message #363065 is a reply to message #363063] Sat, 01 May 2021 07:23 Go to previous messageGo to next message
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gougluinn wrote on Sat, 01 May 2021 02:19
interesting... i thought i was using just d.
It was changed to avoid possible problems with accidental turn ending.



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Re: Sevenfm's modpack[message #363072 is a reply to message #363065] Sat, 01 May 2021 18:09 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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i see. btw i tested sneak killing 5 times. i put my merc right behind of enemy in real time sneaking and tried to cut his throat with machete. 4 of 5 times enemy turned back and killed my merc before that. but..

i killed him 5/5 times if i enter turn base right before killing him. i dont know it has something to do with your AI or UC mod or simply vanilla 1.13.

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Re: Sevenfm's modpack[message #363073 is a reply to message #363072] Sat, 01 May 2021 18:13 Go to previous messageGo to next message
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gougluinn wrote on Sat, 01 May 2021 20:09
i see. btw i tested sneak killing 5 times. i put my merc right behind of enemy in real time sneaking and tried to cut his throat with machete. 4 of 5 times enemy turned back and killed my merc before that. but..

i killed him 5/5 times if i enter turn base right before killing him. i dont know it has something to do with your AI or UC mod or simply vanilla 1.13.
I think it's just the way interrupts work, they are calculated differently in realtime and turnbased.

Also check r2080, it changes code so that target will not turn to hth/melee attacker in realtime unless target is under attack or can see the attacker.
r2081 prevents target from turning in turnbased if attacker is covert and target is not alerted.

In stock 1.13, enemy will only turn to attacker if he was seen or heard in last 3 turns.

[Updated on: Sat, 01 May 2021 20:48]




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Re: Sevenfm's modpack[message #363074 is a reply to message #363073] Sat, 01 May 2021 20:17 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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sorry but what is r2080? happy i mean were not the versions go from 7xxx to 8xxx?

also did you or modders remove cow punching str gaining? 5 min ago i punched 10 cows gained nothing. str bar is also not increased a bit.

[Updated on: Sat, 01 May 2021 20:18]

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Re: Sevenfm's modpack[message #363075 is a reply to message #363074] Sat, 01 May 2021 20:18 Go to previous messageGo to next message
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gougluinn wrote on Sat, 01 May 2021 22:17
sorry but what is r2080? happy
+AI exe version.



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Re: Sevenfm's modpack[message #363076 is a reply to message #363075] Sat, 01 May 2021 20:19 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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can i do that on ongoing campaign?

[Updated on: Sat, 01 May 2021 20:20]

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Re: Sevenfm's modpack[message #363077 is a reply to message #363076] Sat, 01 May 2021 20:19 Go to previous messageGo to next message
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gougluinn wrote on Sat, 01 May 2021 22:19
can i do that on ongoing campaign?
Yes why not.



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Re: Sevenfm's modpack[message #363078 is a reply to message #363077] Sat, 01 May 2021 20:22 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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btw, in this mod musics enemy tauns etc. are so nice thx again for that

sevenfm wrote on Sat, 01 May 2021 20:19
gougluinn wrote on Sat, 01 May 2021 22:19
can i do that on ongoing campaign?
Yes why not.
no idea happy

[Updated on: Sat, 01 May 2021 20:22]

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Re: Sevenfm's modpack[message #363081 is a reply to message #363074] Sun, 02 May 2021 03:12 Go to previous messageGo to next message
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gougluinn wrote on Sat, 01 May 2021 19:17

also did you or modders remove cow punching str gaining? 5 min ago i punched 10 cows gained nothing. str bar is also not increased a bit.
Don't know about removing, and not sure about UC, but I know that with default setting for SDO, all attributes and skills improve significantly slower(need more subpoints to improve) in Seven's modpack than in stock 1.13, so that might be the reason for lack of results in UC too.

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Re: Sevenfm's modpack[message #363088 is a reply to message #363081] Sun, 02 May 2021 17:12 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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i see ^. i am not gonna punch any cow anymore then. it was too boring anyway.

gougluinn wrote on Sat, 01 May 2021 20:22
sevenfm wrote on Sat, 01 May 2021 20:19
gougluinn wrote on Sat, 01 May 2021 22:19
can i do that on ongoing campaign?
Yes why not.
no idea happy

remembered why i said this. before this playthrough, i started to play game with your AI exe then continued normal ja2.exe and could not load the save game after i tried with your AI exe again.

[Updated on: Sun, 02 May 2021 17:14]

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Re: Sevenfm's modpack[message #363096 is a reply to message #363088] Mon, 03 May 2021 01:39 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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hi sevenfm, i get an error when i try to detach striker lbe from striker vest with your exe. i tried it with orginal ja2.exe and didnt get that error so it has smth to do with your exe can you look at that? here the error i got;

https://i.imgur.com/lysWMHA.jpg

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Re: Sevenfm's modpack[message #363103 is a reply to message #363096] Mon, 03 May 2021 06:51 Go to previous messageGo to next message
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gougluinn wrote on Mon, 03 May 2021 03:39
hi sevenfm, i get an error when i try to detach striker lbe from striker vest with your exe. i tried it with orginal ja2.exe and didnt get that error so it has smth to do with your exe can you look at that? here the error i got;
I need a save, mod version etc.



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Re: Sevenfm's modpack[message #363113 is a reply to message #363103] Tue, 04 May 2021 23:45 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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it is your modpack with (r2080) here screenshot:

https://i.imgur.com/gS86uDZ.jpg

just use striker vest upgrade in raider's inventory on spectra vest then attach lbe on (near ceramic plates) vest then detach. when you detach game gives ctd here:

https://i.imgur.com/lysWMHA.jpg

savegame: https://www115.zippyshare.com/v/OyaX28fM/file.html

[Updated on: Wed, 05 May 2021 17:40]

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Re: Sevenfm's modpack[message #363140 is a reply to message #363113] Thu, 06 May 2021 22:56 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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hey sevenfm my merc slipped on enemy's blood and fell down. you did this? lol

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Re: Sevenfm's modpack[message #363141 is a reply to message #363140] Fri, 07 May 2021 05:48 Go to previous messageGo to previous message
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gougluinn wrote on Fri, 07 May 2021 00:56
hey sevenfm my merc slipped on enemy's blood and fell down. you did this? lol
Yes, mercs and enemy soldiers can slip on blood, only on flat floor, only once as blood will be removed from tile and only if running, so it works similar to marbles code.
Can also be used in boxing matches.



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