Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260511]
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Tue, 24 August 2010 22:30
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Smeagol,
I do not know if this has been reported yet, but their are numerous bugs that appear with relation to interface and cursor location. I specifically believe it is because of the new attachment system. Instead of displaying the correct text boxes it displays [attachments].
Edit: Also, their, at times, are blanks missing from item descriptions.
Sorry if these have already been reported.
[Updated on: Tue, 24 August 2010 22:33] Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260515]
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Tue, 24 August 2010 23:11
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No man, what I mean is when let's say I am shopping at Tony's....If I hover over some items in his inventory, sometimes it says [attachments] instead of the usual gun specs. Also, after I traded some guns for money, I hovered over some things and instead of displaying gun specs., it displayed the money cursor.
With regards to the missing text. It would be something like this.
This gu[.....] after 1942.
It is t[.....] companion, and
offers nice stability to any
squad.
[Updated on: Wed, 25 August 2010 00:02] Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260523]
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Wed, 25 August 2010 00:12
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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Wanted to report the fact that Barry, despite the fact that you hear his lines perfectly, doesn't move his lips anymore... Don't know what controls that, if that is related to the messing around with traits and stuff?
I have also had similar problems as taoteching, that sometimes nothing but 'attachments' appears. In my case, hovering over Barry's portait at AIM gave that once, which also made it impossible to click his portrait. It was easy circumvented by first viewing another profile and than everything was fine, but it was just a bit odd.
P.s. threads grow quickly big when a mod is popular
Edit: And I constantly forget to add - The AI is much improved for the enemy, but my militia seem to use the same old huddle up massive attack strategies and did not avoid a mustard gas grenade cloud - getting six killed.
I know you can order them around. However, although talking is only 6 AP commanding them is taking up a lot (30 AP's or so...). And they did not follow commands too well so to speak. Now part is too blame they were too much under fire and low leadership of the merc able to give commands. However, when I say 'take cover', I don't expect them to get up and run towards the enemy :confused: Brave diversion, but yeah needless to say that that particular militia got shot in an instant... He shall be remembered, haha
Does the AI improve of militia as they become more experienced or is this just the way it is?
And as noob question: How do you call in reserves in the town area next to you... couldn't figure that out.
[Updated on: Wed, 25 August 2010 00:53] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260558]
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Wed, 25 August 2010 11:49
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ko5ma |
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Messages:35
Registered:January 2010 Location: Poland |
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I have a small problem, not sure if it's me doing something wrong... Started a new game with "very slow item progression", had a dyneema and a spectra vest drop in Omerta just after landing.
EDIT: AIMNAS v6 + MercStartingGear.xml
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260596]
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Wed, 25 August 2010 20:14
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Thanks for all of the hard work Tais. You have made it very easy to combine all of these modifications. Once again thank you.
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260624]
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Thu, 26 August 2010 02:34
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I don't think it is the 40mm Cylinder items, because it is a newer game. It was in Chitzena somewhere. I can find out for sure if you want.
[Updated on: Thu, 26 August 2010 03:29] Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260686]
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Fri, 27 August 2010 01:10
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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Might have stumbled upon two things:
I threw a Molotov Cocktail at night. It worked fine, but to my surprise the fire does not light up the surrounding tiles which is what I expected, thus damage and some reduced flare attack. Now if this is not coded, which is quiet possible, I would make the suggestion to have molotov cocktails spread a bit of light during the night.
The Fabarn SPASS shotgun: It did not receive a bonus to its distance despite adding a duckbill (which states +2 bonus), and when adding a shotgun forgrip I did not receive the bonus for quicker loading of ammunition.
silversurfer
It might as well be that the daylight vision penalty cancels the bright light vision bonus when looking at bright light in addition to decreasing vision range at normal daylight level. A goggle warning in that case is not the worst thing...
Do you mean to say that it works well at night, no penalty or bonus for bright light (I actually believe the bright light bonus is +1 only and daylight penalty -2... or otherway around... anyways may not really cancel), and penalty during the day?
However, the point is that it also gives a goggles warning during the night, for which it functions fine, even with the bright light bonus!
And please keep some of the tree groups standing, they provide cover and would find it a shame if WF becomes a night-ops only map, if I may over-exaturate a bit. Besides, trees are good for the environment
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260750]
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Fri, 27 August 2010 18:36
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Smeagol,
In Cambria, when you talk to nurse Jenny about going and getting the doctor, if you are standing in front of the (one tile entrance behind counter) the game will freeze up due to inadequate space for Jenny to walk around. Maybe you could increase it to two tiles at least.
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260755]
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Fri, 27 August 2010 20:51
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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taotechingSmeagol,
In Cambria, when you talk to nurse Jenny about going and getting the doctor, if you are standing in front of the (one tile entrance behind counter) the game will freeze up due to inadequate space for Jenny to walk around. Maybe you could increase it to two tiles at least.
Yeah, once I get to reworking the hospital I'll fix that. Thanks for reporting.
Atm I'm trying to rebuild the C14 drassen map, as it basically sucked and I always wanted to create a new map for that sector. The new sector will have a small junkyard//garage//workshop and some cheap houses. Nothing spectacular really, but the old map just didn't fit.
But it takes a time to build a more or less completely new map, and as I work my way down from North to south, it might take a while until I reach Cambria.
Also reworked the D2 SAM site, the AI was always very easy prey when they tried to attack the island to take back the SAM site. I made the SAM site situated on a peninsula instead, with more or less easy access from the east.
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260760]
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Fri, 27 August 2010 21:15
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Smeagol,
There is a civilian in sector: C6 San Mona (Shop keeper in Smoke's, beside Angels Leather shop) whose lines are wrong.
He states: "Quote 1", "Quote 2", "Quote 3", "Quote 9", "Quote 12", and so on.
Also,
The harder it is to attack something, the easier it is to defend.
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