|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: JA2 MFM for 1.13[message #156711]
|
Tue, 11 September 2007 15:17
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
you said it yourself mauser, for a mod, certain requirements have to be met.
as far as factions come in, you just can't do much cool stuff with them. Will made creative use of them, and that's about as much as can be done. there is simply not enough control of factions and there are no provision to ever improve the control and influence over faction behaviour be it through 1.13 or however else.
all it would take is playing 1.13 MFM and people could easily see that faction behaviour would require an urgent, massive improvement (code-wise)
me, i dropped almost all faction-based features in my mod because of this. This renders of course a part of the story pointless, but what can we do...
the fact that you have no flamethrower is because you have DBB itemsmod installed over MFM. But i mean, honestly, it probably takes like swapping 3 pictures and stats from 2-3 files to recreate it i guess...
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: JA2 MFM for 1.13[message #156769]
|
Tue, 11 September 2007 18:19
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
i'm not calling anybody a lazy person.
i just state that mauser's problem isn't insurmountable (is that a real word?)
i don't expect you to support external mods of any sort --- goodness, no.
I understand it's a tough time for you there. My respect for supporting this mod and sticking around despite the odds.
Report message to a moderator
|
Sergeant Major
|
|
|
|