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my reveiw and verdict of MFM 1.07[message #149814] Wed, 18 July 2007 15:41 Go to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
allright Will Gates, you knew this moment had to come!

this is my half time verdict after playing through more than half of the game.

first of all, i just cleared tropico island.

man, that "d-day" scenario was tight! very well done, such events bring quality to the game.
tropico itself looks a wee bit small. a little more landmass here and there would be nice. as is, the island somehow has a little odd shape. and a better name for it would be nice also. something that fits more to the rest of the game.

other than that, i had some of my toughest fights there. especially in the urban sector. i

☆★GL★☆
Re: my reveiw and verdict of MFM 1.07[message #149817] Wed, 18 July 2007 16:36 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Tropico is what they call an easter egg, a reference to another game or film or whatever. It was originally to be called Tracona Island and you should have been able to pick up an RPC there.

Maps; yup you guessed I'm an map and tile man (I work for architects in rl).

Items; yes having seen the beautifully drawn items in 1.13 I know I can't make them like that which is why I'm tempted not use any of my items for 1.13 except essential stuff like compound 30.

POW Militia are for atmosphere and make more sense in 1.13 when you can train in those places.

If I could assign each faction a certain look I would. As it was I could only edit the named characters to have a group look about them.

Glad you're enjoying it more than hating it. Hope you use the Fixed Maps, EXE Upgrade and Options Map.Bin if you decide to have second pop at it. Links all posted.

:blackcat:


Re: my reveiw and verdict of MFM 1.07[message #149838] Wed, 18 July 2007 18:21 Go to previous messageGo to next message
the scorpion

 
Messages:1839
Registered:September 2004
Location: CH
Will Gates
If I could assign each faction a certain look I would. As it was I could only edit the named characters to have a group look about them.


agreed. There's so much uncontrollable stuff about factions that making a militia factions themed mod in itself is walking on thin ice. Thumbs Up

i have been requesting ways to allow for better differentation between different enemy and npc types in the 1.13 forums, but there wasn't much reaction to this.

i, for my part, left the planned factions/ npc/ stuff away for the biggest part of the game because of this.
But i still think there's something in in that specific field.
for example npc behaviour and lines can be linked to certain events, in particuliar to active quests and triggers, sometimes this can be limited to npc's of a particuliar sector or even body type Wink

the problem there is to know what overrides what. i think faction member tag overrides the "specific sector" tag but then other triggers like "queen is dead!" or "battle going on" can override neutral npc faction behaviour/ routines
from memory, only kingpin and hicks faction have specific behaviour for being hostile. Other factions, that might be battleing you, still use the "please end the fighting" lines of generic NPC's.

also, factions turning hostile and being hostile later on differs. KP and hicks are apparently saved as once hostile = always hostile, other factions however...

sometimes it also takes some turns until all the faction members of one faction in one specific sector turn hostile at all. his can be confusing for the player. It appears they require to see one of their faction buddies that already is hostile, or one of them turning hostile.

maybe this is different with KP/ Hicks... don't know

this is of course unless you gained a better grip on these issues, will.
Re: my reveiw and verdict of MFM 1.07[message #149851] Wed, 18 July 2007 22:02 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
Quote:
Tropico is what they call an easter egg, a reference to another game or film or whatever. It was originally to be called Tracona Island and you should have been able to pick up an RPC there.


well, to me it could and should be much more than an easter egg! and that RPC should really be implemented. maybe even another quest, which points you there. someone special to kill, something to destroy (like the mobile SAM base) or something to retrieve.
maybe even add a shortcut directly to deidrannas palace sector per boat?

make more of it, it

☆★GL★☆
Re: my reveiw and verdict of MFM 1.07[message #149888] Thu, 19 July 2007 11:49 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
LOL you missed the RPC; he's there alright!

Re: my reveiw and verdict of MFM 1.07[message #150396] Mon, 23 July 2007 10:31 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
In fact Mauser I must ask you politely to Review your Review and edit accordingly. You started the game without the MFM Binary Data. This means you're not seeing any of the character or faction changes I made as Prof.dat is only accessed when you initiate a new game. Your review therefore is on a flawed basis and what you have been playing is MFM maps & Items but with Vanilla Prof.dat. No wonder parts of it don't make sense to you!

BTW you get the most out of MFM if you steal KP's cash as soon as you possibley can. I thought everybody already did this anyway...

:blackcat:

Re: my reveiw and verdict of MFM 1.07[message #150404] Mon, 23 July 2007 12:47 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
ok Will Gates, you might be right about that.

this review of mine is only a temporary one, adressing only the factors and features i experienced and have seen so far.

this is by no means a final and thorough review. more like a first look.
i will start a new game and see how much is different.
but i

☆★GL★☆
Re: my reveiw and verdict of MFM 1.07[message #150406] Mon, 23 July 2007 13:07 Go to previous message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Glad to hear it. I have a final batch of tests to run on the 1.13 version in the next couple of days; so the "itemless" conversion kit will be available I hope within a fortnight. By "itemless" I mean no mfm weapons; you can choose something like dbb as weapons instead. After that I am away with my kids and taking a looong break from modding.

I am really enjoying my 1.13 mfm test games. It's that one step beyond I was always looking for (only imho of course).

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