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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231752]
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Wed, 26 August 2009 22:30
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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HeadrockNEW_AGGRESSIVE_AI = TRUE
is that with HAM 3.5 already or only 3.6?
and will that really make the enemy attack the central SAM site and other important installations much more frequent and faster?
has anybody tested this yet?
[Updated on: Wed, 26 August 2009 22:34] by Moderator Report message to a moderator
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231756]
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Wed, 26 August 2009 23:10
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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For those eager to start a new game I've just uploaded a map update package with all changes made so far. This includes updates up to row F (and additionaly the new Estoni sector). I still haven't updated all maps, but I'm working on it. :compcuppa:
Mapupdate 20090826
Enjoy. :happybear:
Feedback as always appreciated, especially if you find any bugs in the maps (like missing walls, roofs that don't disappear when entering a room, stuff like that... I tend to miss some of that stuff, when making the maps. And as I altered quite a few maps, you can expect some changes...).
And remember, those dudes in green with guns in their hands are bad guys, even if they try to tell you otherwise. (I think I'll have to change the in-game texts those warden civs say from time to time... oh my... damn details.)
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231764]
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Thu, 27 August 2009 00:10
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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lockieI see you have altered the LZ map , and where the helicopter drop is , from left of screen back to more right hand side ! And added titles to the intro screen heh , heh ! :ok:
Hmm... position of the LZ shouldn't have changed, I just added two more buildings in the area, so that the merc heli drop doesn't end in a blackhawk down scenario.
The drop off point should still be at the same spot.
That title was overdue. But I couldn't get it right myself, had to phone my brother, who made it. Think it looks quite good. :venus:
[Updated on: Thu, 27 August 2009 00:11] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231777]
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Thu, 27 August 2009 02:23
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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Logistericthose files are the old ones
carlos after 3 cities (including omerta)
miguel after 4 cities (including omerta)
the latter does not always work
edith: had a look into them: it's 2 and 3 cities, but afaik that never worked, at least not for me
judith: the sam sites are not in the scripts - you can't mix them with cities as far as i understand that - but you could trigger to other stuff, like getting income from drassen mine
hmm, i never could recruit neither Miguel nor Carlos even after taking 4 or 5 cities and with a high leadership merc.
it would be really nice if that could be changed in such a way, that you get Dimitri after completing the drassen father quest, Carlos after taking 2 cities and Miguel after 3 cities. never mind the SAM sites, but at least make them reliably available sooner, so they are of any measurable value to the player in the course of the campaign.
smeagolI just started a new game to test all the nice and nifty new stuff and maps. Took me over an hour just to secure the first sector (including robbing enemies, hopping from one cover to the other, baiting enemies out and so on... hmm... dropped 12 mercs on insane into Arulco, I hope those 12 + Ira and Dimi will be enough to conquer the first mine... but I think securing Omerta in the first place will be tough enough ^^).
well, your reworked LZ offers quite some good cover, so any merc with any armament has a fair chance of survival and using his abilities to their fullest potential.
i
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231787]
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Thu, 27 August 2009 03:49
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Kindred |
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Messages:121
Registered:September 2006 Location: Australia, baby! |
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Recruiting Carlos and Miguel is difficult, because of the wacky way they interact. Instead of going to Miguel each time and talking to him to get the offer of recruiting Carlos, you need to talk directly to Carlos and then recruit him.
If you recruit Miguel before Carlos, the C-man is never going to come along for the ride.
[Updated on: Thu, 27 August 2009 03:52] by Moderator Report message to a moderator
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Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231791]
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Thu, 27 August 2009 04:36
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Mauserwhat also would be nice if smeagol could add the survivors of that first merc team Miguel speaks about, so you get some more RPCs to find. i think there are enough complete characters in other mods that could be borrowed for this. at least 2 more RPCs would definitely be useful.
Gimme useful scripts to do that, and I'm the first to add them (but that would again require restarting a game, due to changed prof.dats...). I think there should be 2 or 3 empty slots (damn... someone should really look into making the prof.dat bigger). And the mercs are basically available (all those who got kicked out in order to add the WF mercs for example... uhm let's see: Buns, Numb, Malice, Bull, Biggins, Cliff, Bubba, Gumpy... pretty sure I forgot one who got the axe). Would really be nice if some of them were hanging out in Arulco (either as survivors of the first team or as someone on holiday, there are quite some nice beaches in Arulco, after all...).
Mauseroh well, keys is one thing. but what i was referring to is, to reduce the overall quantity of lockpicking and chest opening actions by simply putting more stuff in fewer crates. half as many crates to open with twice the content would be a good start i
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231811]
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Thu, 27 August 2009 07:03
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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orta has a cover story - they pretend it's a wildlife research center
edith:
walter bazzon (N131_015)This is both a conservatory and a research facility for the Bloodcats. Arulco's the only place they're found. Now, if you wish to know more about Bloodcats, I suggest you take it up with one personally.
judith:
mr k, try talking to npcs before you collaterally damage them
[Updated on: Thu, 27 August 2009 07:18] by Moderator Report message to a moderator
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Captain
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