The Arulco Vacations Tweak v1.0 is ready to play[message #339767]
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Sun, 01 March 2015 08:06
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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The Arulco Vacations Tweak v1.0 is ready for download at http://arulco.blogspot.com
It installs over v1.13 r7435 b7609. It has not been tested with any other version. Many of the changes are documented at the above url. A BIG thank you goes out to everyone who has taken part in creating v1.13 -- it is their work that allowed me to tweak it to fit my style of play -- which is what the Arulco Vacations Tweak is, a version of 1.13 that fits my gaming style. I hope it will also be fun to play for some of you.
Quickly the highlights: totally revamped gun and item choice tables for the enemy (militia must be armed by you), new detailed maps, a desperate free-for-all in San Mona with a big payoff for the early game, co-operating terrorists, more starting cash and more starting equipment (enough to hand out to your hired help), hit-and-run & raid tactics are now possible without losing morale and reputation (if you do them right), and basically a lot of little tweaks here and there that amount to a lot of difference in how the game plays. It is designed to be played in Sci-Fi mode, so there are giant bugs and zombies too -- but not too many zombies that it becomes apocolyptic.
There's more, but I'm tired right now . . . and need a vacation! See you in Arulco!
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Re: The Arulco Vacations Tweak v1.0 is ready to play[message #339806 is a reply to message #339786]
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Tue, 03 March 2015 02:35
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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I just uploaded v1.01 of Arulco Vacations Tweak.
In detailing the Facility Types on my blog I noticed a couple of very minor issues -- I had never noticed a problem in playtesting so they were very, very minor. However, I couldn't stop myself from adding two more Facility Types, and expanding many other Facility abilities.
Additions
Mass Grave Site facility - ambient
Toxic Waste Dump facility - ambient
Practice Medical, Trainer Medical, Student Medical added to all Arulco Vacations medical facilities
Trainer Mechanical, Student Mechanical added to all but one of the Arulco Vacations repair facilities
Trainer Health, Student Health added to Boxing Club
Trainer Marksmanship, Student Marksmanship added to Shooting Range
Details on all 48 Arulco Vacations Facility Types are on my blog -- the link is in my signature.
Enjoy!
Edit: Oh yeah, Practice Strength, Trainer Explosives & Student Explosives added to every Arulco Vacations mine.
[Updated on: Tue, 03 March 2015 03:10] Report message to a moderator
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Re: The Arulco Vacations Tweak v1.0 is ready to play[message #340552 is a reply to message #340168]
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Wed, 15 April 2015 01:10
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Arulco Vacations v1.03 is up and ready for download!
All new gearkits -- greatly enhanced and expanded. Nobody goes to this vacation empty-handed! Everybody goes loaded for bear, yo.
New Enemy weapon and item lists, new Enemy garrisons, new enemy patrols, new enemy priorities . . .
33 new maps and 13 new items -- yeah, yeah, not as many as The Big Maps Project or AIMNAS . . . but I'm just getting started, yo.
1 new A.I.M. character -- more in the works for later releases.
26 new Facility Types and all old Facility Types are updated.
5 New Character Backgrounds, and all old Backgrounds enhanced.
New Morale and Reputation system to allow for hit-and-run and raid actions.
There's more . . . but I'm tired, and I have to prepare to move to Maine tomorrow morning . . .
You can contact me here, or on my Arulco Vacations blog (link in the signature), or on Facebook ( https://www.facebook.com/pages/Arulco-Vacations/1599439210270300 ). Let me know what you like, what you don't like, what you want, and what I did wrong . . . so v1.04 will be even better!
[Updated on: Wed, 15 April 2015 01:25] Report message to a moderator
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Re: The Arulco Vacations Tweak v1.0 is ready to play[message #340652 is a reply to message #340647]
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Wed, 22 April 2015 02:45
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pantera |
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Messages:6
Registered:March 2007 Location: Poland |
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I did not.
Toggle SpoilerTactical Zombie Settings]
;*********************************************************************************************************************** *******
; In this section you can specify how the dead will raise from their graves.
;*********************************************************************************************************************** *******
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
; is still room for more zombies in the sector)?
; 0 - Every corpse spawns a zombie once
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
; 2 - It is randomly decided if a corpse can rise
; 3 - A corpse spawns a zombie once, after that it's random
ZOMBIE_RISE_BEHAVIOUR = 2
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
; every zombie rise individually (FALSE)?
ZOMBIE_SPAWN_WAVES = TRUE
; How often are waves of zombies created? 0 means never, 100 means whenever possible
ZOMBIE_RISE_WAVE_FREQUENCY = 5
; Can zombies climb roofs?
ZOMBIE_CAN_CLIMB = TRUE
; Can zombies jump through windows?
ZOMBIE_CAN_JUMP_WINDOWS = TRUE
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = FALSE
; Damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Breath damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
; Zombie difficulty level, determines hitpoints, stats and skills
; 1 - Night of the Living Dead
; 2 - Dawn of the Dead
; 3 - Resident Evil
; 4 - 28 Days later
ZOMBIE_DIFFICULTY_LEVEL = 1
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
ZOMBIE_RISE_WITH_ARMOUR = TRUE
; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE
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