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Topic: SS2 AlyaMod 2
Page: « 1 2 [3] 4 ... 16 »
Read 118129 times  

66f9010fefd3aRainalkar

Re: SS2: AlyaMod v1.00
66f9010fefda0
Uh? It never happened to me. No, wait - it can happen, if you circle around your axis very fast. It was the same in the original. Or if you make a short high agil run towards the just fired projectile. The only way to avoid this would be to make the Death (I presume we're talking about that) projectile even more faster. It probably wouldn't affect balance that much.

Btw, when you said that the weapons are not balanced because they tend to be weak, did you mean this for all weapons? If you did, it's quite ok, as long as they are all weak ;) ;). It's meant to be hard. 

66f9010feffb1Rainalkar

Re: SS2: AlyaMod v1.00
66f9010ff0027
I remember rumour of a mod that once made it so that when you hacked the security, cameras would then spot for you and would display a message saying things like "Intruder detected at:.."

I think it is possible to do. I don't remember which mod was it.

66f9010ff032emiracle.flame

Re: SS2: AlyaMod v1.00
66f9010ff038c
Very familiar to what?

to original log pictures... and please, don't you triple-post in a span of one hour, there's always a modify function.

66f9010ff049dRainalkar

Re: SS2: AlyaMod v1.00
66f9010ff0501
Similiar to the original pictures' style doesn't suite me ;)

You are right, in my excuse, I'm recently back from a trip and in a hurry. That speaking, hear you  ;) ;)

66f9010ff07f5Mr Rayford

Re: SS2: AlyaMod v1.00
66f9010ff084a
Btw, when you said that the weapons are not balanced because they tend to be weak, did you mean this for all weapons? If you did, it's quite ok, as long as they are all weak ;) ;). It's meant to be hard. 

I guess what I mean is that the higher end weapons, like the Assault Rifle and Fusion Canon feel too weak, mostly because there is little room for advancement. You get the Pistol at Standard 1 and it gets stronger through the other Standard levels. You get the Assault Rifle at Standard 4 and there is not much room to for improvement. That makes the Shotgun and Pistol feel more effective. I don’t know how a Marine could make it through the game. I don't think their enough bullets. The classes also feel out of balance. I already said that the hacker has too much power too soon. I can imagine that Psi would have a rough time, but I never play Psi, so I wouldn't know.

66f9010ff0a02Rainalkar

Re: SS2: AlyaMod v1.00
66f9010ff0a64
I did it on Impossible playing Heavy, a bit of Standard, Modify, Repair, just a few psi skills, so I don't think that a Marine would be powerless (hoping to confirm it with Exotic+Energy build). There were enough prisms, but not by a huge margin, I had some bullets left too. I had plenty bullets left playing Standard + Hack on Impossible, but, undoubtfully, Hack was a big help there. I presume Hack is a big help on Normal or less, but I don't think it is that good on higher difficulties. Still, some hack difficulties will be increased. I enjoy talking to you :)

edit: true that the higher end weapons don't get the 1,15 modifier if they require Skill 6, but you cannot compare a Pistol and an AR. Pistol is 4*1,75=7, AR 7*1,3=9,1, the difference increases with Research, Modify, Sharpshooter, and becomes a rather big margin.
« Last Edit: 27. July 2008, 19:28:42 by Rainalkar »

66f9010ff0b56Mr Rayford

Re: SS2: AlyaMod v1.00
66f9010ff0bb4
I think that's the difference, I almost never research. I should try that next time I play. By the way, I was thinking, the Fusion Canon should do EMP damage since it uses nuclear fusion.

I should learn how to use shockEd.

66f9010ff0c8dRainalkar

Re: SS2: AlyaMod v1.00
66f9010ff0cde
You mean realistically? Perhaps it should deal EMP damage, but hey, Von Braun shouldn't be able to travel faster than light ;).

I don't think you can learn shocked. You can investigate and learn stuff you come across, but very few people are really good with it.

66f9010ff0d8cMr Rayford

Re: SS2: AlyaMod v1.00
66f9010ff0dd8
I mean I should learn how to mod SS2 since my critique of you mod has degraded into me trying to get you to mod SS2 to my specifications. It would save us (you mostly) time if I just did it myself.

66f9010ff0e72Rainalkar

Re: SS2: AlyaMod v1.00
66f9010ff0ec6
Not at all. If you need any help if and when you decide to try, feel free to ask, there are plenty of helpful people here.

66f9010ff0f6fMr Rayford

Re: SS2: AlyaMod v1.00
66f9010ff0fbe
Yeah, I took a look at it, and I don't think I have enough time to figure it out before I have to go back to school. I'll leave that to the people who know what the hell their doing. Maybe someday I'll give it a shot.
Re: SS2: AlyaMod v1.00
66f9010ff10ce
I have looked at this mod and it is very tough on Impossible. But I'm afraid this mod might not be so difficult in multiplayer due to the fact that every game automatically defaults to normal. Has anyone tried this mod on multiplayer?
« Last Edit: 29. July 2008, 20:27:35 by m3450 »

66f9010ff1250Nameless Voice

Re: SS2: AlyaMod v1.00
66f9010ff12a2
The game does not automatically default to Normal, it automatically defaults to multiplayer.
Multiplayer is a difficulty level in its own right, not related in any way to any of the others.
In the original game, it is configured to be almost identical to Hard.
Re: SS2: AlyaMod v1.00
66f9010ff15a5
The game does not automatically default to Normal, it automatically defaults to multiplayer.
Multiplayer is a difficulty level in its own right, not related in any way to any of the others.
In the original game, it is configured to be almost identical to Hard.

Thanks for the clarification.

66f9010ff1663Rainalkar

Re: SS2: AlyaMod v1.00
66f9010ff16b4
All the changes to enemies, weapons, skills, etc. remain the same in multiplayer, so it will be more difficult. The game simply has a different setting for multiplayer concerning starting hp/psi, hp/psi per point in skill, and alike.
Re: SS2: AlyaMod v1.00
66f9010ff195e
All the changes to enemies, weapons, skills, etc. remain the same in multiplayer, so it will be more difficult. The game simply has a different setting for multiplayer concerning starting hp/psi, hp/psi per point in skill, and alike.

 I understand. I was commenting on the fact that the multiplayer version of the mod would not be as difficult as the single player verison and I was wondering if anyone had anything to say about it.

66f9010ff1a13Rainalkar

Re: SS2: AlyaMod v1.00
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If you try it in multi, let me know of the difficulty and stability. I never tried SS2 multi myself.
Re: SS2: AlyaMod v1.00
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Every time we get to the beginning of the game with the 5 red balls to choose from the game just stops working. Until one of us leaves the game is just frozen. I think there is some kind of error on our part. But if anyone else has this same problem. let me know.

66f9010ff1c6aRainalkar

Re: SS2: AlyaMod v1.00
66f9010ff1cb6
You can download this:
http://files.filefront.com/Paralayze+Player+Marker+rrrar/;10539769;/fileinfo.html

It is a replacement medsci1.mis which removes the Paralyze player marker when selecting spawn type which is the cause for the crash. Just replace the medsci1.mis from AlyaMod with this one.
Re: SS2: AlyaMod v1.00
66f9010ff1d9e
I'm using the mod manager. Do I just place it in the ss2 directory? thank you for being very helpful :)

66f9010ff1e55Rainalkar

Re: SS2: AlyaMod v1.00
66f9010ff1ea3
You can load AlyaMod via Mod Manager or extract it directly in ss2 dir, and then you simply extract the corrected mis from the link above in your ss2 directory. When it asks, simply overwrite the existing medsci1.mis.

Not a problem :), let me know how it goes.
Re: SS2: AlyaMod v1.00
66f9010ff1f88
I haven't tried it yet. But perhaps if you're interested in playing it with me sometime that would be great :D

66f9010ff201aRainalkar

Re: SS2: AlyaMod v1.00
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Sure. I can do it only from 22:00 and later my time, I can let you know.
Re: SS2: AlyaMod v1.00
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I think it's far more real that way. It can still be done even with low agility, but you are much more likely to take a swing. Not a problem on Easy, but could be on Impossible.
I think this is much better than to pump their HPs, and was the guideline with most enemies: they are not that much tougher, but they are that more dangerous.
Im just keep turing around the pipe hybrids whil there trying to hit me.

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