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Topic: Tactical Combat Extreme Difficulty scp5 - Beta
Page: « 1 [2]
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673ef6fb9d33ficemann

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You can take a horse to water, but you can't make it drink unfortunately.
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is anyone planning on doing a playtest and report? no love

673ef6fb9d67fvoodoo47

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I still see the ++link code in the latest version, so no, we are probably not going to get serious until you get serious.
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voodoo47
i need to change the code for EVERY shot entry? where do i get each code

673ef6fb9dc4fvoodoo47

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the link id code? in the editor, as explained in your other topic, posted an example code snippet there.
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this mod is over on moddb if someone wants it when this site will inevitably delete it. it works fine and there are 0 bugs or anything of that nature as this website would imply that it has, by disallowing me to move my mod into the mods section of the website. my life sucks and i have no time for anything and the soonest i would be able to humor the admin here with the frivolous changes ordered of me, would be probably years out. so the fact that i am unable to post and archive my work on here in the mods section for long term storage and dissemination, while not causing any bugs, is frankly retarded and very rude.

673ef6fb9e68fsarge945

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I would literally fix the DML for you (it's not hard) if I knew which changes were intended vs which changes were mindlessly copy-pasted.

This is the real problem. Your intentions are not clear. You have features in the DML which are clearly changed from SCP but which aren't documented (like the weapon requirements changes), so when I run into something that's different in the code, how am I supposed to know if it's an intended feature or something you accidentally changed in your frantic copy-pasting?

You need to be surgical with your DML. Every line should do exactly what it needs to, and nothing else. Even better if it has an accompanying comment. The reason people have made such a big fuss about it here despite "the mod working" has nothing to do with you personally or some vendetta against new members. It's because your mod is impossible to work with and is going to be a compatibility nightmare when newer versions of SCP come out.

Obviously it's your choice if you want to have mod compatibility or not, but making a mod that should be compatible with others, but isn't, is just plain disrespectful to your users. People want to use mods together, but more importantly, they don't want to run into random bugs and issues because they updated something like SCP, which is supposed to be a baseline version of SS2 that everything mods against.

To again use the Randomiser as an example. I don't particularly like Secmod personally. I've stated in other threads the issues I have with it. But that didn't stop me adding Secmod support, because people were literally asking for it. I didn't just shrug and go "ehh, this is incompatible, deal with it". It wasn't hard to do because the mod was built in a way such as to be compatible with other mods, with some minor changes. Not only can you avoid a lot of random bugs and issues by writing your DML properly, you also gain a series of advantages that allow you to provide a better experience for your users. I never even considered Secmod when I was building it, I didn't think anyone wanted a Secmod version. But because I wrote my DML properly from the start, it was a non-issue.

As for testing this mod: I'm personally not really interested. Most of the changes I've seen so far I disagree with (lowered AR requirements? Seriously?). If you want threatening Rumblers, the first step is to fix their AI (They are sufficiently scary with Scary Monsters installed), not to double their health or make them tankier - they already take MANY hits to take down. This mod, to me at least, seems like the wrong approach to the problems in SS2. Instead of fixing the game's fundamental design flaws, a layer of difficulty is added over the top as a bandaid, with all the same exploits still being largely intact. That's not really a criticism of you, many mods for many games make the same mistakes. Stalker and the Bethesda games come to mind - there are literally hundreds of difficulty mods for Skyrim, but very few of them address the core problems with the game that erode the difficulty and turn combat into a joke (potion chugging, free item/inventory interaction, bad enemy scaling, etc).

Here's a piece of advice: If you find a game too easy, and want to make it more challenging in a compelling way, don't just change some stats to make it harder, because if the game is exploitable at a fundamental level (which SS2 very much is), your difficulty tweaks aren't going to actually solve the difficulty problems. You are already experiencing this with the Rumbler, which still feels too easy despite being hugely buffed, because you haven't addressed the real problem, which is the backpedal exploit, which renders rumblers completely harmless.

Personally, I find that RSD+Scary Monsters (plus some other mods) already makes the game sufficiencly difficult simply by fixing most of the exploitable strategies, to the point where I can no longer complete the game on Impossible (and struggle a lot on Hard) despite being able to complete Vanilla on Impossible. I'm really not interested in playing the same Vanilla-like experience on Impossible but with some stats adjusted, because you can always beat it the same way you beat Impossible in Vanilla - get Standard weapons because the Assault Rifle is extremely OP (and even more so in this mod), get the good tech skills (Hacking, Maint, Modify to the minimum you need for weapon modification level 1) and ignore the bad ones, metagame around the exploitable enemy AI, and wrench everything, because most enemies from the smallest hybrid to the largest Rumbler can be defeated by simply backpedalling with the wrench.

P.S: If you want this mod to not be "inevitably deleted", try pinging voodoo to see if you can get the file expiry removed. That's standard practice here.

voodoo47
i need to change the code for EVERY shot entry? where do i get each code
If you don't want to hunt down every entity in the editor, just attach a script to the archetype and change it there (or even better, do it via a metaproperty).
« Last Edit: Yesterday at 02:54:38 by sarge945 »

673ef6fb9e8efvoodoo47

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yep, he learned nothing. attachment set to never expire - if an eternal monument to how to not do things is needed, sure, we can help.
frivolous.. retarded and very rude.
self awareness, google it.

673ef6fb9ea50ZylonBane

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As it turns out, modding and narcissism aren't a great mix.

673ef6fb9eb66voodoo47

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I don't think it's a good mix with.. anything really.

either way, if he fixes the links, I am willing to put this up as a full mod, with that huge compatibility warning slapped on top of it. it's his choice to make, can't say I care very much where this ends up.

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