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Topic: SS2 Pop's Difficulty and Enhancement Mod
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673fa7d60f174Rainalkar

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It probably is impossible to pass Cargo bays on imp in normal play, PERHAPS save speed hypos which I didn't have (Randomizer mod), I did manage to get pretty far, but here, check my experiences:

I started on Impossible just to see is it in any way possible to play. So I calculated with how many cms each class starts:
Marine (impossible)                Navy         OSA
0 year: 45                 0 year: 45       0 year: 37
1 year: 52      1 year: 59      1 year: 63/59
2 year: 67                 2 year: 67/52      2 year: 52/37
3 year: 37      3 year: 52/37      3 year: 79/75
Total:   201      Total:   223      Total:   231

So I picked Navy, Hack, Standard and Endurance.

My impressions (to author):
- You wrote that the game is harder but the character gets more powerful faster – this is untrue. Because you raised beginning costs of all trees, it is impossible to invest in anything at all for a long, long time. I went for Hack 2, now I am leaving Cargo Bays, and have 32 CM's which is insufficient for pretty much anything. Which means I am using my Shotgun thanks to my implant, Maintenance is a dream, I'm using pistols only because I found 5 of them etc.
I recommend that you even out the costs. Your idea is fine on paper, but doesn’t work in play, it’s especially a problem for combat builds. It is still a whole lot to pay 20 for Maintenance 1, or 25 for Energy 1, but paying 37/45 is crazy. Compensate the costs later in the tree. Also, I believe some skills in the same section aren't of some importance/price: why should repair cost same as hack for instance?
- I considered starting Marine, Energy, but do you even know how much does it cost to get Maintenance 3?? So, lasers will fall apart eventually, and you're left with pathetic pistol and a wrench. Oh, btw, I think the wrench is by far the best weapon, since you don't have to worry about ammo, maintenance, modify… Wrench Zombies are fast, but once they engage in melee can be taken care of. Imo, the best way to kill a droid or mech is wrench it to death (and die if you will in Med :)). It takes 30 slugs to take out a maintenance droid… Sigh. Maybe OSA is the best start because of this, since you will wrench anyway with other classes as well, Psi hypos are perhaps a problem though (turned out no), I found only 4 by the end of Cargo bays.
- Med was ok, manageable (and I took Sharpshooter so that I don't forget to mention, Tank is great, but if you can't kill you're dead anyway), but Eng is sick. Room before Cargo Bays (with upgrade stations) has 3 turrets and 2 Maintenance bots. Ok, there is nothing vital in there (save 2 CMs), but you can't do anything with 50 bullets and 30 slugs which I had at the time. I hacked security so I was somehow able to get those modules and run for the bulkhead, but it was a pain. But the only way to get back is QBRM, especially when the corridor is filled with grenadiers and has 3 Maintenance bots. Why don't you simply kill respawn in those places, or ton it down? Of course, if you intend Impossible to be impossible ok, but I tend to think that this happens on other difficulties too.
- Idea with the Recycler coming sooner is great.
- I went Hack 2 so that I can hack crates but in 9 of 10 I haven't found more than 15 nanites. Bad luck or something else? Since hacking is hard, and it takes from 10-15 nanites at least to succeed, it becomes meaningless. I already think I made a mistake taking hack anyway. This may not be the case (probably isn't) without Random mod, but since it too (I think) is affected by difficulty, crates and corpses become a joke lootwise.
- When you hack a camera it should remain hacked for good. Make it a bit (but not by much) easier too.
- I don’t know is it a feature, but Research is lit on in my inv like I have a bonus from a skill? Yes, on Med.
- Turrets are too powerful, at least considering it's the beginning and you have no way of hacking or destroying them, unless you break security.
- The build finally breaks when I need to go place the chip from  the Chemical room in Eng. The hallway is filled with grenadiers, I am dead before I know it, and even if I by some miracle could pass them there is a turret, a monkey, and a shotgun hybrid ahead, all filled with barrels, and after a careful consideration I declare this feat unfeasible ;) Maybe - just maybe - I could do it with speed hypos, but doubt it. It's not speed that is a problem, but having to wait for the doors to open lol

On to my second attempt: OSA agent, PSI Endurance (Recursive would be better, turned out I never used PSI End, but oh well), +2 PSI, PSI Agility. It’s the best build CMwise, 231 on Impossible.
- The only thing I have in mind is Invisibility (well no, I also thought about Barrier, but it’s nerfed to badly). That is why I start with OSA and not Navy, +2 PSI is too good, 6 sec is a lot more than 2.
- Took Overhead. Tank wasn’t even considered.
- Med was relatively easy, only one alert activated on the way to R&D. Bot killed easily with the wrench, stashed every single item and recycled. Bought Tier 4, 9 CM left, 763 nanites. I also have 2 Med Hypos (didn’t use any, these came up at the very end) and 4 PSI hypos. 3 speed boosters are excellent, I never found any with Navy.
- Speed Booster was fabulous in Turret room since I couldn't hack security; I gathered sufficient modules in Cargo Bay 1 just as when insane spawning started and backtracked my steps to Med. Invisibility time!
- Psi Hypos fills you up to 40 Psi. If it is a feature, it’s description should be changed (says it restores 20 Psi). I think it’s more balanced this way. Med Hypo should be somewhat stronger too, given the rarity.
- Sometimes when I right click on my Psi (only) Hypo I spend 2. So I have to separate them or use the shortcut. Not a problem, but a report.
- But once when I want to split them it says insufficient psi and refuses, no matter my selected weapon.
- Why do you need to research Hazard Suit?
- Eng solved! Photonic Redirection is still king :) 57 CM, 1400 nanites, 3 Med&Psi Hypos, I saved one Pistol and Shotgun, and the only Laser Pistol and Rapier I found.
I recommend you nerf Invisibility even more. Make it cost 15 or so (ofcourse, you must solve Eng spawning problem, which I don't hold a feature but a bug).
- Hydro: Chose 20% less cost OS upgrade, bought PSI Hack (just so that I can hack the Replicator), and PSI 4. I won’t be able to kill much, but I’ll have to live with that. I now have 21 Psi Hypos, 200 nanites left.
Btw, I cheated every crate on Eng with ubermensch just to see what’s inside (I already decided that I won’t go Hack), and there was one with 100 nanites, others where a disaster, one had a chips lol. So, as it stands, Hack is a crappy skill from my point of view, for now at least.
- Why the hell did you slow down research that much? It takes cca 80 min (!!!) to research Toxin-A.  I can pass Hydro in much less :). Oh, btw, remember when I said that I have some funny +1 Research skill in my inv? Well, I equipped and dequiped LabAssistant, and the bonus isn’t there any more.
- This doesn’t really concern you but random mod (which you recommended to combine ;)), but some CMs are missing: trashcan in Hydro Chemical, entrance of Hydro A (on the top), maybe some others as well I’m not really into counting. If it’s a feature ok, but they should than be on other places, which I seriously doubt, given this didn’t happen on Decks 1 and 2.
- End Hydro, 86 CM, 1350 nanites, 4 med, 14 psi hypos, 3 rad and tox, 3 medkits, 5 annelid healing, swiftboost and lab implants, 1 grenade launcher (10 frag, 3 emp TOTAL), 1 assault rifle (98 blue,12 red, 24 green), no EMP rifle (damn :)), rapier, 2 energy pistols, shotgun, etc.
In the end I just cruised invisible through the deck, but now I have to kill those Cyborgs (well, I don’t, but I will). I thought going EMP rifle, but so far it didn’t turn up.
- I guess I'll push myself through Ops with PSI 5 and Adrenaline, but I don't think I'll play further. Invisibility is still simply too good, and it's the best option, so it's pointless to stealth through the game's end imo.

- I also compiled a very unfinished list comparing Molecular Duplication nanite cost for duplication of an item, vending machine cost (normal/hacked/hacked + OS), Transmutation (PSI 3), and Recycler, some things are quite odd, you could check it out.

                                 Duplication            Vending Machine        Transmutation          Recycler
                                   N/H/H+OS   
6 blue bullets:       90      100/75/72     16 for 6                  18
6 green bullets:       135      /180/144                  25 for 6                  46
6 red bullets:       300 (??)                                  67 for 6               90
6 slugs/pellets:       130              8 for 3                  12
Med Hypo:      45      60/40/32                  1                  2
Radiation:      45      //40        1                  2
Toxin:               //40                        2
Psi Hypo:       115      150/80/64                     4
Strength/Speed Booster:    150              1/5                  8
Maintenance Tool:    90      /90/        2                  3
Fragmentation:            200/150/120
Light Armor:            -        49                 70
Medium Armor:       1430      -        102                 140
Wrench:        800       -        28                 40
Recycler:       160               4
Implant:          300      -        11                 15
PSI Booster:                                             8
PSI Amp:       1000      -                       50
Chemical:       60      -        2                 4
Laser Rapier:       950      -        35                 50
Shotgun:       1485      -        53                 75
Pistol:          495      -        18                 25
Laser Pistol:       685      -        21                 30
Organs:          -      -        2                 4
Hazard Suit:       850      -        60                85
Surgical Unit:                    -                -
- If I try to transmute an equipped PSI Amp, the game crashes.

I don't know why the table isn't shown nicely, it's ok when I edit it.

And some picture bugs:

Image: http://img408.imageshack.us/img408/61/dump000nq6.th.jpg
I was standing on the second floor, and that grenadier was tossing grenades in vain from the ground, suddenly he died and was tossed up ultrafast in the air as is shown.
Image: http://img295.imageshack.us/img295/249/dump001zc2.th.jpg
This camera is blind, and the door never closes.
Image: http://img295.imageshack.us/img295/9735/dump002uu4.th.jpg
Look at the Wrench ;)
Image: http://img118.imageshack.us/img118/4629/dump003ks8.th.jpg
My favorite, these, hm, don't know how to call them, things, just stand there and if they see you they invoke their battlecry and the game crashes pronto, they don't move. If I turn invisible, I can just pass them.









 
« Last Edit: 20. December 2007, 22:30:15 by Rainalkar »

673fa7d60fd00johnnythewolf

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Image: http://img118.imageshack.us/img118/4629/dump003ks8.th.jpg
My favorite, these, hm, don't know how to call them, things, just stand there and if they see you they invoke their battlecry and the game crashes pronto, they don't move. If I turn invisible, I can just pass them.

Glad to see I'm not the only to have that bug, although I also experienced it with only the randomizer installed, so it's probably not related to Pop's mod.

Those "Lego" hybrids will make the game crash if they attack you, but if you snipe them, they'll die and their corpses will start spinning around, but there won't be any CTD.

673fa7d610019The Brain

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That bug on hydro level occurs only when game loads modified hydro2.mis-file and finds out that there is hydro2.dif-file for orginal hydro level, too. Then game will load that file and use its contents to override hydro2.mis level information.

Solution to this bug is to rename hydro2.dif to different filename eg. hydro2.dif.bak when you are using this or other mod which includes full hydro2.mis file and restart from previous save and then re-enter to hydro level.

673fa7d610128Rainalkar

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I remember I read about it, I think you wrote it back than too.

673fa7d610290Gwenaelle

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Speaking of those weird things, why does the .dif make them and ONLY them different? Further more, where do they get the strange look from; does hydro2.dif change their mesh or something? I notice they aren't even really all that close to the originals and I actually want the model those two hybrids use (screwed up and all) to study some things with. Why? Well...

Making a game with a friend, using EGL for the start and later on (if it gets close enough to finished before we're ready to use it), OpenDarkEngine. It's got a little of this and that but it's in the vein of SS2, even down to being alone with a crazy AI... And those glitched enemies have a ridiculously creepy look to them that I want to play with/study a bit.

Answers appreciated!

673fa7d6103b3The Brain

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It is possible that hydro2.dif redefines some properties of those hybrid's or on other models and game gets really confused when it applies those modifications on modified hydro level, resulting later on crash or other odd behaviours. So I suggest renaming hydro2.dif-file and loading save before you need to enter hydro level.

If you really want those screwed up models in your own game engine, you need to make them in 3D modelling program.

673fa7d610535Populism

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Thanks Brain for all that info...can't really do much atm though,

Spawning issues with Cryo have something to do with other mods that alter .mis files, same with the research bonus.

When I said the game was still hard but the player gets stronger faster I was referring to the the version 1.5 vs the orginal mod

I never ment for the shotgun to be an metal killer

I orginally planned to make an altered level mod to go along with this one which would basically give out much more cms early in the game and much less later, while still keeping the total the same. The way it's currently set up it's still cheaper to max out stats/techs then the orginal but only by games end. I could redue the cm cost of stats/techs to make it easier in the beginning.

Yeah the diff affects the chance of objects appearing in lock boxes and what not...having the random mod installed amplifies this.

I recommend playing the mod on normal or easier settings till I can do more....still need a copy of the game


673fa7d61070fBarrciak

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Hi guys!
I'm new here, and I've got little problem (which is exactly the same as ste0's problem, but it haven't been solved yet)  with this mod, as ancient Romans would said - Ad rem! :
I'm installing it and it works as it should, but there is a small ( very, very small) problem with PSI - it's not grouped in those new 5 tiers, it's not modified at all (grafically...) so my cryokinesis is enchacing my strength, pyrokinesis is transmutating my stuff and so on... everything except that is working fine : hybrids are nasty as they suppoused to be, holes in walls are also very nice etc. etc. Playing with this mod is delicious :)
But this PSI...
I know how to install and other stuff like that (i know, i'm the man! 8) ), i've tried reinstalling SS2, using this mod with other mods and alone, with ModManager and without it. Many times, but without success
Other mods that i'm using, works fine... except this one. And I want to play it sooooooo badly that i can't sleep ;) .
Please somebody help me because this insomnia will kill me...
  PS.
sorry for my englisch I'm still learning it ;)

673fa7d6108c3miracle.flame

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Hmmm, I've reproduced your issue and I think I know where's your problem...
Those PDA settings you're talking about are located in strings. So make sure you have STRINGS directory from this mod correctly installed in the right path otherwise those PSI will mismatch their pic and description. Also check if you have other directories such as MESH, OBJ, OBJICON, SND from this mod located in the right path because it's probable that if you hadn't STRINGS right you won't have those either.

673fa7d610a76Barrciak

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Thanks for fast reply!  :worship:
I've checked as you've said. I've reinstalled it, copy those files and nothing happened...Question just to be sure: are there 32 files in STRINGS folder? Maybe I've didn't copied all files?
I've tried with both versions of this mod and non of them were working, I've even mixed them.
And again I've used the ModManager, but now I payed close attention to this little window in MM where it shows all the files that are being activated (or backup  :rolleyesgreen: ) and all of them were activated (or backup :rolleyesgreen: ). So I started new game again and guess what happened? Nothing :) I'ts still doesn't work correctly :sweat: .
Hmmmm...perhaps there is something wrong with my PC...or lack in my intelligence :nuts: I dunno. But exactly what file is responsible for look of PDA? Maybe I don't have it. And thanks again! :)

673fa7d610bdcmiracle.flame

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The important file is psihelp.str. If you peek inside it should start:
Psi0:"First Tier: BODY
..which is different from original psihelp.str. But traits are in another file etc., you'll need all of them.

Check your settings in install.cfg. Make sure the line install_path looks something like this:
install_path .+(any other paths you may have there)

That .+ at the beginning is important there and you should have put STRINGS and any other mod directories right in your SShock2 dir where shock2.exe resides.

673fa7d610d01Barrciak

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It's alive!
Thank you miracle.freak! You have saved me from terrible and long death :)
The troublemaker was install.cfg. I've modified this line that you were writing about: install_path d:\SS2 I've added .+ at the end of it (install_path d:\SS2.+) and now it's working perfectly :biggrin: It's also working good when I add .+ after install_path (just as you've said before).
Thanks again miracle you're the best! :worship:

673fa7d610e06Populism

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Good news...was able to lift the game files off of my old hard drive and place them on the new one. Game is both playable and modable. Finally able to play the game a bit more, already started working on version 2.0. So far this is just an adjustment to enemy HP. Also I'mma try and get some pictures up. Not sure how....
« Last Edit: 28. January 2008, 07:14:27 by Populism »
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Just add them as attachments to your first post.

673fa7d61105fPopulism

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Done...Thanks Koyla...as always your a gentlemen and a scholar. I put them in a zip folder to cut back on size...also you'll need a a picture viewer capable of handling .pcx extensions. Even zipped up there about 4 times the size as the actual mod itself. It's a pack of 8 pictures showing off some of the gore components of the mod.

Unfortunately I have to go into work today so no more modding till tomorrow :)
« Last Edit: 29. January 2008, 07:01:27 by Populism »

673fa7d6111a5Nameless Voice

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:rolleyesgreen:
And you want to post them as huge PCX files because...?

I've replaced those with nice small inline jpeg images.

673fa7d611293Populism

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Hey Nameless...long time no speak...glad to see you again and thanks, sorry I had no idea on how to do that.

673fa7d611409Recon-Unit 1

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I tried this out today, seems to have a few issues, not exactly sure. So far it's nicely tuned between survival and fear of ammo exhaustion in the middle of a firefight either bots, hybrids or just a bunch of really annoyed monkeys.

I know there are certain parts where i randomly have crash error report episodes for no reason. One of them is attempting a reload with pistol. Or reloading at certain points. Sometimes when i open up the tab menu or try accessing an object such as a keypad or desk, if it crashes i try to load a quicksave or a earlier point, sometimes even after i save and just after i click 'continue' it crashes. Resulting in a botched continuation.

But it continues till i give up and try starting the game over again. My guess it's some file i need to tweak with or try reinstalling the whole SS2 main directory over again.

Running it with SHTUP & Arcaniac's Redux on the latest SS2 Mod Manager. (w/game patch an Kolya Tool v2.4)

Suggestions ?
« Last Edit: 30. January 2008, 11:39:08 by Recon-Unit 1 »

673fa7d611547Populism

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Not sure why your getting those crashes, I've had absolutely no problems running the mod...then again most of my play is limited to testing on Med Sci. However I have started playing the game with the intention of going deeper with different types of builds (atm its a marine with repair skills). I would suggest deleting and reinstalling, playing with graphics mods shouldn't interfer with anything. I did an edited version of Arcanics mod back in the day to  be a graphics package only, it works really well with this and many other mods (visable in screen shots), maybe I should upload it?. I don't really know anything about Kolya's Tools you mentioned.
673fa7d611ab1
I did an edited version of Arcanics mod back in the day to  be a graphics package only, it works really well with this and many other mods (visable in screen shots), maybe I should upload it?.
I also reduced Arcaniac's mod to a graphics pack (and nothing else) some time ago.

I don't really know anything about Kolya's Tools you mentioned.
The SS2Tool can be used to install the patch, merge it with the other CRFs and apply a few common bug fixes. I guess Recon-Unit just ticked all options like most people seem to do.
« Last Edit: 05. October 2008, 20:55:24 by Kolya »

673fa7d611ba9Populism

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Thanks Koyla, your always on top of things and very level headed...I appreciate it.

I'mma go have a look at your graphics pack

Edit: You guys weren't kidding...hybrids health is to high when compared with standard weapons, so far I've altered several hp values and increased grenade damage. You'll be glad to know most enemies will be easier to kill. Trying to alter the repair skill a bit....seems to me that hack/modify should be 1 skill...same for repair/maintenance.
« Last Edit: 01. February 2008, 07:29:47 by Populism »

673fa7d611d2dRecon-Unit 1

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Okay update to my issue. Found out the PISTOL has been responsible for my crashes, after i went through the 1st part of Med/Sci using only my wrench.

Tried out shotgun, reloading and accessing objects. Nothing so far but seems soon as i equip the pistol, it begins to show the common crashes, if not first the reloading then crashing when i try randomly accessing something or bring up the tab-menu.

673fa7d611ff5Populism

673fa7d612048
Okay update to my issue. Found out the PISTOL has been responsible for my crashes, after i went through the 1st part of Med/Sci using only my wrench.

Tried out shotgun, reloading and accessing objects. Nothing so far but seems soon as i equip the pistol, it begins to show the common crashes, if not first the reloading then crashing when i try randomly accessing something or bring up the tab-menu.

From what you've told me sounds like theres a conflict between some of the mods your using....I don't think this includes the D&E mod...though it does change the inventory pic and size of the object. If you can get it to crash by doing something regularly....then simply keep removing mods while trying to reproduce the crash

673fa7d6120eaNameless Voice

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The debug logs he sent me implied that the crash was happening in the inventory size / object size system.

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