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Topic: SS2 Pop's Difficulty and Enhancement Mod
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673fa74952f41miracle.flame

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People here are complaining that engineering area get quicky overpopulated by Grenade Hybrids which makes it unplayable and causes crashes in some cases. I was wondering how is it possible to do this without altering maps themselves (because there are indeed no grenadiers on engineering deck in vanilla). I think I've found the cause which is made in rather... bizzare way. My question is.. did you do this on purpose or is it a feature called "bug"?

673fa7495375aPopulism

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

He's running about two or three other mods that alter weapons, must be a conflict..are you applying the D&E mod last as instructed in the read me?

People here are complaining that engineering area get quicky overpopulated by Grenade Hybrids which makes it unplayable and causes crashes in some cases. I was wondering how is it possible to do this without altering maps themselves (because there are indeed no grenadiers on engineering deck in vanilla). I think I've found the cause which is made in rather... bizzare way. My question is.. did you do this on purpose or is it a feature called "bug"?

Tis a buggy...though I always thought it was due to the random mod...does it happen without that mod installed?

Edit: I just did some testing on engineering and could not get a single grenade hybrid to spawn without the use of the random mod...think I'll edit it out of the recommended mods in the readme for now (no offense ZygopTera, you know how much I like that mod).
     
       Also I've been asked alot lately about people wanting to use my work in thier mod, the answer is...yes, feel free to use any or all of it. As far as I'm concerned thats why were all here. Just a reminder that most of the D&E mod is comprised of many other mods and ideas not originally created by myself.
     
Btw version 2 is just about done, few more tweaks and rebalancing issues resolved, Made a big difference though.

Edit: Ok so there were about dozen grenadiers waiting for me after I wrote that on my way back from the cargo bay. Hopefully this problem has been cleared up, thanks again to  Miracle freak.
« Last Edit: 06. February 2008, 07:04:06 by Populism »

673fa74953c90Populism

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Version 2.0 is ready....much nicer and more playable then the original, once again feel free to post the good,  the bad and the ugly...Enjoy.

Here's a list of the changes

1.  Altered HP values as follows:
   a. Protocol Droids +5
   b. Grunts -10
   c. Maintenance -100
   d. Security -150
   e. MP -50
   f. Turrets +50
   g. Rick Turrets -150

2.  Altered Weapon damage as follows:
   a. Emp Grenades +40
   b. Incendiary Grenades +55
   c. Standard Grenades +55
   d. Disruption Grenades +125
   e. Wrench -1

3.  Increased shake effect distances for explosions
4.  Added gibbing effect to spiders, grunts, midwifes and monkeys killed by explosive barrels
5.  Added cost variations inside each catagory for STATS, WEAPONS, and TECHS
6.  Removed base Psi for all difficulties except easy, this means most builds start with no psi points
7.  Restored pistol clip size back to 12 (this was changed for testing and I forgot to change it back)
8.  Energy weapons are maintenance free; exotic weapons degradation per shot is greatly reduced
9.  Weapons can and will jam at all condition levels, thanks to Rainalkar for the idea
10. Slight reduction to wrench damage
11. Reduced shotgun strength requirements by 1, altered string
12. Hopefully eliminated the cargo bay over spawn bug thanks to Miracle freak
13. Removed camera hearing ability again (noticed it could still hear)
14. Restored pistol, laser pistol and Psi amp sizes to orginal specifications (for mod compatibility)
15. Fixed a mistake that allowed anyone to retrieve Auto repair diagnostic kits from turrets
16. Fixed a mistake that made blast turrets have no loot
17. Added batteries to protocol boxes...made them hackable
18. Added 2 new searchable containers/added loot and strings
19. Added item randomness to all containers and Bodies
20. Increased the amount and variety of items in all containers and bodies
21. Added two unused broken weapon objects to random loot in trash cans
22. Added unused book item to random loot in desks
23. Lockers must now be hacked open
24. Removed cyber-affinity requirements for hacking and repairs (allows for earlier attempts while making it harder)
25. Removed recycler from guaranteed loot on maintenance bots...added it to random loot in a few places
26. Slight increase to psi Projectile speeds (player and monkeys)
27. Implants can no longer be recycled or transmuted (to avoid a bug)
28. Camera turn rate slowed (to help the player sneak by)
29. Added lighting to psi sword

673fa7495409aRainalkar

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I'll first try to finish mine, than I'll cope with yours :), have downloaded it though. But btw my idea wasn't that weapons can break at ALL levels (that is kind of sick), but that they cannot break before 0,5 durability (since Repair brings them to 2 and then a weapon can break immidiately if it can break already at 2,0 durability).

673fa7495446cPopulism

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I'll first try to finish mine, than I'll cope with yours :), have downloaded it though. But btw my idea wasn't that weapons can break at ALL levels (that is kind of sick), but that they cannot break before 0,5 durability (since Repair brings them to 2 and then a weapon can break immidiately if it can break already at 2,0 durability).

Worked out really well with the lower deterioration rates making repair a must have for gunners, guns can jam up at anytime...some more than others. The only thing I might do is make each one able to  break at different condition levels...Higer numbers (7,8) for Energy since there high tech and lower (4,5) for standard...with heavy being a mix of the two.

673fa749545b1Populism

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Removed version 2.0 for minute...fixing a couple of things...brb

Edit: There Just tweaked the Assault rifle a bit and reduced Adrenalines effectiveness
« Last Edit: 11. February 2008, 20:04:41 by Populism »

673fa749549c1Rainalkar

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Worked out really well with the lower deterioration rates making repair a must have for gunners, guns can jam up at anytime...some more than others. The only thing I might do is make each one able to  break at different condition levels...Higer numbers (7,8) for Energy since there high tech and lower (4,5) for standard...with heavy being a mix of the two.

Hm, this is really nasty, I have to check the numbers to see how you pulled it off, at first sight I don't think I like the idea of weapon breaking all the sudden anytime, but if it works well for you...

673fa74954afbPopulism

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VERSION 2.5 is now available for download....small changes mostly tweaks

Removed charts from 1st page..still available in the readme
« Last Edit: 27. February 2008, 02:38:44 by Populism »

673fa74954df0Silencer150

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I have to say I'm quickly growing fond of this mod.  It puts the challenge back in the game and plays more like a true survival-horror experience.  There are just a couple of things I wanted to comment on.

First, I don't know if this bug was in the original game or if it's a spawning error created by this mod, but I somehow managed to get an intangible hybrid to spawn when I set off the alarm on MedSci.  I can't shoot it or connect with my wrench, but it can beat my head in just fine.  It even ran right through a closed door to get me.  :confused:

Second, while it's not strictly an issue with this mod alone, there's something I've been wondering about regarding any of the gamesys mods.  Is there a way to use a mod like Crion's CMJ mod in tandem with this one?  His mod, which raises upgrade costs but lets you get CMs (and other cool items) off of slain enemies, has always been one of my favorites.  Given the tendency of large swarms of enemies to appear whenever the alarm is set off (and my tendency to set the alarms off with every move I make) I thought it would be the perfect way of balancing out the gameplay.  Since the different gamesys mods aren't compatible as far as I can tell, would you consider adding this feature?

Edit: Nevermind what I said before about the Psi skills.  They seem to match okay now that I've done the strings fix.
« Last Edit: 25. March 2008, 08:16:09 by Silencer150 »

673fa74955042Rainalkar

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It's pretty hard to balance random loot CMs, and many players don't really like this kind of luck factor (yet, oddly, they love it in Random mod, including myself). The original game, as I remembered, had a 0,75 no loot (75%) on Impossible (I don't think it's different in this mod), say that you want to add CMs to Once-Hybrids, how much chance would you like, 1 in 20, 1 in 40... (1/80, 1/160 Impossible)?
If you install ShockEd you can easily add the desired amount yourself, and change the skill costs according to your wishes. It took me several days to figure out a balance I would be happy with... yet I'm crazy when it comes to SS2 ;) 
« Last Edit: 21. March 2008, 13:29:52 by Kolya »

673fa7495528dSilencer150

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Thanks, I'll have to try that.  I hope it lets me edit the gamesys file that comes with Pop's mod.  Would anyone happen to know the values Crion used?  If not, I'll try looking at his file.

BTW I found a few more bugs recently.

1) The Hazmat suit doesn't work!  I put it on and it didn't confer any toxin or radiation protection whatsoever, and the +75 TOX +75 RAD signs didn't show up like they used to.  I walked into an irradiated room and still got damaged the same as if I had no suit on at all.  Did these accidentally get removed when the item properties were changed?

2) There's a bug with the ejected bullet casings feature.  While the feature itself is pretty cool, it doesn't seem to distinguish between the player and any slug turret you've hacked.  Whenever a slug turret I've hacked fires on an enemy, Goggles starts 'urinating' bullet casings even if he's in a different room (which is actually pretty humorous to see).

3) Several projectiles seem to have disappeared, including laser bolts (from turrets, midwives, etc.) cryokinesis, and pyrokinesis.  AFAIK the cryokinesis projectile still shows up when you fire one yourself, but when monkeys use it, it's invisible.  I haven't tested whether this is true for the player's own pyrokinesis projectile.
« Last Edit: 23. March 2008, 00:33:10 by Silencer150 »
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2) Is a bug that was introduced via ADaoB. It will get fixed.

673fa749570deSilencer150

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I think I'm stuck on the final boss now. :p
Shodan
Head: Can only be affected by weapons that give off some type of energy (EMP, Lasers, Psionic, Explosives, Heat, Cold)
Avatar: Added lighting, weakened and slowed projectiles (speeds weren't raised)
According to this, SHODAN's head can be damaged by psionics, as well as heat and cold.  I've played through to the end with an OSA agent, and I have every offensive power available (except Psi Mine) but nothing I throw at the head seems to do anything to it.  Neither Cryokinesis or Pyrokinesis seem to work.  The only thing I've found that can damage the head is anti-personnel bullets, but they do so little damage that it's impossible to win using those.

Edit: Okay, I did find a way to damage SHODAN.  It turns out the Psi Sword is able to slowly chip away at the head, possibly due to the lightning damage that was added.  I was finally able to win by standing behind it and hitting it repeatedly with the Psi Sword.

673fa749572d1robotsandwich

SS2: Re: SS2 Pop's Difficulty and Enhancement Mod
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I have the same problem as ste0 and Barrciak, but I'm pretty sure  I have the folders and files in the right places. 33 files are in strings, correct? All the data is in psihelp, however the ordering of the psi abilities is random and doesn't match the numbering; should they go together? Every other file in strings looks perfect. Also, where are the psi icons for each ability located? This is my exact problem: the icons do not match the ability. I'm at Recreation and I've been using Psychogenic Endurance thinking it was Psychogenic Cyberaffinity! Please help me.

673fa749574b0Populism

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Hello all, When I get back to playing SS2 again I will do some boss tests with the brain and shodan...please report what weapons if any are hurting shodan ,as I never really tested this with the natural in game shodan only a summoned version. She should be hurt by Incendary, explosive, Psi, Laser and especially Emp damage. I'm thinking from Silencers post that either she might be placed on the map itself like an object which wouldn't allow me to alter her (like a placed weapon). Or that its' another mod thats is interfering with this one.

Robatsandwich if you uninstall and reinstall SS2, add this mod (only this mod) then check the psi in game it should work fine, take it from there. I don't really remember all the ins and outs anymore sorry.

Has anyone else had a problem with the hazard suit not working? Again I tested a summoned version only.
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there is a possibility that the pops 2.0 and 2.5 mod is broken in terms of multiplayer use. When we access the Engineering level both players are unable to open doors. each player appears to lose connection but I'm not sure if they actually do. Has anyone else had this problem? I've tested regular ss2 in multiplayer.. and it works perfectly. pop's works in single player perfectly.

673fa7495786ePopulism

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M3450 you the one playing muliplayer with Miraclefreak and Rain? Please post problems, that goes for anyone. However before posting make sure that the problem is due to the D&E mod itself.  Still curious about what weapons are effecting Big head at the end.

I never really intended to make a mod for mp but hell if I can just tweak a few values and it works for you, why not.

Eventually I'mma have to buckle down and learn to use the map editor so I can finally squash all the remaining bugs. I've been busy with RL and work, but recently got the mod fever and worked on mods for Diablo 2 LOD and Freelancer. When I get back to SS2 and if I can learn how to work the map editor I'll make the following changes.

1. Redistribute CM (more early on, less later)
2. Replace all placed (built into the map) weapons, gear and mobs with updated versions
3. Correct all the bugs on each level (this is huge but thankfully Straylight has already done it)
4. Possibly redue Vending machine costs
5. Lower ambient lighting
6. Place a few items

This means that map files will be needed, which I'll keep in a seperate download. Really thats all I can think of that needs to be done, those few things would make a huge difference in game.

673fa749579cbRainalkar

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I think that he played your mod with his brothers :), we played UARMM and AlyaMod so far.

You can't make the mistake with what weapons affect Shodan, just check it's vulnerabilities for stims that affect her.

What do you have in mind with 2.? Creating new weapons?

673fa74957c4cPopulism

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LOL I accidently hit the report to moderator button instead of reply...sorry if you or me gets an email.

Didn't you say you were having problems with multiplay due to the mod changes in your letter? I just assumed you were talking about the changes I made. If shodan is a map asset then it very well could be, things that are placed on the map don't seem to check the .gam file or our independent. Changes I want are listed above, just stuff that can't be altered through .gam file like all the placed weapons and gear on the maps themselves and redistributing CMs through out the game. Everytime I've played with the map editor in the past I've screwed up my game. Either things would be saved that I did in the editor (without saving) or there would be giant colored lego looking place holders in the actual game itself...once again I never saved anything I did.

Oh btw which version did you use? (for Alya)...cause 2.5 is alot better then 2....if nothing else the random & explosive stuff is worth it..plus its just easier. If I can I'll do ambient lighting as well...did you try increasing the standard light settings at all? If so was it hard or ugly?

Edit: Damn MiracleFreak, I just noticed you were a moderator here. Untill now I figured you were a very insightful/helpful lurker, oh and btw if I never said it before I'll say it now....THANK YOU FOR FINDING THE PROBLEM WITH THE DAMN OVERSPAWN BUG IN THE CARGO DECKS. I was clueless, and for all the other insight you gave me into the goings on of the various game files and what not, thanks Bro.
« Last Edit: 07. August 2008, 01:22:47 by Populism »

673fa74957e2aRainalkar

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I'm having troubles following your thoughts :P, but here goes:

No, the problems in Multiplayer aren't caused by AlyaMod. There was one problem when choosing spawn type, but is now fixed in UARMM and AlyaMod.

I can't tell 100% sure, but I think shodan's vulnerabilities/stims are fully definable in gamesys.

I don't recall from which of your gamesys version I started building mine, but surely not 2.5. I think I included some of your future changes I liked though. What random stuff are you refering too?

Ambient lighting isn't hard to do. But light brushes and object lights are quite time consuming, I redid them only for BotM. It wasn't ugly, it is now DARK.

673fa74957f85miracle.flame

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Hey Pops, it's ok, I was suprised myself, you're welcome.
First I was suprised that I've found solution for most of your extraordinary problems while modding. They helped me understand ShockEd more deeply.
And secondly I was pretty surprised when Kolya made me a moderator all of a sudden some time ago. lol
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Populism,

    I've played the single player a few times all the way through but I've always enjoyed multiplayer more and I know a lot of people will disagree with that statement. But if it's late at night with no lights and I'm playing the game with your mod over the network with my brother I stilled get scared shit less. The game of course got way to easy without any mods. I stumbled upon this site looking for ways to make the game harder and I came across your mod. But I always thought of your mod as geared towards multiplayer since it was extremely tough with increased spawn, lower weapon effectiveness, less ammo...etc. you know something to counter having 2 players running around :P So when you said that in your mind you considered your mod only in the single player aspect I was a bit surprised. But I guess I'm just here to tell you that your mod is also beyond single player and a few other multiplayers like myself are die hard fans of this mod because it really gives us a challenge again and brings back the fear of 5 hybrids chasing me down the haul or hiding in a corner when those alarms go off :( LOL since when would someone ever do that in regular multiplayer?
     It might make people mad but when I look at other mods I always find myself judging them based upon your mod. In my view your mod is at the top which a lot of modders look to for inspiration. I saw your thoughts of what you would like to see happen for your final version of the mod and I have to tell you that I really like those idea's. I hope that you are able to accomplish all of them or at least most of them. Keep up the great work populism.
p.s. take out the weapons breaking at any time ;(. Oh, and one more thing. we should play your mod together sometime

673fa7495837eRainalkar

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I comply, please disable weapons can break at all times option in the next revision. It may make sense, but it's killing for those kind of builds and makes Maintenance useless compared to Repair, and especially to Anti-Entropy.
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Myself and a couple friends were trying to play version 2.5 in multiplayer. At first, we found out if one of the explosions in the beginning of medsci1 kills someone, it will completely desync the game. Id never had the explosions prior to leaving the cryo area hurt me before so we found out the hard way on that one.

Another issue is that we could get through all of the medsci areas fine, but as soon as we'd get to engineering the game would completely desync no matter what. We tried using multiple saves and no matter what, the first level of engineering desyncs us and we can't progress further. Is this still being worked on? I hope so we really loved the mod and want to play through it together.

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