BioShock is a shooter unlike any you've ever played, loaded with weapons and tactics never seen. You'll have a complete arsenal at your disposal from simple revolvers to grenade launchers and chemical throwers, but you'll also be forced to genetically modify your DNA to create an even more deadly weapon: you. Injectable plasmids give you super human powers: blast electrical currents into water to electrocute multiple enemies, or freeze them solid and obliterate them with the swing of a wrench.

Add file Report Silver's Bioshock Mod beta 5.1
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Silvers_Bioshock_Mod_beta_5.1.zip
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psikoticsilver
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This is my Bioshock mod. Its focus is on increasing the game's lackluster difficulty and balancing the different possible routes of gameplay. Be prepared, this mod is much more difficult than Bioshock 1.1. Updated the 13th of February, 2009 to correct typos in the change log.

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Silver's Bioshock Mod beta 5.1
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psikoticsilver Author
psikoticsilver

I'm currently working on a survivalist style Bioshock mod. It will borrow from this mod and an update for this mod will borrow from it. :)

This means an update for this mod should be expected in a couple months.

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viewable2
viewable2

o.o

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psikoticsilver Author
psikoticsilver

O.O


BTW, still working on the mod. I've been busy so the next release will be done once I finish a couple test runs.

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dave_5430
dave_5430

Pass.

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psikoticsilver Author
psikoticsilver

Pass the herb?

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jamesfish05
jamesfish05

No pass the juice.

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bee-ess
bee-ess

"Turrets now treat humans and AI alike, there is no damage preference."

Does that include turrets opening fire on AI before they're hacked? Because, as Yahtzee noted in his review, how could a 1960s-era machine gun mounted to a swivel chair identify friend from foe? I think hacking turrets should be removed entirely, and Security Bullseye should be relied upon to direct their fire if one wants to make them work to one's advantage.

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ZippyDSMlee
ZippyDSMlee

bee-ess
Bioshock has steam powered bio organic computer systems, also it could be possible that they try and not target pheromone concentrations since most of the insane residents are soaked in the mind altering stuff..

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bee-ess
bee-ess

Actually, having fully read the changelogs, I'm going to pass too. Also, learn how to do math. "Increased 200%" actually means tripled, not doubled. It doesn't mean the same thing as increased *to* 200%.

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psikoticsilver Author
psikoticsilver

Picky there, aren't you? I mistyped a few lines of changelog... there's a reason it's a BETA. Do you have any idea how many lines of code and text I have to wade through to make this mod? You could have just been nice and mentioned it to me so that I could change it. If you don't like my work just don't bother posting... there's no need to make such inflammatory remarks, particularly considering you haven't even tried the mod.

As for the turrets, it means exactly what it says. Turrets had a damage preference for AI, meaning they did much more damage to AI.

What you think, it cannot be done. It also completely invalidates an entire style of game play. IF you want to remove it, just go play a standard FPS without mildly complex ideas such as hacking.

Also, go buy some imagination while you're at it.

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psikoticsilver Author
psikoticsilver

Ok, I've been working on the mod again. I know I'm overdue but to be honest I lost interest. It happens. It's happened before and it will happen again. But amidst this I've put out 5 different releases, so don't worry.

So, here are some things I've been working on tonight:
- I have increased the amount of Adam received as well as Gather's Garden costs to create a larger rift between Harvesting and Rescuing litter sisters. There are a total of 21 Little sisters throughout the game and in Bioshock 1.1, the player receives 3360 Adam for Harvesting the Litter Sisters and 3080 Adam for rescuing them. Couple this with the awesome plasmids, tonics and goodies you gift from the gift baskets and you will wonder why anyone harvests the little sisters save for wanting view the alternate ending. Having raised the Adam costs and amount the player can receives I hope to have fixed this. The player now receives at least 5460 and at most 6300 Adam for Harvesting while a the player receives Adam for rescuing at least 4130 and at most 4550 Adam. This raises the difference between the two game play styles 1330 to around 1700. Of course the increased costs of plasmids offset this in my mod but overall the increase benefits harvesters. As an example, in the original Bioshock mod a level three plasmid costs 150 which means the a harvester can afford an extra 1.86 level three plasmids. In this mod a level three plasmid costs 420 which means a harvester can afford an extra 3.166 to 4.047 level three plasmids. Remember that not only have all tonic costs been increased at around 200-300% but tonics and plasmids priced at 1 Adam have been fixed, thus the player needs every bit of Adam they can get. In addition the increased Gatherer's Garden costs of tonics will ensure the player needs all the Adam they can get.

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psikoticsilver Author
psikoticsilver

- Plasmid and Tonic costs roughly quadrupled (as opposed to Bioshock 1.1)
- The difficulty of hacking has been increased tremendously for every machine through tweaking off pipe speed. From Version 6, hacking is MUCH harder. Initial hacking flow is 3 seconds for deck one, 2.5 seconds for decks two-five, 2 seconds for deck six, and 1.5 seconds for decks seven+
- Retooled Icicle Assault freezing mechanics to fail 50% of the time, however the plasmid now damages foes as well.
- Increase the cost of purchasing ammo from Bandito machines by 50-200%.

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ZippyDSMlee
ZippyDSMlee

I got to say man this is the most awesome thing I have heard in the last few years they really should have released the SDK I could not play the damn thing because its so poorly balanced.

Might I ask how you are modding the game?

Can you add weapons mods or change how you get them?
I always wanted to make a couple variants of the main Wmods, basically accuracy/speed/damage have 2 or 3 levels, level 2 and 3 have reduce a opposite stat 20-30% a level. So damage reduces speed,speed reduces accuracy and accuracy reduces damage, this tries to balance out stacking. Also IMO it would be great if you could open up weapon modding make the mod stations take money to mod, it would help if you could cap money at 2K and then have normal mods added for 500 and removed for 100,stacked mods are 1000 for level 2 and 2000 for level 3.

If you make the game more in the vain of System shock, most survival based it could well be worthwhile to have the vending machines buy back items at a reduced price.

Just some thoughts I have had on BS for the longest, keep up the great work when I cycle out wolfenstien and Batman from my playlist I'll check out your mod ASAP!!

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