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Nice. I always liked this bobbing for some reason (also the more excessive bob and those old placeholder animations or whatever, in the alpha trailers), I prefer it over vanilla soc,cs,cop (actually not a fan of most CS and COP animations :( ).
I played vanilla-style RMA and loved it. I thought that's one of the best mods ever, and so I'll be waiting for this :)
Any idea how to make the time_factor work? I usually play with 4, and it worked until after the first mission where you get hit by the blowout. I rarely encountered this problem in mods but I remember it happening in a SOC mod after using the sleep bag, time reset itself to 10 even though it says it was 4 in the alife.ltx. Same here, despite being 4 in the ltx, after that first mission the time passes at 10x speed again and nothing works to slow it down.
Yes I am sure. Is it much more demanding that vanilla? my PC is xpsp3, 2x 1.9gb processor and 2gb ram. Vanilla runs fine. With TPC it has weird slowdown moments during gameplay, but it's rare. But the frequent crashing is impeding my enjoyment of this mod :( . A couple times it happened on saving game and then the save wasn't working, resulting in ctd. Is there no crash log for this game?
I don't know what to say. It crashed in a skirmish random small map too I think, or medium, after 5 mins. I had Vanilla WBC3 with that unofficial 1.03.24 patch for years now and never had a single issue with it. By the way, did you ever consider implementing some of the changes from that patch? particularly the nerfs, half combat and damage per strength, less starting armor and resistance for heroes, less health points per level, towers do double damage to heroes, tweaked skills, summoning has timer etc. It makes the hero less overpowered and takes a higher level and good items to solo a developed enemy base than usual. In protectors I experimented with a level 100 hero in a skirmish and had 100 in fire missile and strength and mighty blow, did 500 damage per shot fired (2 shot the 1k health enemy hero). Also there's a bug with fire missile, at level 11-15 if i remember correctly it goes from range 12 to range 8, then at 16 in fire missile it goes back to 12(but if it were up to me I'd nerf this skill to have a smaller range, and stop at maybe 100% of hero damage I don't know)
I gave up in the labyrinth of crashes. Happens too many times, I'm on the third mission with Mardar where I'm supposed to go against the king. So I just started a warlock in original wbc3 campaign, the crashes aren't so persistent there. I will get some levels before going into the protectors campaign
Oops!Well lol, so if I won that means I'm too good right :D . I was actually expecting for some dialogue to trigger but it never did, except when they breached certain points. But they never reached the level 5 keep because I blocked the ways with towers and after I destroyed all the buildings of the AI I just planted towers on spawn points so I won in between spawns when I managed to kill everything
No not only late-game, but most times it's after 15-30 minutes. It took 2 hours because it was level 3 keep condition and in that map Plague has constant massive unit spawns + dragons so I had to fortify narrow paths with towers to halt their advance, then I had to chip away at the bases little by little because dwarf gets countered hard by plague. And because to win I had to kill all enemy units, I had to build tons of towers on top of the spawn locations, even though I defeated the AIs, units still spawned in several spots down south so with a bit of luck, victory message popped up in the end. That's why it was 2 hour or more :)
Hmm nope.. I was playing with Mardak in The Duernothian Cult Chapter, with the Dwarves defending against Plague. Switching to win98/me let me play about 2 hours more in this battle, but now it again reached a point where I can't progress due to constant crashing
Ok, so I guess XP SP3 isn't good for protectors. Odd since WBC3 did not crash once and I've been playing it for years. Anyway, running it in win98/2000 compatibility seems to fix the issue? not 100% sure but ill keep playing with it. Only problem with win98 is some sound glitching in the main menus.
Yes it was fresh, this is the first time I install this. I'm xpsp3.
Oh nevermind. I got selentine crown, banner of rage, assassin's blade, ring of aranea, leather boots, grollo's storm ring, and in backpack leprechaun's lyre, meditative staff, tome of utter darkness, orb of longevity. But I didn't have these when I first experienced the crash anyway. And nevermind, it crashes on smaller maps too, once it starts crashing it will crash on any map I guess.
So regarding my crash: I only played 3 skirmishes so far, 1 was a medium sized map and 1v1 so was no problem there, but the maps where it crashed in late games are Grand Canyon and Invasion. I am a level 7 Orc Shaman. I only played as orc, only have the Tome of Utter Darkness on him (+2 necromancy and some chance cast spell on hit iirc). My skills are the starter 3 in Chaos Magic (kind of odd how that lets me do a level 3 morph combat :) since you replaced the spell system with the one from wbc2, but i guess you will fix that later). 4 in Ritual, 2 in Ferocity, 5 in Orc Lord, 5 in Warding. 6 Strength, 5 Dex, 8 Int 10 Charisma. I think I put 1 more point in morph combat on the spellbook page, so I can do up to level 4 (if i had the casting skill). I did not mess with the perks, and my proficiency is Recruiting. The map I am currently on is Invasion and I got uh 5 AIs I think at the second difficulty (count?). And they are High Elf(wiped him), Barbarian(wiped him), Orc, Knight and Swarm. In the Grand Canyon map it was me versus a count Barbarian and a count Minotaur, and it crashed there whenever I went to attack the Minotaur in the bottom right corner of the map.
I am experiencing crashes with 0.8.6a, always in Large maps during late game. At least I think so, I only experienced it in skirmishes on large maps with multiple AIs, happens when we expand to keep level 4-5. And then I have to play 10 seconds, then save, because crash is random but it always comes after a few seconds after I load my save. I got no clue if this happens in the campaign, I only played a few skirmishes because I downloaded the mod recently.
Apologies, meant to upvote :(
I like the other graphic improvement pictures, in this one I'm not sure about the ground texture, but no big deal /shrug
I really don't mind the vanilla weapons, the bad thing are their choppy animations, you can see they cut when transitioning from idle to run etc. I liked most of the LURK ones, and some from COP mods like shoker or STCOP mod whatever it was called :D
This was a change in the early versions to force saber duels to be more static like in the original movies ep4-6, and not so much running around as there is in the vanilla game. As it stands now, running = no regeneration, walking or standing still = vanilla regeneration, and crouching/meditating = very fast regeneration. I'm talking from a single player point of view: this works great in saber duels, but not so well when dealing with large armies of gunners like you do in single player, where the faster you are, the better. You run out of force juice fast and you need it if you want to keep deflecting blasts back at the attackers. IMO the regeneration could use some tweaks, but no idea how one would achieve a good balance. Crouching feels like an abuse to get your points to max in 3 seconds. A couple things seem odd to me: a)if you hold block and move around, you will loose force points even though you are alone, not being attacked and successfully blocking something. b)by default, not using block you will automatically deflect blasts in random directions without an animation, or you can instead hold block and burn your force points fast to deflect em right back at the attacker; what is odd is, blocking burns your force rapidly, and if you keep holding block, you reach 0 and then the blasts will go through hitting you, whereas not blocking will always deflect them, just that not exactly back at the attacker. So in most cases, blocking blasts can be a waste of your force points and kill you if you aren't careful, whereas not blocking will always deflect but not hit your attacker. Odd, but then again, I have no brilliant idea on how you could balance things.
Lol I wanted to try that last night, but I thought that path was blocked too. I thought those steam clouds were blocking the way, just like the way to the swamps. Ty, I'll go see where that leads me. On my map, when I hover over that transition I get a stash text instead of saying where it leads me, something like "invisible box - hid the loot in the invisible box" haha
Ok so I got these 2 weapons then, however it doesn't say anything about detectors. And I'm not sure if I can go anywhere past Lake Yantar because the paths are blocked by those psi fields
Btw that scientist in Yantar who asked about his brother. I told him he's dead in X18 and he walks out the camp to be alone and dies in an anomaly, that's supposed to happen, is it ok
">m supposed to retrieve '2 psi weapons' and I have no clue as to where these are.
afaik its anomal gun(x-18) and 'art'(agroprom/medpribor, clear sky)"
I got the gravitational shotgun and the artifact weapon that works like the half life 2 gravity gun. So if the 'anomal gun(x-18)' is one of these I have, what is this 'art'(agroprom/medpribor, clear sky)'?
When I got the quest it said something about x18 so I guess I have that gun, and something about hills and Freedom? Anyway I don't know which map medpribor is, but if it's in agroprom, didn't find it; only saw a vintorez on the second level of the building in the center.
Looks great, original Thief style.
What does vector alienation do?
Mod is awesome, was playing 2.5 with the machine translation but got stuck, and the translation is way too bad to know what I'm supposed to do. Was all fine up til Yantar where I get crashes when I die and reload or when going to back to another map. I'm supposed to retrieve '2 psi weapons' and I have no clue as to where these are. Yantar is full of those psi zones I can't go into, got 2 x 40% psi protection artifacts but it's not enough to keep you alive; I know there's at least a document in that base in the middle of the map, seen it with demo_record, I guess that's one of the seven documents I need to finish the game, but anyway further maps are closed, I probably need psi protection to progress
Happy New Year!
I've only played around with the mod for a few days now, so I'm just sharing my experience and bugs I come across. Loosing your force powers seems to happen almost always or maybe randomly when you progress to the next mission. You can get them back, or rather, all force powers to level 3, not the level 1 or 2 you had, when you click on the JediMaster option in the new NPC spawner/mission select menu, which you go to by pressing escape
yes some1 said it earlier; in the console (~button) type r_customwidth 1920, then r_customheight 1080, then r_mode -1, then vid_restart iirc
JO is there but can't get past kejim base. The droid you have to control to progress further was replaced by a shielded mecha trooper and when you press the controls you control the trooper but you are stuck in there anyway :D . Also got stuck due to bugs quite a few times in JA but atleast I can give myself all force power if I loose them, which you do if you press next mission after dying (and I had to do that because missions were uncompletable).
I don't fancy the punching and kicking update either, at least my preference would be that this is left out in the new vanilla single player + saber systems. You can't block laser blasts forever now, and that should be enough; since you don't regenerate force while running you can't really rush into a big army anymore. Also weird, while idle(not pressing block) ull kinda always deflect blasts just that they won't go back into enemies as effective as when u do block, but if u try and block with low force you will die(and you wont if u dont block, auto weaker reflect)
Im just curious about how the new styles will come into play? or be removed? for the vanilla campaign
They are in the single player too but these custom missions are just buggy, so not really playable if u want to finish the singleplayer. Above, the mode creator says he will give us the vanilla campaign with the saber changes in future patches