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Awesome. vanilla weapons are crap in COP, i like shoc more tbh. some from cop some from shoc
Played 1.4002 up until Darkscape, here is some feedback:
-The AI in general is still blind sometimes. The stalkers around the "Old Entrance" in Dark Valley proceeded to attack the bandit base, and more than half the bandits patrolling around just ignored them and got killed without fighting back
-Mole's "bring me the artifact" no artifact mentioned, how do you do the quest? I guess this is unfinished
-Soon after showing me the entrance to the underground, Mole and his group start a fight with the Beril wearing army guys that show up in the courtyard. I guess they somehow can see through walls and buildings and go to attack them. The bad part is that Mole can die on people who might want to do his side quests. Maybe after showing you the underground, Mole and his group should go around the complex and into the tunnel where the technician is, like Ratcatcher does after you deal with him (but Ratcatcher's AI ignored a pseudodog and got killed later, right in front of the tunnel :D)
-Nimble patrols between the tunnel under the bridge and the rookie camp on a loop, possibly (happened to me) getting killed by a pack of dogs if I don't help.
-I actually like Sidorovich and traders not resuppling on their item stocks. I hate how I end up with thousands of rubles and ammo in SHOC and COP, any enjoyment from the survival aspect is gone. That is mainly a problem from enemies dropping a full magazine each time and you end up swimming in ammo, but the traders having a limited stock in a dangerous environment like the zone makes sense to me. It makes me happy when I know I might have to be conservative sometimes
-I think the Army Outpost stealth mission is overly scripted. It's easily failed because you are somehow supposed to know exactly where Sidorovich wants you to step, that being immersion breaking along with Sid's handholding through messages. Sid sees my flashlight turned on, suuure :p. So I actually failed it because Sid was not happy I side stepped from his golden path, even though the military guards didn't actually notice me
-Mercenaries that show up after you kill the bandit leader at the Mine in the Forest tend to become invisible while under and around the door frame to the mine shaft tower
-Paulie The Stew - there is no option to give him a medkit if he gets hurt and falls down. He got hurt by the boar pack near the Duty checkpoint, so I had to reload
-Weird zombie-like NPC appeared in the Garbage hangar asking me to help somebody in the mine? got no clue what he's talking about but I suppose this is one of the unfinished side quests
Was just wondering.. Played the game for an hour without mods on master and the difficulty seemed similar to SHOC. I could take a few hits in the rookie jacket before going down. Unsure about how the AI accuracy was as I didn't play enough. Then started a new game, played @20-30hours, this time with the weapon rebalance addon, on master. Never ever tried anything but master, so that may be my fault too :). But I noticed how now the game was Clear Sky levels of cheese. Been up against enemies with sawn-offs, hunting rifles, ak74us, mp5s etc. Every shot I take is at least 80% of my health bar, and I have 40-50% bulletproof, so seems like you can get one shot or two shot from any weapon, so it kinda defeats the purpose of armor? Also idk if the mod does this, but AI seems to have a pretty great aimbot. Haven't played much unmoded LA recently so can't really compare; if any1 is using this addon, how do you feel about it?
Ok. Well now I got 1 skill point, maybe it's from saving Nimble quest. I guess I saw wrong on that LA 1.4 stream, yeah he didn't get a point when he used the module, thought he did. Ty for clarifying, good to know I haven't missed anything.
WAIT NVM. It was the particle distance slider that was making stuff invisible lol. I maxed it and walking on the road at midnight above the tunnel, i see something of a sparkler anomaly coming through the ground. I throw a bolt, nothing. I step over it, nothing. I head down there and it's 4 normal poltergeists :O
Btw, the canned corn still sells at the base value of 320 to all NPCs. A real money maker right there :). And I didn't use the skill module when I got it, after Proverb's boar hunting. Used it about an hour later near Fox quest and it didn't give me a skill point. Also noticed grammar issues, Sid after rescuing fox " .. C ome here". And one of the items in my bag in the description has double "of", sorry don't remember which.
Started the game, in Cordon. Im on 32bit, so using FDL DX9. I have the trader fixes, weapon rebalance and sound overhaul + the merge patch from the "addons" section here. I also copied OL Remake's alife.ltx just so I can change the time_factor because I hate when the game time flies so fast. What I am experiencing are invisible anomalies and an invisible fire geist around the crashed death truck; but everything else seems ok. I guess that isn't normal? Could any of these be the culprit :P
schedule_min = 1 ; milliseconds
schedule_max = 999;1 ; milliseconds
process_time = 900 ; microseconds update_m
time_factor = 5 ;10 ;1 ; ñêîðîñòü äëÿ äåìîíñòðàöèè ñìåíû äíÿ è íî÷è
normal_time_factor = 10 ; æèâîòíûå â îôôëàéíå ïåðåìåùàþòñÿ ñî ñêîðîñòüþ, äåë¸ííîé íà ýòîò ôàêòîð (÷òîáû íå áåãàëè î÷åíü áûñòðî) max_combat_iterati ;7 ;5 ;10 ; maximum combat iteration count
switch_distance = 170;150;
switch_factor = 0.1; íå óâåëè÷èâàòü, à òî íïñè èñ÷åçàþò
start_time = 07:11:00 ;20:00:00
start_date = 01.05.2012
autosave_interval = 18:00:00
delay_autosave_interval = 00:00:30
objects_per_update = 10
start_game_callback = _G.start_game_callback ; on starting new game or loading saved one
class = ON_OFF_G ; Class identifier
time_factor+ = +
time_factor+ = -
Nvm, guess ill try reinstalling tomorrow
When going into options:
Expression : fatal error
Function : CScriptEngine::lua_error
File : script_engine.cpp
Line : 75
Description : <no expression>
Arguments : LUA error: ... - lost alpha\gamedata\scripts\ui_mm_opt_main.script:110: attempt to call global 'xrRender_test_r2_hw' (a nil value)
When starting new game:
Expression : fatal error
Function : CInifile::r_string
File : Xr_ini.cpp
Line : 525
Description : <no expression>
Arguments : Can't find variable tracer_shader in [bullet_manager]
Is it because the big patch put another LA directory inside the LA directory? didn't notice that when installing so I just cut out from the new directory and pasted outside, where the game is
Hello hello! And happy Easter! Don't know if you remember me but I was fiddling around with guns in swartz 1.2 back in 2012 in my own installation like I always do, and tried to help you reduce some cringe with some of the running animations on weapons :) . I've never gotten to play much of swartz 1.3 but I am 2/3 into finishing it right now. Was the best excuse to get back to COP, it's been quite a while. I see not all changes went through, and you replaced some models which required new animations. I see foggy weather still bugs out the flashlight in DX9, and I avoid the bad animated weapons so I'm all good. Great to be back into the game! I hope you are well, and doing well in what appears to be swartz 2.0 :D ?
Ok. I only played Hero then in 0.86 (the original sundered isle start campaign as vanilla no?) but quit it after some time when at ragnar's pass I couldn't finish the mission because dialogue didn't pop up (talk to the dragon in the cave or so iirc).
Which one is "conquest" which one is "hero of etheria" campaign? 0.86 had the original one modified + the new protectors one. I see 0.87 has 2 new
NVM about hand of lorbriss, its 3+1 per level.
Made a blightlord. My Level 2 lethal poison called hands of someone lasts 4 minutes, but iirc according to the description in the spellbook should be either 1 or 2 plus 1 min per level so it should last 2 instead. And resist fire spell description states duration is 1m45s however the fire resist buff from fire giants horn lasts only 1minute. Will post more inconsistencies as i find them.
Then its a typo, says zombies and ghouls. The game wont run unless i pick win95 or win98 compatibilities, win2000 compatibility doesnt work but yeah im running xpsp3 and it wont run without compatibility
Feast of Garok upgrade? something like, from undead and plaguelord races that gives zombies and ghouls 4 combat only gives the bonus to zombies. I played as plaguelord and zombies had + 10 bonus combat (4 from feast + 6 from that building which upgrades speed and combat of zombies and ghouls +2/+4/+6) but ghouls in my army had only +6 combat. Also I gave the mod a try on windows 7 too, my PC being XP, and it's less crashy, all maps work and I am able to see descriptions of units, buildings and spells. So I guess most of these problems happen because my PC is XPSP3 and having to play on win98 compatibility to run it.
@ Joe Great Valley, dracolich as dark elf cost 1k of each compared to 500 of each like other dragons at the dragon temple
Like the idea, also want more maps where shipyards play a significant role, like in Icefjord.
Actually I noticed these armor changes are only slight as my ranger has 12 starting armor 10 resistances before dexterity boost. The changes of 1.03.24 made me think of the system in WBC2 where armor counted tremendously on the type of hero you made. That's something I liked in WBC2 whereas in WBC3 I felt like stats in general were more "streamlined".
Forgot to say about building and unit descriptions when hovering the cursor on them. I see the descriptions in the screenshots here, in that middle screen box, but any sort of description is missing for me ingame: info about units, buildings, unit spells, abilities. Got no idea what I'm casting with them when I press a spell, I just have to see what happens.
Did you ever consider using the hero nerfs of WBC3 1.03.24? Strength gives 0.5 damage not 1, warrior heroes start with like 20 armor 5 resistance, warrior/mages start with 15 and 10, and mage heroes with 5 armor 20 resistances.. all heroes start with 10 damage and 10 combat i think, not 20 damage and 8 combat as vanilla default. I like those changes, also towers do double damage to heroes. Ofc these nerfs aren't quite enough to stop the overpowered heroes that have high armor and resistances and good healing or regeneration, but it does require a higher level than vanilla to go solo hero vs enemy base. Takes a bit longer to get to that point, and combined with the buffed units in Protectors, should help nerf heroes a bit more :)
Ok you maybe remember me commenting on my experience with 0.8.6. So I've been playing 0.8.7 quite a bit and I am content the crashes are nowhere near as persistent as before, however most of the skirmish scenarios + undead chapter and dark dwarf chapter which i was able to play in 0.8.6 to mission 3 but gave up thanks to crashes; they now crash on startup. I leveled a 41 dark elf archmage with 70 battles fought and 30 won :). I never loose, the god emperor is kind of easy (in vanilla game emperor is so much more agressive) but, yeah, 40 missions crashed after loading, I went and played half of em in order starting from W and reached L named maps, so I played quite a lot. There's still the occasional crash but it's not so persistent this time so i can actually reload and have a good chance it won't happen again soon, thus being able to finish the missions that do work (which don't crash on start). I've played with most races and have a few observations. I believe cielos rune for wood elf says that it lets you produce treants, but that is false. Sometimes thunderstorms, at least the one created by the demon building gets stuck and the map is all lit up. I'm sure maybe it ain't a bug but i had dragon temple and shipyard in several maps as different race, I guess the stats of the units produced are different depending on race? one time ships had 8-10 range, but when i played dark dwarf they had 10-14 range. And one time the dragonliche from the dragon temple cost double as the other dragons for no reason /shrug, other time same price as all dragon types. You probably know sometimes quest oracles say your answer to the riddle is wrong when it's correct, but trying it several times usually accepts it. I know you are aware of the menu bug, have to reenter the game after each battle.Eh well if i remember more, ill leave another comment.
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.