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siftheadz
siftheadz Apr 19 2014, 6:20am replied:

Thanks for your help; I forgot to check the ammo values. Now I can tweak as I wish.
Again, thanks.

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Apr 18 2014, 8:20am says:

The mod is working very well, impressive visuals, etc. <---- You're familiar with this part

However, it's getting pretty annoying how I can kill a bandit with (no exaggeration) two mp5 shots to the chest, and even to the foot! Meanwhile, slug rounds one-hit-kill any human enemy I've encountered (haven't tried exoskeletons). Also, I've gotten insta-killed by bandits so many times I've lost count.

Whether or not this is intended, can someone please help me change the health/damage back to normal? I tried changing npc immunities (in immunities.ltx), but that doesn't seem to work. Do I need a game restart?

Any help is very appreciated; this is a great mod and I really want to enjoy it fully.

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Apr 14 2014, 1:05pm replied:

Ah well, better not mess with the weapon balance. Perhaps in OGSE 07.
Question about the APC: It needs refueling, but does it need reloading? Like filling it with ammo?

Also, can you give us an ETA for release? Even a really rough estimate?

Anyway, thanks for your reply and send my best regards to the modding team.

+1 vote   mod: Old Good STALKER Evolution
siftheadz
siftheadz Apr 14 2014, 10:26am says:

"I am heavy weapons stalker."

+1 vote   media: OGSE 0.6.9.3 minigun
siftheadz
siftheadz Apr 14 2014, 10:11am says:

This appears to be my dream Stalker mod, but I think I'm gonna wait for the next patch to try. Speaking of which, is it true that it's gonna feature weapon upgrades? That would make me happier than a stalker with a new gauss rifle.

+1 vote   mod: Old Good STALKER Evolution
siftheadz
siftheadz Apr 14 2014, 9:59am replied:

Ah, that seems to be why I can't find it in treasure_manager.

Say, are quest rewards also randomized? Because I got a night star +2500 RU for killing mutants, and a freaking Mama's Beads for killing two boars, all right at the beginning.

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Apr 13 2014, 12:07pm says:

There's a unique ak74u (with permanent scope & silencer) I found in a stash in the cordon (in the train cars) at the beginning of the game, and it seems to be one of the best weapons available. Seriously, this thing has the best accuracy and damage of any 5.45x39 weapon in the game, and I'd like to fix that. Can someone point out the name of the weapon in the config files? There doesn't seem to be a new unique ak74u, so where can I find it?

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Mar 30 2014, 12:52pm says:

Sorry for all the comments, but I have one final question (hopefully): is there a way to change the equipment of npcs that spawn at the start of the game without requiring a game restart? I know that I can change equipment of those who respawn, but isn't there a way to force existing npcs to respawn with their new equipment? Any help would be very appreciated.

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Mar 30 2014, 11:15am replied:

Ok, since I posted this comment I think I might've found the files. Someone correct me if they're not in character_desc_(xxx). Thanks anyway.

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Mar 30 2014, 10:50am says:

The mod is working great so far, and aside from a few subjective issues with the weapon damage, all is well. However, it would be great if someone would tell me how to make NATO weaponry more common again. I liked the weapon diversity and would like to see stalkers use them again.

If someone could just point me to the files that govern the item drops, I would really appreciate their help.

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Mar 27 2014, 10:53pm replied:

Thanks.

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Mar 27 2014, 1:54pm says:

Quick question: which game version is needed?

+1 vote   mod: Autumn Aurora 2
siftheadz
siftheadz Mar 25 2014, 11:23pm says:

Melee attack?

+1 vote   media: Syndicate Buzzsaw
siftheadz
siftheadz Feb 22 2014, 4:00am replied:

The AI has a very huge (practically unlimited) amount of money. I used cheat engine to confirm and if I remember correctly the computer's money was in the millions.

+1 vote   mod: Mental Omega APYR
siftheadz
siftheadz Jan 17 2014, 2:17am replied:

Alien grunt: there's a mod called Xen Warrior.

+1 vote   mod: Point of View
siftheadz
siftheadz Jan 15 2014, 11:05am replied:

So magnetrons can still lift vehicles?

+1 vote   media: Syndicate Cabalist
siftheadz
siftheadz Jan 15 2014, 11:03am says:

Anti-infantry or anti-vehicle?

+1 vote   media: Soviet Recon Gun
siftheadz
siftheadz Jan 15 2014, 11:01am says:

This reminds me... Does the colony have to gather ore? Or do they use another resource?

+1 vote   media: War Miner Water Version
siftheadz
siftheadz Jan 3 2014, 2:56am replied:

Yeah, it's a defense type mission. Those are indeed difficult without saves. Just skip that one.
If you want some tips, here goes:
Don't be afraid to fall back; you can't hold every bit of the map. It's ok to abandon one of the bases to better protect another. The only thing you need to protect is the pentagon (something which REALLY should be mentioned before, devs).

Garrison buildings. Soviet infantry sucks, so they shouldn't be a big problem. Get alot of rocket troopers, but keep a few regular GIs in each building just in case.

Taking your infantry to the shores and deploying them at the edge will help alot. Put the Guardian GIs up front so your infantry doesn't get crushed.

Send your vehicles to places being overwhelmed. Stryker + GI works great vs infantry.

Good luck!

+1 vote   mod: Mental Omega APYR
siftheadz
siftheadz Jan 3 2014, 2:44am replied:

You want an allies epic unit?
Battle fortress + 3 Guardian GIs + Navy Seal. Costs 3300 each, but can be mass-produced. Practically invulnerable to everything except stealth and mind control, so just support with robot tanks.

Oh, and Thor for Euro Alliance.

+2 votes   mod: Mental Omega APYR
siftheadz
siftheadz Dec 29 2013, 8:20am replied:

Well, it's a good thing the previous versions are available, then.

+3 votes   mod: Mental Omega APYR
siftheadz
siftheadz Dec 24 2013, 8:24am says:

So... radar invisibility? Or is it like the mirage tank?

+2 votes   media: Leopard Tank
siftheadz
siftheadz Dec 20 2013, 1:08pm says:

Aside from a few slight balance issues, the beta looks pretty complete. I do have a question though:

Do you have an idea when the version of ares that supports savegames will be released? Can you do something about it?
The campaign is awesome but the lack of saves leaves no margin for error in hard missions (which is most of them).

In any case, great job on the release.

0 votes   mod: Mental Omega APYR
siftheadz
siftheadz Oct 5 2013, 4:05am replied:

Thanks, I just noticed. I didn't realize my pistol had one until I swapped it once and then took it back. Only then did the game tell me I had to activate the laser.

So, that pistol is the only weapon with the laser sight?

+2 votes   mod: Underhell
siftheadz
siftheadz Oct 5 2013, 12:47am says:

I have a question.
Have laser sights been removed from the game? I just started a new game and my starting weapons are supposed to have laser sights (the pistol and smg). However, they don't. Is this intentional?

+1 vote   mod: Underhell
siftheadz
siftheadz Aug 1 2013, 3:06pm says:

Released right at the end of summer.... Well, I didn't need to study anyway.

+2 votes   mod: MISERY
siftheadz
siftheadz Jul 25 2013, 9:19am replied:

I thought it would be a great idea to allow fire weapons and acid weapons to clear garrisons, but on second thought, that would render garrisons far less useful. It worked in generals because units were generally slower/less maneuverable and had far less hp.

+1 vote   mod: Mental Omega APYR
siftheadz
siftheadz Jul 21 2013, 3:32am replied:

It would make sense to install some kind of turret, to reinforce the "Fist" part of the name. Plus, is there any clear reason you can only build one? Also, will this new functionality replace the ability to build units? Finally, does this replace the regular crane?

-2 votes   media: Russian Stalin's Fist
siftheadz
siftheadz Jul 20 2013, 12:05pm says:

The least I can say here is that I'm really, really excited for this, and the most I can say would still be an understatement.

+2 votes   media: Mental Omega Stream - 20th July
siftheadz
siftheadz Jul 20 2013, 11:56am says:

Yes, yes, yes! That's exactly what I meant with my 'battle base' suggestion. I love this.

+3 votes   media: Russian Stalin's Fist
siftheadz
siftheadz Oct 4 2012, 5:39am says:

This mod's concept is really interesting, but is there a campaign?

+1 vote   mod: Schism
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