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Seion
Seion - - 15 comments @ Absolute Chaos 1.06

Right on, thanks for a speedy reply. I'll be loading it up after I get off work to test it out. Let you know if I spot any aberrant behavior (that can't be explained by my modifications of your modification of a modification :D) Otherwise looking forward to the AI

Good karma+2 votes
Seion
Seion - - 15 comments @ Absolute Chaos

Yeah, I ended up switching them over to Urai, since he's melee, makes it so he can cover ranged and melee (and he heals them to boot) May be a little bit op, haven't as yet tested them extensively. But I mean it's not like they can take on a tank brigade single handed.

Good karma+1 vote
Seion
Seion - - 15 comments @ Absolute Chaos

Pretty sure it isn't your change that made the problem, I recall having to edit it somehow last time to fix it (on ACM not your mod). I like the idea of hero's having their own squads go into combat with them (I mean, what self respecting leader of a consortium, empire or rebellion goes into combat unguarded?)

Good karma+1 vote
Seion
Seion - - 15 comments @ Absolute Chaos 1.06

I should do a little testing and determine if the files do indeed prevent the problem from occurring, but it's 5:45 am and I still haven't slept. I'll get on it soon.

Would also like to know if you made any changes to units directly. (Like hardpoints, projectiles, pretty much anything in the xml files) As I have basically turned the Kedalbe warship for Consortium into a SSD class ship in my game, to better balance it to my liking. Put a Krayt megacannon (since they look similar) on the front of it that fires twice every so often with great range (high chance to miss at distance), large scale and slower, doubled up hardpoints so even though it looks the same hardpoint wise, it fires twice as many rounds, alternate projectiles too, SSD class hitpoints, can make 2 of them in gc but I think i'm gonna drop it down to 1 as it is pretty powerful.

By the way, the Krayt megacannon? If you lower the scale on the projectile just a tad ( -0.2 or so less), it looks amazingly better than it originally does. I don't know why they left it looking the way they did in FOC (slightly bigger but ugly, like a blob). Test it out, you might want to include it.

Good karma+2 votes
Seion
Seion - - 15 comments @ Absolute Corruption Mod 2.4

...Literally the post below yours explains this problem.

Good karma+1 vote
Seion
Seion - - 15 comments @ Absolute Chaos

It makes rebel AI attack in GC insanely fast and with mass small units, because it's set to use information related to raw, it translates to like fighters and corvettes. It becomes an annoyance rather quickly. As for the consortium it apparently can freeze them, i however quit playing before that was possible. But I would assume it's because they don't exist in RAW mod. Just the CIS and Republic. (Rebels and Empire)

I also noticed that while the scripts were still in, on any mod that had over written some of the scripts, causes a crash to desktop after any long battle.

Any who, random question, do you have any idea why "Twilek assassins" spawned by Tyber Zann on ground battles, prevent other squadrons being spawned after them? I know it's them, just can't figure out why it's them.

Good karma+1 vote
Seion
Seion - - 15 comments @ Absolute Chaos

As far as I'm aware it can only over-ride if there is an alternative for it. The ones that are added and called by a non-overridden file, therefore will still be in effect. Least that is my assumption.

I myself just removed the entire scripts folder from the main files and it still runs as per original game.

As for your mod, seems to work effectively. I wouldn't include bother including the default scripts unless it's as a separate file for people to download. That way they are aware but doesn't add the possibility of them inadvertently screwing something up.

The only minor glitches in your mod I've discovered, you already appear to be aware of. Doing great work so far, keep it up. I tend to self edit ships, balance and such, to the way I like them. So things that I don't know how to work with like AI, are on my most wanted list, your mod is literally perfect for what I like, on the mod I like most.

Good karma+1 vote
Seion
Seion - - 15 comments @ VII

You're aware they are -finally- doing a remake of FF=VII yes? Just wanted to make sure you know, as doing a mod like this may or may not be grounds for trouble now. I don't know their legal stuff just letting you know.

Good karma+1 vote
Seion
Seion - - 15 comments @ Absolute Chaos

Hey, appreciate the work you are doing on the ACM mod. Will be testing it here shortly (aware you're still having AI issues, ironically I can help with just about anything other than that)

I also thought i might reiterate a post I posted on the main ACM page. Particularly, if people have problems with the AI behaving strangely, make sure they check that they don't have a scripts folder in the main games data folder.

If they do, it's likely they have downloaded and played Republic at War, (or another mod, if that isn't the cause and I'm wrong> don't feel like reinstalling it and testing it at the moment) and it added the scripts folder which functions to make their mod work properly. However it still effects any other mod and the base game, because it's directly in the Data folder instead of mods folder. I don't know if that was an oversight by them or what. After I do test it i'll mention it to them.

Good karma+1 vote
Seion
Seion - - 15 comments @ Absolute Corruption Mod 2.4

Going to go ahead and post this cause it appears to be a common problem.

Having problems with AI in galactic conflict sending mass weak units at you? Also attacking quite often and aggressively?

If you downloaded the Republic at War mod and installed it the game will have issues with AI behavior. The RAW team added the Ai changes directly to the Data folder and as such it changes behavior even if you aren't playing that mod.

Remove the scripts folder and it fixes the problem. Although for those that hadn't tried RAW, no idea there. (Actually I'm pretty sure the entire /data/scripts folder is added by RAW, but i'm not positive as I've played more than a few mods, but it doesn't appear in the back up I made of the game before I started modding it)

Always back up your stuff before you modify it people. Just saying. Saved me hassles sooo many times.

Good karma+1 vote
Seion
Seion - - 15 comments @ Absolute Corruption Mod 2.4

If you downloaded the Republic at War mod and installed it, the fix is easy. The RAW team added the Ai changes directly to the Data folder and as such it changes behavior even if you aren't playing that mod. Remove the AI folder in /data/scripts in the main games data files, and it fixes the problem.

As for if you hadn't tried RAW, no idea there.

Good karma+1 vote
Seion
Seion - - 15 comments @ Absolute Corruption Mod 2.4

Did you install Republic at War? It adds scripts in the /data/ game files that alter behavior even when not playing it. (Think this was an oversight by the team) I removed the scripts and viola I'm back to getting pummeled by Rebels again.

Good karma+1 vote
Seion
Seion - - 15 comments @ Fallout New Vegas Reborn

If you need gun fights, try the mod IWS, it increases spawns and adds roaming patrols and adds guards, trust me, you'll get in TONS of gunfights.
You have to think, most of what makes the fallout games post FO2 good is the fact that you can modify almost anything in them. Fallout 3 wasn't so good as vanilla, but when you added the mass amount of player created content, that game shined. And now that more people are doing it for F:NV, this game will shine too. (also helps if you don't look at just one website, I frequent Nexus and Moddb, but i've seen unique things in other places as well.

Good karma+2 votes
Seion
Seion - - 15 comments @ Items: new magazines

Always carry an antidote or 2.

Good karma+1 vote
Seion
Seion - - 15 comments @ VII

Tracking it, May be the closest thing we'll ever get to a remake of VII.

To double up on this, wouldn't there be copyright issues? If Square-Enix notices this they will probably peg you with a suit.

Good karma+1 vote