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TWJunky
TWJunky - - 35 comments @ Combat Evolved mod

I was looking through the modded files. it becomes obvious really fast that this mod team really invested a lot of time and effort. does anybody know why the mod was only developed for a month and then suddenly stopped?

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TWJunky
TWJunky - - 35 comments @ Equilibrium

What do the extras like scoped; long range etc mean? are there any footnotes? Also is there a way to look up what weapons and Items are loaded in FT Tools? I looked in the level editor but its overwhelming. BTW I am still enjoying your mod! great work!

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TWJunky
TWJunky - - 35 comments @ Equilibrium

i have a question about sneakmode. do you use it? or do you think its overpowered?

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TWJunky
TWJunky - - 35 comments @ Equilibrium

Is the new version 2.02 c savegame compadible? loading games seems to work for me.

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TWJunky
TWJunky - - 35 comments @ Equilibrium

yes that is correct 0,25 dmg per action point more with burst. which isnt a lot. But you are right. the Problem is that the winchester rifle is so much better than the m16 more range more crit and accuracy bonus. that the m16 fires bursts is nice but at low level i dont hit jack **** with bursts, by the way neither does the enemy. ammo is scares so i dont use it. therefore the m16 comes obselte in favor of the hunting rifle. i think that some rifles are a little too underpowered in the beginning of the game and since meele is a lot better in your version imho they desserve a little buff: Here are some changes that have worked out for me:

M16
dmg
7-21

dmg buff to raise really bad DpAp

Famas
dmg
7-21
burst
7
Range
34

Bullpup desgin grants further range increased dmg to be on paar with m16 now. reduced ROF from 8 to 7, not to get in conflict with higher tier weapons

Fal
Range
34

Large callibre battle rife made to shoot far.

Ak 47
dmg
12-24

More damage so it makes more sense to use it over the colt 45.

What do you think about that?

BTW there are some calculation errors in your table, might be some rounding done by excel.

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

is there a way to auto complete a level like kill all enemys or something like that? i want to do some testing that way

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TWJunky
TWJunky - - 35 comments @ Equilibrium

i just buffed the m16 to have 7-21 dmg. fits in nicely now. less dmg than ak but more range. also buffed the famas to have the 7-21 dmg als works out good.

by the way an ak 47 can be optained in the second mission in the locker north of the base ;). i aktually got it bofore i got the m16

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

If i load a savegame taht was saved before i enter the area, that should work right?

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TWJunky
TWJunky - - 35 comments @ Equilibrium

I like your formula and the consistencies. you really put a lot of thought into this, respect! but one also needs to look at if the weapon makes sense. its burst fire ist weaker than the mp5 and the its range and damage are no match for the winchester. so why should i bring it along. it just doesnt make sense. furthermore there is the ak47 which outclasses the m16 in every aspect except range but there i got the winchster again. the progression doesnt seem good in this case.

i have also looked at the pistols and smgs and there everything seems to work out, good pregession from one weapon tier to the next.

could you please send me an editable version of the tables you have posted as images. i want to make some adjustmetns and note them down for myself.

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

noooo :/

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TWJunky
TWJunky - - 35 comments @ Equilibrium

can i change weapon stats mid game or do i have to start over?

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TWJunky
TWJunky - - 35 comments @ Equilibrium

ok, I see thanks for the clarifcation! where are the weapon tables, want to make some adjustmetns to the 5.56 weapons min damage. i think 6 is too low should be more like 8-9. what do you think?

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TWJunky
TWJunky - - 35 comments @ Equilibrium

all right I see. maybe you should check the other actor entities as well. ill be talking a look at them answell just to see if i can spot irregularities. also flashbangs dont seem to work eihter. I really like what you did with this mod,just a coupple of bugs but ill finde them all ;).

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TWJunky
TWJunky - - 35 comments @ Equilibrium

Second mission. first enemy raider the one with the dog. no finesse trait. as a matter of fact i have seen this happening on mulitple melee raiders.

by the way accoring to the fallout wikia dt is subratected before resistance:

Fallout.wikia.com

By the way i just checked and the raider_03_melee has a Dt of 12 and an AC of 15. so theres the probelm. what happend there?

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TWJunky
TWJunky - - 35 comments @ Equilibrium

can you please take a look at the raider_melee and tell me what his DT is? i keep getting no damage with the winchester 94 on them which is suppose to 12-19dmg. how is this possible?

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TWJunky
TWJunky - - 35 comments @ Equilibrium

Edit:

I just checked the threshholds and armor in the enteties. the large raiders have the exact same armor values as the melee ones. 3DT 30% normal. as u mentioned the large raiders wear no armor but the melee ones wear Vandal armor on top which gives them an additonal 3 Dt and 30% protection against normal totalying in a 6dt with 60% protecion against normal attacks. with meele beeing so powerfull makes taking down a huge/large raider a walk in the park compared to normal melee raiders.

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TWJunky
TWJunky - - 35 comments @ Equilibrium

I just checked the threshholds in the enteties. the large raiders have the exact same armor values as the melee ones. 3DT 30% normal. do you think this should stay at this level? with melee being so powerfull this makes them a bigger threat than the large raider bosses. the ranged raiders ahve nor protection values

I couldnt find this armor list you mentioned.

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TWJunky
TWJunky - - 35 comments @ Equilibrium

yea not worth it,

do you know how high the dmg threshold of the melee raiders is? pistol calibre bullets seem to bounce of. the only thing that can really kill them is a point blank shotgun blast. any other strategies? tried the spear gun also but that doesnt do a lot of dmg...

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

ah ok i see now, thanks. is there a way to edit the stats of my main character. with the bosedit i can only change my teammates stats

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

ah ok thanks, by the way stitch gets 23 skill points with 9 int and without the skilled trait. whats the deal with that?

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

what file do i edit to take away the 200 hitpoints? also there is no bosedit, do you mean the FT tools?

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TWJunky
TWJunky - - 35 comments @ Equilibrium

i just saw that you updted the mod. what changed?
do i need to start a new game?

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

will check that out.. what editing program do you use?

found another weird thing, farsight has 244 hitpoints 0_0

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

wow! that was fast! thanks a lot!

I just played the first mission:

Raider and Dog hit points seem about right. It doesnt feel like i am tickling them with air soft guns anymore. i can one shot dogs and raider with shotguns at point blank now!

Haven’t gotten into a melee fight yet, so i cant say anything about that.

Sadly the ranged raiders are almost no threat now. they cant hit the broad side of a barn. my suggestion is to increase their ranged skill by about 15-20%.

if u tell me in which file i find the stats of the raiders i can mod them to my likings myself.

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

i like turn based more too. thanks for your input.

yea i catch details like cats catch mice ;). sadly i am just an amateur modder so when its not straight forward and fixable via an xml file i cant do anything about it :(.

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

thank you raices, great support! btw what game mode do you prefer turn based or real time and why?
oh yea and another thing: for some reason this geoff guy has higher starting skills than all the others. eg. his small gun skill is caps at 74 with 10 agi all the others cap at 65 (with no traits selekted). totally weird.

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

is it maybe because i am playing turn based?

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TWJunky
TWJunky - - 35 comments @ Fallout Tactics Redux

another question..should i play realtime or turn based and which one of the two is more tactical

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TWJunky
TWJunky - - 35 comments @ Equilibrium

all right i am little bit rusty at this game but I am turn based tacitcal vetran. i have been playing these types of games for 20 years now. melee seems way too overpowered. meele is almost always a hit and it causes soo much damage. especially with the starting fire arms being weak. it takes me 3-6 shots to down an enemy with a firearm. even 2 shots with a shotgun point blank. therefore the meele guy gets hit 2-3 times ist severly wounded or almost dead and still manages to kill one of my dudes.

Good karma+1 vote
TWJunky
TWJunky - - 35 comments @ Equilibrium

Thank you for looking into the subject matter. is there a way the correct this bug seeing that this is a preatty major deal.

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