Fallout Tactics mod Equilibrium (2.2)

Discussion in 'Fallout Tactics Modding' started by raics, Sep 6, 2014.

  1. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Yeah, it should be internally capped to 90%, you're supposed to be receiving at least 1 damage assuming the threshold hasn't eliminated it all (which shouldn't be the case) so beats me why you're getting no damage. Maybe the burst fire fix messed something up.
     
  2. JayB33

    JayB33 First time out of the vault

    17
    Jun 7, 2017
    It's a shame there's no way to change the cap. I don't think there was one in the vanilla game either. I had an idea to make Afterburner Gum resist Explode & Fire by 10%, Psycho to resist Energy & Electric by 10%, and Voodoo to resist Normal & Gas by 10%, the problem is they keep stacking DR if you take multiple doses of the same drug. I guess it's not even possible to stop them stacking. Can you make the drugs more lethal to stack? I think 2 doses for 20% in each DR is okay if you have a high Endurance with which to avoid an overdose, any more and it starts getting ridiculous.

    Another interesting thing I've noticed is that you can take multiple doses of Mentats to gain Charisma and therefore ranks with the Brotherhood, albiet temporarily. :D
     
    Last edited: Jul 9, 2017
  3. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Yeah, can't prevent stacking but I could increase the drawbacks. Maybe remove charisma bonus from mentats and replace it with skill bonuses, you don't need to buff those stats for anything in Tactics.
     
  4. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    @raics I try Equilibrium last night

    Bug or not?

    Bunker Alpha all entities has nothing stealable on him/her. The shops are fine, though.

    Curiously enough, in my just recently completed Redux 1.3 run, I stole them blind.

    So, my question is: Do FTBOS save entities' state of inventory in any locations? Like, a temporary file or folder or something?

    Because if they did, even an uninstall/reinstall/remod wont solve my problem unless I clear that cache.
     
  5. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Definitely not a bug, with the number of lowllifes they're recruiting on regular basis the brothers have learned their lesson so they keep their valuables safely tucked away inside various body cavities.

    Right, reinstalling wouldn't help for the instances already loaded (including containers in visited location and character inventories), everything is saved in your save file,
     
  6. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    So this is your doing? If yes, then fine, as it's a modder's vision I wont argue.
    Because I still have a save at the end of Brahmin Woods, not yet visit Bunker Alpha.
     
  7. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Indeed it was, it isn't an open world game like normal Fallouts so you can implement a gear curve, but that also means trivial ways to bypass it had to go.
     
  8. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    Adapt and Improvise, no problem!

    The Redux increase in quest XP was dropped, I have no problem. Probabbly have to farm RE for XP gains.

    Anyway, I am not sure so I will ask here. Redux campaign missions maps has increase number of enemies, AND increase level to raise difficulty.

    From the Brahmin Woods I think you seem to drop the increase enemies and increased dangers. Comment?
     
  9. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    None of that was dropped, I haven't changed the number of enemies, their level or campaign XP gains from Redux, it's all still there.
     
  10. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    @raics there's a specific thing I want to ask: bos.cfg has this line {game.opponentLevelOffset} = {0}. What does it do?

    I think it's enemies' level variable, so I change it to 2 just to check if there's any change. Thing is, Redux Hard combat is very hard, but I am not sure if it's a Redux thing, or that variable.
     
  11. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Sorry, haven't played around with it so I got no idea what it does, seems like you can scale enemy level with it but who knows if it works and how exactly. I suppose my mod is a bit easier than Redux, you start a bit scrubby but get stronger later.
     
  12. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    Quincy, the generators' plant

    Why is it that when I disarm the second satchel bomb the generator of the first set explode? Even when another guy take all three disarmed explosive of that first set and go toward the stairs already.

    Is it a script? Is there any other traps except the visible six?
     
  13. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Yeah, that was reported before, there's probably another invisible explosive under the floor, I'll have to dig around a bit to find it. Killing the lieutenant before it can use the detonator prevents it from going off but that can sometimes be hard to do.
     
  14. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    Luckily, my melee guy is near the Commander. One lucky turn is enough to accomplish that, which just require some reloads. If that is any shooter it would be hard, even with the best.

    About that explosive, yeah I remember it in Redux mod. It's definite ON the ground, and disarmable.

    Other than Farsight and Stitch, now all other recruits autolevel when inside my team, ie characters spending skill poin after level up without player input.
    This behaviour happen rarely with a few recruits in a Redux run, and not at all in vanilla 1.27
    Anyone else report this problem?

    Note: I put this down as a minor bug because we can deal with it by bosche editor. Still, bug is bug.
     
    Last edited by a moderator: Aug 20, 2018
  15. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Not really, haven't changed anything that might have caused it so I got no idea why that might be happening.
     
  16. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    I notice that many special encounters shops dont have Big Gun or Energy gun in sale, as per vanilla OR Redux.

    Did you eliminate them? Or will the shops start selling them at some point?
     
  17. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Sure have, it's another one of those gear curve bypassing things. You can sometimes get higher level weapons a bit early in some hidden areas, it's only a level earlier in most cases but sometimes it's gear you can't get any other way.
     
  18. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    Kansas City is a freaking nightmare as always.

    The mass attack on the Ghoul Cathedral is quite different than the Redux run. The northern part seem to work well. Or not, as I have no one there to observe. The western attack seem to be so-so, one machine gun and one sniper (M1 Garand) stop 1st wave right at the gate, though they properly mass into two wave unlike Redux. The southern part is just too hot. The SM pathfinding seem to work so 6-8 supermutants attack along the hut. Eating two mines. Grenades from my PC thrower. One machinegun from my team. A sniper up high. AND one melee fighter with a spear behind the sandbags. They die but let two melee fighters up close to the sandbags and kill my machinegun.

    It might be the weight of fire of two shooters in Redux run is stronger than grenades and one melee fighter in Equi run. Or it might be that the pathfinding AI in Equi is better. i dont know.

    For reference, in Redux instead of one melee one thrower I got one SMG shooter and one EG shooter with a plasma rifle.
     
  19. raics

    raics First time out of the vault

    99
    Aug 17, 2014
    Oh yeah, their kamikaze tactic with spears and clubs is working for a change, and mutants should be tougher in my mod, I think. I recommend a shotgun with incendiary shells as some of them aren't armored.
     
  20. laclongquan

    laclongquan Boned Hunter of Sister

    652
    Jan 11, 2008
    The Northern attack fail as expected. 2 die in close, 2 die by mines and long range sniping, one wander in a corner, must be the extra Endocore sneak in. This confirm my hypothesis: The northern attack is just too weak, and require at least 6 to get close to success.

    The southern attack is tough. The key to defeat it is increase fire power. The grenadier is in that sandbag and can throw straight at the target, aside with the machinegun, and the spearholder. The sniper is up on the walkway providing sniping fire at too far away target. But any that get slightly in range of her grenade pistol get a 40mm blast. And when the western attack abated, the sniper run back on the walk way to provide belated fire

    What's the point of crossbow and bolt? I thought it would be silent shot, but no, a stealth shooter still expose that instant. So it's 4+2=6Ap each single shot. Even with the HEI variant it's not worth it.
     
    Last edited by a moderator: Aug 20, 2018