Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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killap said:
I was thinking about adding in one last bit of awesomeness (I feel you guys will truly be blow away by the amazingness of it.), but I am going to hold off on it though and put it in 1.4
Admit it, you just like watching us suffer! :P
 
Ravager69 said:
Bad news people
:clap: Nah, I am not mean like that.

Kanhef said:
Admit it, you just like watching us suffer! :P
I could include it in 1.3, but that means it would be delayed by several more weeks. I don't want to do this and have delayed 1.3 long enough.

freepower said:
Just want to say killap, I'm grateful for what's already been done and I can't wait for what's coming! :)
Thanks!
 
I know this will make me unpopular, but I wouldn't mind waiting a little bit longer if that means you could implement the shi submarine. After all, 1.4 seems to be a very very long time away.
 
Boooooo, bad idea, can't wait another three months. I'm seriously dying of lack of fallout here.
 
well i am already happy with the 1.2 version as i could get all the happy endings thanks to you.

I hope one day you will feel like working on fallout 1 to give endings for the huband the sanctuary for example(i know i dream)
 
OK... while I am largely impressed with RP 1.2, I would like to ask something: What possessed you to give Tyler (and his thug friend) a fucking DEAGLE? I'm in there with a bunch of 10mm pistol wielding friendly gang members, our shots are doing NOTHING to Tyler, 0 damage. Goose egg, nada, zilch. He turns around and easily dishes out over 15 damage a shot. This is absurdly imbalanced at this stage of the game.
 
This is absurdly imbalanced at this stage of the game.

-1 on that remark.

I'm thinking.. if you can buy/find them, in that area, it's okay to get nailed by them, in that area. -You can "buy" it, from Tubby, if I remember correctly? After all, it's not like you're never coming back to the Den, right? Go get hitched, buff up, and then see how much DMG you'll make on him.

IMO, of course.

EDIT: Forget this post, clearly there's more to it. :facepalm:
 
TychoTheItinerant said:
our shots are doing NOTHING to Tyler, 0 damage. Goose egg, nada, zilch.

This is a well-known bug (actually appears to be a conflict between glovz's damage patch and Sfall - i think) 1.3 will no doubt solve it.
 
TychoTheItinerant said:
OK... while I am largely impressed with RP 1.2, I would like to ask something: What possessed you to give Tyler (and his thug friend) a fucking DEAGLE? I'm in there with a bunch of 10mm pistol wielding friendly gang members, our shots are doing NOTHING to Tyler, 0 damage. Goose egg, nada, zilch. He turns around and easily dishes out over 15 damage a shot. This is absurdly imbalanced at this stage of the game.

This is because of the AP ammo patch you probably chose to install from the installer.

Please go into ddraw.ini and look for "DamageFormula=" If it is not set to 0, please change this. This problem will be better addressed in RP 1.3.
 
Hey I just wanted to know if theres a walkthrough of the added quests, so if I feel like I missed something I can take a look at it? Links? I haven't been here long, if something was posted in this thread... I'm not looking through several hundred pages to find it. I saw a few things on the first page mentioned... but I don't know what he's talking about. Orphanage? In the Den? Is it an obvious quest or is it something you have to hunt for? And I'm sure there's a list of other quests I don't know anything about that have been added....

Also, whats this "Remove random element from party member leveling"? I have no idea what that is. The description is a little vague.
 
@ Judaeus Apella
A walkthrough is mentioned in the first post of the RP Gameplay thread.
I'm sending you there instead of a direct link, so you know where to post gameplay related questions.

As for the party members leveling thing, normaly they level up randomly every time you level up. If they don't level up they get a higher chance to do it the next time you level up (note that they won't start leveling up until you have reach a set level). With the removed randomness, they level up as shown below.

killap said:
Below is a list of the requirements for NPC leveling.
Code:
Myron:
Player must be  at least level 6 to begin leveling
Will level up every 4 player levels 

Marcus:
Player must be at least level 12 to begin leveling
Will level up every 3 player levels 

Cassidy:
Player must be at least level 10 to begin leveling
Will level up every 4 player levels 

Sulik:
Player must be at least level 6 to begin leveling
Will level up every 3 player levels

Lenny
Player must be at least level 10 to begin leveling
Will level up every 5 player levels  

Cyberdog:
Player must be at least level 9 to begin leveling
Will level up every 4 player levels 

Goris:
Player must be at least level 10 to begin leveling
Will level up every 4 player levels 

Vic:
Player must be at least level 5 to begin leveling
Will level up every 4 player levels 

Skynet:
Player must be at least level 10 to begin leveling
Will level up every 4 player levels 

Dogmeat:
Player must be at least level 6 to begin leveling
Will level up every 3 player levels 

K-9:
Player must be at least level 12 to begin leveling
Will level up every 4 player levels
 
Thank you :)

Thats odd... Every time I level in the normally patched version, I see a sign over party members' heads saying they leveled. Sometimes its a joke about pointless stats. Its always in a cream colored font. I don't remember it happening only once in a while, but a lot more often than that. I don't even know of a way to find out if they've actually leveled. Its not like it says it anywhere... which I alway thought was ANNOYING!

And geeze... why would anyone want them to take so long to level up? If I get to 99 they'll only be between 1/3 and 1/2 my levell.. I don't like that. I want to train an elite team of @ss kickers. The last thing I want to do is spend hours of a game baby sitting, protecting, and patching up a bunch of panzies in every battle. I want team members I can count on not to get their @ss shot off every time they get into a scrape, and not have to worry about who's going to blow a hole in them in the next battle. You know what I mean?

Most of the time I feel like I'm spending more time protecting them than enjoying the battle. I tried to see what would happen if I didn't and they got mutilated in the first turns.

Most of their present fighting skills are crap. Marcus has acumulated over 100 grenades, cause he never uses them... even though he says he does. I keep giving them to him, every type I can find... and he never uses them. It would be nice to see him using them once in a while. You know, draw them in long range with the Turbo Plasma rifle, get them mid range with a few grenades, then finish them of at close range with a minigun. None of them have the sense to switch weapons based on range and that @ss tribal character who uses SMG's just indiscriminantly fires at enemies on the other side of our group, spraying all of us with bullets. I blew him up, reloaded and took away his P90.

You know... it would be nice to be able to recruit someone with some medic skills too. (similar to player medic skills and perks)

I really wish someone would do something with the party fighting skills and add a medic.... somehow. Would make the game a lot more fun and interesting. Maybe beef up the opposition as well with harsher enemies since you'd have better party members. :D

Eh... sorry for rambling. I'm sure you guys are sick of hearing what mods people want instead of people who can actually make them. Sorry, but I can't help with that. I used to help with BZ and BZ2 mods and maps, but those were just simple ODF text files and extremely easy 3D map maker editors. Very easy to mod those games.
 
Additional content for 1.3

Hi killap,

I just wanted to say that I agree with fortyseven about the possible additional content for 1.3. If you have something awesome (no matter if it's the Shi sub or something completely different) waiting for us I would be very glad if you would implement it in 1.3.

We have been anticipating 1.3 for quite some time now and a couple of weeks more won't matter (much...) If you plan to implement it in 1.4 it will be a long time away. (And maybe you will not find the time at all. That's not to "criticise" you but RL tends to have such an effect ;-)

In any case thanks a lot for your work!
 
Re: Additional content for 1.3

mutantseb said:
We have been anticipating 1.3 for quite some time now and a couple of weeks more won't matter (much...) If you plan to implement it in 1.4 it will be a long time away. (And maybe you will not find the time at all. That's not to "criticise" you but RL tends to have such an effect ;-)
I'd assume that the reason 1.4 is so far away is because of all of the extra content, so it wouldn't be a matter of simply pushing 1.3 off a few weeks, but basically skipping 1.3 and releasing 1.4 as 1.3. Personally, I'd rather see 1.3 soon-ish, and have 1.4 add various content later.
 
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