Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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Dravean said:
Uh, thanks, but I think you may have misunderstood my post. I know the proper use your, you're, etc. I was simply demonstrating to someone another example of this forum's humorous filter. Whenever someone uses obnoxious internet short-hand for common words, such as typing "u" and "r" together in place of the words "you're" or "your," the forum automatically replaces the word with that message, as you see above.
Yeah, I know you don't have a problem with those, my post was meant to be more of a joke, and aimed at those who do have spelling problems. Your post was last on the off-topic subject so I just quoted it. ^^ Sorry for the confusion, carry on :D
 
Haenlomal said:
In Memetics' specific example, it's the same situation described in my post, but reversed. Since Cameron has used his AP to attack the player, it can no longer contribute to his AC. So the player has a higher chance to hit Cameron. Whereas before the player consumed the healing powders, he had higher sequence than Cameron. So Cameron had all of his AP contributing to his AC, thus lowering the player's overall chance to hit.

I look at it as a way to balance out turn based combat: the player with the higher sequence has the advantage of the first strike (after the 1st round), but this is somewhat balanced out by the fact that his chance of landing a successful blow would be a bit lower.

That way of thinking about the bug makes sense, but it still seems like a major bug, since the math is wrong for the way the move points are supposed to translate into the AC bonus. But ... oh well. *shrug* If the devs don't see it as a bug, guess that's that!

BTW, sorry I haven't been active in testing lately; school started up again & I'm swamped. :=) Hopefully before xmas, I'll have some more time. :=)

-m
 
RP Walkthrough?

I know it hadn't been updated with the last major update, but is the RP walkthrough being hosted anywhere? The numerometria.com domain for the one listed on page 1 of this thread doesn't seem to exist.
 
I've taken the liberty to update and host the corpse of Morticia's walkthrough. But I don't promise to keep hosting or updating it forever. Hopefully Morticia will come back one day and say; Hey, that's mine! Give it back to me. Now!

Anyway, come get the awesome and spectacular RP 2.1.2b Walkthrough.

Guess I should go and post this in the gameplay thread as well.
 
Darek said:
Anyway, come get the awesome and spectacular RP 2.1.2b Walkthrough.
Thanks Darek!

One note. The file is "f2rp_wt.htm" but the internal section links are to
Code:
<a href="F2RP_WT.htm#den">
Since URLs (beyond the domain name) are case sensitive, this results in a 404 error. A better solution would be to change those to:
Code:
<a href="#den">
(and #klamath, and so on). That way, they'll work no matter what the filename is.
 
kungfujoe said:
One note. The file is "f2rp_wt.htm" but the internal section links are to
Code:
<a href="F2RP_WT.htm#den">
Since URLs (beyond the domain name) are case sensitive, this results in a 404 error. A better solution would be to change those to:
Code:
<a href="#den">
(and #klamath, and so on). That way, they'll work no matter what the filename is.
Thanks, and done.
It was my FTP program that automatically changed the uppercase.
Also I messed up by saving the RP walkthrough htm from a web archive site directly to my computer, instead of just copying the source code.
I had already gotten too far in editing it when I realized my mistake, so I just tried to clean it up real quick instead. I missed the href's, and there's probably lots of unnecessary shit still left in. Oh well, it seems to be working OK, so I'll leave it like it is, at least for now.
 
@Darek

Thanks for hosting (and updating) the walkthrough. I can easily host it if it becomes a burden for you. Just let me know.
 
memetics said:
That way of thinking about the bug makes sense, but it still seems like a major bug, since the math is wrong for the way the move points are supposed to translate into the AC bonus.

I'm afraid I don't quite follow. What precisely did you mean when you wrote that the "math is wrong"?

-- The Haen.
 
killap said:
@Darek

Thanks for hosting (and updating) the walkthrough. I can easily host it if it becomes a burden for you. Just let me know.

Could it be made it into a Fallout Wiki page, that way we can add images to the walk-through, jazz it up some what...
 
Hello, killap.

I would like to report about my experience with Kaga.

I usually play Ironman. Once I die, that's it, the game is over. And, thanks to Kaga, my non-combat builds die 80% of the time before even hitting Klamath. The mod, while having lots of nice content, is nigh unplayable because of that single element.

Let's see, my encounter with him is likely to be the first in the game, which means I am unarmored and low on HP. He has 2 henchmen with him, and each can hit me for 8-12 HP. With average EN, I die in 3-4 hits. If I have low PE, they get 2 turns in a row - I die. If I have low AG, I can't outrun them - I die. If I have low EN, I die even faster. The mod practically enforces overpowered combat builds in order to continue playing.

I was never a fan of Kaga as he was in 1.2, but this is far worse. In 1.2 he was dangerous, but not as lethal. He had hunting rifle when I only had combat knife for a weapon and continued to outclass me until our final encounter. If I couldn't win, I could turn my back and run away, just like him. With the addition of his party of outcasts, you can only run away if you are really lucky.

You wrote that the intention of the mod was to put back into the game things that were intended to be there. For some reason, I do not think that the developers intended to put players against a killing machine on their first random encounter - which is unavoidable, by the way - with the only survival option that involves praying they would miss. A lot. And don't even get me started on his stats. By no means anything that early in the game can have such a ridiculous amout of hitpoins. They basically scream "wasn't supposed to be in vanilla". Players may have complained he was too easy to kill when you have a full party with you (that is impossible to keep alive for long without reloading), but then again, what isn't? For a solo character he is quite tough at 80 HP (I liked the progression of 1.2, or was it 1.1 where he had reasonable HP?), and I can't see a reason why he couldn't be killed the second or third time I meet him (besides, as I already wrote, he outclassed me in 1.2). Right now it feels as if I had an encounter with Horrigan and he ordered his soldiers to fire at me instead of those peasants.

I would like to ask you very much to make this encounter optional in the installer.

I have several suggestions how the encounter might be improved.
1) Make him appear alone for a first couple of encounters - they shouldn't be that deadly. It also helps to sneak away from the encounter.
2) If his men absolutely should appear with him, at least make their sequence lower. And make them spawn farther from the player.
3) Make a diplomatic way out of each encounter.
 
Nevill said:
I would like to report about my experience with Kaga.

Hmm, Kaga should no longer always be your first encounter. Instead of always happening when you leave your village, it's now a chance encounter. If you're always getting him before you reach Klamath, then either the chance of encountering Kaga is too high, or else perhaps there should be a minimum level that the PC must attain before being able to get the first Kaga encounter, say level 3 or 4. That way, the PC is practically guaranteed to reach Klamath before getting him. Alternately, getting rid of his companions during the first encounter should make things more balanced. But I think he should retains his "cohorts" on all subsequent encounters.

I agree like I'd like to see his hit points reduced, but I don't think there should be a diplomatic way to deal with him; you can't always count on words to save you.

I suppose ultimately, I'd like to see Kaga be made more rare, so it's more of a unique treat if you encounter him as opposed to him being encountered by every single player on every play-through of the RP. I wouldn't be opposed to his encounter chance being cut in half or even more.
 
Dravean said:
If you're always getting him before you reach Klamath, then either the chance of encountering Kaga is too high, or else perhaps there should be a minimum level that the PC must attain before being able to get the first Kaga encounter, say level 3 or 4. That way, the PC is practically guaranteed to reach Klamath before getting him.
It isn't much of a comfort if I stumble upon him before hitting Den, either. As I said, I have a non-combat character, low on HP, and some extra 6-12 HP are not going to change things.

Found out that he IS avoidable, after all, it's just my Outdoorsman skill is too low. Not surprising, considering I'm usually at level 2 when I meet him.

Dravean said:
Alternately, getting rid of his companions during the first encounter should make things more balanced. But I think he should retains his "cohorts" on all subsequent encounters.
I'd say rid of them altogether, but if they should be kept, increase their numbers gradually. None in the first encounter, one in the second e t.c. And please, don't give them automatic weapons that can one-hit-kill you with a lucky critical. I liked his weapon selection back in RP 1.2 except for Gatling Laser at the end.

Dravean said:
I agree like I'd like to see his hit points reduced, but I don't think there should be a diplomatic way to deal with him; you can't always count on words to save you.
Then all non-combat characters are pretty much done for if they lack AP or HP to run away.

Dravean said:
I suppose ultimately, I'd like to see Kaga be made more rare, so it's more of a unique treat if you encounter him as opposed to him being encountered by every single player on every play-through of the RP. I wouldn't be opposed to his encounter chance being cut in half or even more.
Definitely agree on this one.
 
Nevill,
with non-combat character, EVERY random encounter can be a deadly experience, not only Kaga's fighting. That's part of the game - character balancing. (Alas, some of the Chosen Ones are not such a chosen, as others. They now are dying in the wastelands.) Come on, you must enter the Den at least with level 5-6 character - in that moment you can run out of almost every battle, even if badly wounded!

(Good luck, my friend. This is only my opinion about a game balance, I'm not trying to insult you.)
 
valcik said:
Nevill,
with non-combat character, EVERY random encounter can be a deadly experience, not only Kaga's fighting.
My problem is that he shows up too often too early. And most of my encounters around Klamath involve geckos, scorpions or molerats, who are not nearly as dangerous - and their sequence is lower, too. Also Kaga can show up anywhere on the map, so you can't avoid him by staying away from dangerous routes.
 
I don't have a problem with the first Kaga encounter being guaranteed (he is waiting outside of the Village for you) but I agree that in that first encounter, he should be alone and not using any ranged weapon (besides maybe a pipe rifle). The encounters after that, being deadlier, should be rarer.

Nevill, I have more to say to you, but as it concerns my playing style I will post it in the RP 2.12b Gameplay Thread. See over there if you're interested.
 
First of all why people using this thread instead of this one for gameplay experiences ?

Please continue from there.

Dravean said:
I agree like I'd like to see his hit points reduced
no way ! this is a unique encounter and would never want to see this unique encounter nerfed by any. It is "normal" to me and i play with EN 4, playing hard settings both the game and combat, so this should be out of question imo !

Dravean said:
I don't think there should be a diplomatic way to deal with him; you can't always count on words to save you.
ditto that ! there is not always a wining end, whatever you be doesnt matter, just as in real life :P

valcik said:
Nevill,
with non-combat character, EVERY random encounter can be a deadly experience, not only Kaga's fighting. That's part of the game - character balancing
Before that mentioning, there is not any circumstance that you can win over every encounter, quest, fight with the same build. This is what makes Fallout 1-2 marvellous !
 
Nevill said:
Dravean said:
Alternately, getting rid of his companions during the first encounter should make things more balanced. But I think he should retains his "cohorts" on all subsequent encounters.
I'd say rid of them altogether, but if they should be kept, increase their numbers gradually. None in the first encounter, one in the second e t.c.

The reason we decided to give him companions, was to make him more in line with what the original developers planned for Kaga, which is, after-all, the prime objective of the RP. But, as I said, I wouldn't mind him being companion-less for the first encounter, but he should have recruits for subsequent ones.

While I agree that the Kaga encounters could use some tweaking, you need to remember that most people don't play non-combat "Iron Man," and the more he's nerfed, the more other players will complain that he's too wimpy. It's a balancing act. Besides, when you play Iron Man, you should expect a near impossible challenge. That's the point, yes?

BrecMadak said:
Dravean said:
I agree like I'd like to see his hit points reduced
no way ! this is a unique encounter and would never want to see this unique encounter nerfed by any. It is "normal" to me and i play with EN 4, playing hard settings both the game and combat, so this should be out of question imo !

I don't mean to drop his hit points down to that of your average wasteland thug; I simply mean to bring him a little closer to the realm of possibility, so that players with awareness aren't taken completely out of the game when they view his demigod-like hit points.
 
Dravean said:
While I agree that the Kaga encounters could use some tweaking, you need to remember that most people don't play non-combat "Iron Man," and the more he's nerfed, the more other players will complain that he's too wimpy. It's a balancing act. Besides, when you play Iron Man, you should expect a near impossible challenge. That's the point, yes?
The problem is, everything in the game is very much doable in Ironman... except this, where I should rely solely on luck. I do not expect to win that encounter, mind you, just live through it.

Dravean said:
I don't mean to drop his hit points down to that of your average wasteland thug; I simply mean to bring him a little closer to the realm of possibility, so that players with awareness aren't taken completely out of the game when they view his demigod-like hit points.
"A little closer?" Come on, with his current HP he - as you have put it - is a demigod walking on earth. With a spear, no less. Breaks the suspension of disbelief right from the start.

Just met him again, this time with 4 extra henchmen. All equipped with automatic weaponry. And I had Spiked Knuckles for a weapon. Thankfully it was in the middle of the night and I had Sneak tagged. Could this get any more ridiculous?

I suppose the next time I meet him, he'll be with 6 men, all equipped with miniguns or rocket launchers. Against my Power Fist.
 
Nevill said:
I suppose the next time I meet him, he'll be with 6 men, all equipped with miniguns or rocket launchers. Against my Power Fist.
No, that won't happen. His companions from the 1st to 5th encounter are outcasts, bandits, raiders, marauders, and mercenaries.
 
.Pixote. said:
Could it be made it into a Fallout Wiki page, that way we can add images to the walk-through, jazz it up some what...
Well, as Morticia put up the RP 1.2 guide on the wiki I can't really object if anyone wants to do the same for RP 2.1.2b, but I will not be doing it.
Personally I much prefer the style of 'her' site than the wiki's boring layout.
If you want pictures added you are more than welcome to send me some. :)

As for hosting the site, killap, I was thinking of until the RP is done, it'd be more practical if I keep it. After that though, I would appreciate if you could take over (or Morticia if she comes back).


Now over to Kaga.
For the first encounter, you can easily keep away from them with 7 AP (4 AG).
Unless you really want to be able to beat him it don't matter much if he has friend or not (besides you pretty much need to knock him out cold to do that anyway).
But to even the odds (at least visually), I'm all for having him solo the first encounter.
Also, his hit points do bother me a bit. Can't we reduce it to at least half and up his DR instead?

Anyway, I would say that the second encounter is much harder. But at that time you should have been able to put some points in the outdorsman skill to avoid it completely, if you aren't up for a fight or can't run away. It's all about proper preparations.
 
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