Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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I'm game for anything that makes the EPA spore plants less of a joke. So super-spike 'em up.
 
hey Dravean, i know this is not the place, but how's it going with Cassidy's voice? any news on the dates?
 
A throwing knife is 3/6 damage and 16 range, so how about we give the red spikes 8/12 with a range of 16 as well. :twisted:

Also I think the Spore plants should have about 100 hp's - lets make the EPA courtyard a proper battlefield. But if people want to avoid them, they still can, with a little stealth and cunning. I want to give them some damage resistances, maybe the equivalent of metal armor, or is that too much? Remember these guys have been breeding away in the EPA's special green goo for 70 years...they're considered super Spore plants.
 
Any news on the two bug reports I posted:

They are the latest in Klamath and Ghost farm sections? Checked, verified?
 
.Pixote. said:
I want to give them some damage resistances, maybe the equivalent of metal armor, or is that too much?
I think the equivalent of leather armor mk2 would be reasonable.
 
seconded, something between leather mk2 and combat leather jacket, maybe with decreased fire resistance
 
.Pixote. said:
A throwing knife is 3/6 damage and 16 range, so how about we give the red spikes 8/12 with a range of 16 as well. :twisted:

Also I think the Spore plants should have about 100 hp's - lets make the EPA courtyard a proper battlefield. But if people want to avoid them, they still can, with a little stealth and cunning. I want to give them some damage resistances, maybe the equivalent of metal armor, or is that too much? Remember these guys have been breeding away in the EPA's special green goo for 70 years...they're considered super Spore plants.

Sounds good, I always thought that the EPA plants were too weak and it didn't made sense to have all of those bodies laying around since the plants were easily killed :?
 
Catraio said:
hey Dravean, i know this is not the place, but how's it going with Cassidy's voice? any news on the dates?

Everything is recorded. Now it's a matter of Cassidy's head getting animated and the sound clips being placed into the game, which are out of my hands.
 
@ Pixote
I really like your new idea for EPA. Any chance of a test run to check out the balance?

Hkelukka said:
Any news on the two bug reports I posted
Well for the Klamath one I think there are some problems with the teams here.

John Sullivan in the Golden Gecko Bar gets his team number set to Broken Hills via his script.
Is this really the way it should be? I suspect he was meant to be in BH from the beginning, and then when he got moved to Klamath, they forgot to change his team nr.
So should he be with the townies, the crooks or is he meant to be independent (but if that was the case wouldn't he belong to TEAM_LONER instead)?

Also I have my doubts the Duntons are assigned to the correct team:

TEAM_KLAMATH_CROOKS:
Sajag
GG customers

TEAM_KLAMATH:
Duntons while on town map
Rest of town

Surely the Dunton's belong with the crooks, (and ideally Sally too, though that is probably not a good idea).
Or am I missing some obvious reason why they should not be crooks (when they are)?

Anyway, this is what you are seeing Hkelukka, except you missed that it's the whole team Klamath that are against you. The kid is the only one within range to attack you, that's why it's only him. But if you try to run south-east you'll see the rest of them take action.
 
On a similar note, did Sulik ever get his team changed to Primitive Tribe? Because he really should.

And on a related note, does anyone think we should actually give the Primitive Tribe a proper name? I believe that 'Primitive Tribe' was the temporary name for the location, but since they scrapped it from the game relatively early on, it never got a proper name.
 
Dravean said:
On a similar note, did Sulik ever get his team changed to Primitive Tribe? Because he really should.

And on a related note, does anyone think we should actually give the Primitive Tribe a proper name? I believe that 'Primitive Tribe' was the temporary name for the location, but since they scrapped it from the game relatively early on, it never got a proper name.

The Grampy Bone Tribe ! :lol:
 
tiagop said:
Dravean said:
On a similar note, did Sulik ever get his team changed to Primitive Tribe? Because he really should.

And on a related note, does anyone think we should actually give the Primitive Tribe a proper name? I believe that 'Primitive Tribe' was the temporary name for the location, but since they scrapped it from the game relatively early on, it never got a proper name.

The Grampy Bone Tribe ! :lol:

YES! :lol: LOVE THE RP waiting absolutely patiently for 2.2 :notworthy: we can all wait :crazy:
 
Darek said:
Hkelukka said:
Any news on the two bug reports I posted
Well for the Klamath one I think there are some problems with the teams here.

Seems about right. Tho I think this is mostly a design choice between two options.

Either the duntons fight you alone, which I think is the way it was meant to be.

or

Someone helps the duntons. If someone helps the duntons they should certainly be other crooks, not the townsfolk in general.

Maybe if you confront them in the bar, some of the customers attack you as well while some run away. If you confront them in their house no one attacks you?

That sounds about right to me, if you go into the "bar of the crooks" and pick a fight its a old fashioned barfight.

Also, there should be a text before they are dead where they surrender and you take them in or let them leave town.

In anycase, the whole dunton chain could probably do with a common sense rework, its a bit unfinished, thats what it feels like anyway.
 
Dravean said:
On a similar note, did Sulik ever get his team changed to Primitive Tribe? Because he really should.
I don't know. When do you think he should? In Klamath or Primitive tribe? Other than that he is and should be on your team anyway.

@ Hkelukka
No the Duntons have their own team (TEAM_DUNTONS) for when they are on the brahmin map and TEAM_KLAMATH for when in town.
It was done like that on purpose, so they shouldn't be alone. I just think they picked the wrong team when in town.

Anyway I looked at your other report...
Bug with the dialogue. First falling through the fake floor and talking with vgir. Then going back to modoc and returing to ghost farm, this time nighttime and talking with the watchers and asking them to deliver you to vgir triggers the first conversation tree all over again. Bug with the scripting most likely. http://www.akigreus.fi/storage/SLOT50.zip save here. First load, talk to the guard next to the player and ask to be delivered to vgir. Next load walk to the open manhole to the left and talk straight to vgir, see dialogue difference.
You are correct. Vegeir doesn't take into account that you can be escorted to him even if you have already spoken to him. So for him that will be the first time you meet (every time you get an escort).

I propose the following changes...

mcVegeir:

Code:
procedure critter_p_proc
begin
	if ((global_var(297) bwand 8192) != 0) then begin
		set_global_var(297, global_var(297) bwand (4294967295 - 8192));
		debug_msg("SETTING SURRENDER_TO_SLAG ON");
		debug_msg("going to force 1");
		set_global_var(297, global_var(297) bwor 536870912);
		anim(dude_obj, 1000, rotation_to_tile(tile_num(dude_obj), tile_num(self_obj)));
		anim(self_obj, 1000, rotation_to_tile(tile_num(self_obj), tile_num(dude_obj)));
		gfade_in(5);
		debug_msg("force_dialog_start(" + forced_node + "): " + obj_name(self_obj));
		forced_node := "Node010";
		dialogue_system_enter;
	end
	else begin

Change this to...

procedure critter_p_proc
begin
	if ((global_var(297) bwand 8192) != 0) then begin
		set_global_var(297, global_var(297) bwand (4294967295 - 8192));
		debug_msg("SETTING SURRENDER_TO_SLAG ON");
		debug_msg("going to force 1");
		set_global_var(297, global_var(297) bwor 536870912);
		anim(dude_obj, 1000, rotation_to_tile(tile_num(dude_obj), tile_num(self_obj)));
		anim(self_obj, 1000, rotation_to_tile(tile_num(self_obj), tile_num(dude_obj)));
		gfade_in(5);
		debug_msg("force_dialog_start(" + forced_node + "): " + obj_name(self_obj));
		if (global_var(131) == 2) then begin
			if (local_var(4)) then begin
				forced_node := "Node003";
			end
			else begin
				forced_node := "Node001";
			end
		end
		else begin
			forced_node := "Node010";
		end
		dialogue_system_enter;
	end
	else begin

And also two small changes in mcprotec:

Code:
procedure talk_p_proc

		if (global_var(388) == 4) then begin

change to:

		if (global_var(388) == 4) and (global_var(128) == 2) then begin

and...

			if ((cur_map_index == 24) == 0) then begin

change to:

			if ((cur_map_index == 24) == 0) or (global_var(131) == 1) then begin
 
Well it could possibly be fixed by putting a dialogue so that If you start a fight with them through dialogue the two of them switch to a "team dunton" and if you just start a general fight they stay in "team klamath"?

That would make it so that no one intervenes, unless you start a general fight in which case they would defend the town?
 
.Pixote. said:
A throwing knife is 3/6 damage and 16 range, so how about we give the red spikes 8/12 with a range of 16 as well. :twisted:

Also I think the Spore plants should have about 100 hp's - lets make the EPA courtyard a proper battlefield. But if people want to avoid them, they still can, with a little stealth and cunning. I want to give them some damage resistances, maybe the equivalent of metal armor, or is that too much? Remember these guys have been breeding away in the EPA's special green goo for 70 years...they're considered super Spore plants.

I like it all, assuming the spikes also get the penetrate perk. I don't know if the exact stats for any armor are suitable, I'd think a high DR / low DT threshold suits fibrous material, with low resistance to fire and laser. The DR from metal sounds about right, with regular DT & fire / laser DR(T) of leather mk2.
 
Darek said:
Dravean said:
On a similar note, did Sulik ever get his team changed to Primitive Tribe? Because he really should.
I don't know. When do you think he should? In Klamath or Primitive tribe? Other than that he is and should be on your team anyway.

Ah, that was me speaking with almost zero knowledge of how the game actually works. I didn't know that once he's on your team, he's no longer part of any other team.

I just know that in the past, I've had Sulik on my team, and if I attack his tribe, he slays them right along with me, which of course shouldn't be the case. That's what I take issue with. However, that occurred with an old version of the RP, and it might have already been addressed.
 
Surf Solar said:
I know it has been asked before somewhere - but I'd really like to have the Abbey and Primitive Tribe soundtracks as mp3. After a HD crash it was gone a few months ago. :( I know I could just convert it from .acm to wav, but there can be an easier way, eh? ;)

Sorry for that shameless self-bump, but maybe there is someone having the files on his HD?



I am not yet arrived at the EPA in my current playthrough, but I like the idea of tougher Plants, I'd say go for it Pixote!
 
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