Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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When I adjusted the world map thingy from 66 to 50 it also fixed my problem with the world map locations list. Now with one click it scrolls down a bit without going down so far that the list is useless.


PS: Yellow reactor key card from crashed vertibird won't grant me access to the power plant in Gecko (I guess this project probably changed that on purpose)
 
Goweigus said:
When I adjusted the world map thingy from 66 to 50 it also fixed my problem with the world map locations list. Now with one click it scrolls down a bit without going down so far that the list is useless.
You modified the WorldMapDelay2 option and it affect the map scroll list? Interesting. Anyone else care to comment on this?


Goweigus said:
PS: Yellow reactor key card from crashed vertibird won't grant me access to the power plant in Gecko (I guess this project probably changed that on purpose)
It never did. It does have a purpose now.

Guardian of Nowhere said:
In the ddraw.ini I found a line that said "Set to one to directly control party members in combat".
This is an experimental sfall feature. I advise no one to use it.
 
killap said:
Guardian of Nowhere said:
In the ddraw.ini I found a line that said "Set to one to directly control party members in combat".
This is an experimental sfall feature. I advise no one to use it.

I tested it in game and it seems to work, but goes against the spirit of the game IMO...
 
.Pixote. said:
I tested it in game and it seems to work, but goes against the spirit of the game IMO...
It does work, but there are known "issues" with it. For example, npcs share the players perks, etc. It's a cool feature, but just not something anyone should use unless they know what they are getting themselves into. It's experimental.
 
Directly controlling your party makes the game feel completely different, somehow. More like Fallout Tactics. They're an extension of the PC and no longer independent actors. My PC has not aquired the sniper perk, but as soon as that happens I won't have to fear any opposition (bring it on, enclave!)...I get 8 aimed shots per round right now :mrgreen:

I'll deactivate it (because the game is actually less fun with it), but it works okay and it's nice to know it's there. I might assault the enclave oil rig with it, just to see whether or not they stand a chance. I'm guessing...not :twisted:

Thanks again, I haven't played this much F2 since 2001 :clap:


#EDIT
deactivated direct control for my party, and the game hasn't crashed since. So I guess in addition to slightly breaking the game atmosphere-wise, direct control also makes it less stable. Will not use again.
 
I have been using 2.1.2b for a couple days (got as far as the den), and first of all I wanted to thank you,killap, and everyone who helped on this great project.

no major bugs to signal except two times I have had an out of memory error followed by a crash, solved by relaunching and reloading the game. the last one was in the den, but I had at least another one and can't remember if in the den or klamath.

I used a clean install from gog.com installer and the automatic installer with all the default options for the rp. win 7 64 bit. I changed the video mode to 4.

not a game breaker, just wanted to signal this.
 
rex303 said:
no major bugs to signal except two times I have had an out of memory error followed by a crash, solved by relaunching and reloading the game. the last one was in the den, but I had at least another one and can't remember if in the den or klamath.
Sounds like just the old F2 engine rearing its head from time to time. Unless you can consistently reproduce it, I can't do anything about it.

It's good to know things are quite stable with the RP right now. Don't hesitate to post any issue you come across, no matter how small.
 
i dont know about this, or everything is very stable and going nicely or the p p l arent eager to test this like they were when they received the 2.0 F2RP. ;)

i'm goin to wait some time till i download this or 2.1.3 ;)
 
killap said:
This is an experimental sfall feature.
Very interesting however.

Experiments with the ability to control the actions of ones companions is great news. The ability to move them during combat (by other means than pushing them away in a straight line) would be a nice addition, imho.
 
Using ACE to boost my charisma increased it by 2, not by 1. Intended? I had both implant enhancements installed before I used the memory module.

As for controling the companions directly, the game is not balanced for a fully controlled party. The party members are supposed to be dumb - otherwise you would have a few of your clones, seeing that they have 10-13 action points and 20-46% critical chance. It only gets worse by the fact that they share your perks and get bonus for your tagged skills. :)
 
DForge said:
As for controling the companions directly, the game is not balanced for a fully controlled party. The party members are supposed to be dumb - otherwise you would have a few of your clones, seeing that they have 10-13 action points and 20-46% critical chance. It only gets worse by the fact that they share your perks and get bonus for your tagged skills. :)
I was not talking about the current implementation of this functionality. Cassidy, for example, has 8 AP's. How would it make the game unbalanced if I could choose to let him walk (adjust his position) a few hexes, using up some of his AP's?

I'm not saying that this is a huge problem. I'm pointing at the possible improvements in gameplay that could come from this.
 
The main issue is that eye shots with critical chance range being in 20-40% = 100% chance for a critical hit that on average deals much more damage than torso crit. The average damage per turn of, say, Vic with Gauss Rifle that shoots a guy in APA twice in torso (as it does mostly when controlled by AI) is 82. The damage per turn when you control him manually to eye shot the same APA guy twice is 284 iirc. The game isn't exactly balanced well, but it's downright ridiculous when all your NPCs suddenly start doing triple damage they usually do per turn.

Not to mention the advantages of positioning them, ordering Goris not to charge at people with miniguns and such...

It's a fun feature, but by all means shouldn't be the default choice, even if NPCs would correctly gain no perks of yours. Unless NPCs are restricted from making aimed shots when this feature is on, but it still makes the game way easier if you have 5 followers.

And I do. Every time. :)
 
Just wanted to say thanks again to Killap for all his hard work. Thoroughly enjoying the latest release, and finally opting to experience the EPA and Abbey. EPA is quite fun. Seems a bit prone to crashing in random spots, but it's nothing I can reproduce under any certain conditions, so it may just be bad luck on my end. Regardless, thanks again for all your hard work. And one random question, if I may. Has killing Bishop with the dynamite (trapped safe) always resulted in a karma loss? It seems a bit odd that it would, considering he's evil, but it may just be that it the loss was never readily displayed before. In any event, thanks again Killap, and hopefully you're able relax for a bit.
 
Two things:
In Madoc I was moving some stuff with sulik at his max compactibility and I was moving some bb's schels and I ended with 0 bb's schels weighting 4 kilos, Sulik had the 40 bb's too :D . I'll send you a save game in near future.

Second thing-moonshires don't react on stealing( I mean I can fail and nothing happens). Was it suppose to be that way?

Ok-third thing - Cassidy has "use any drug any time" setting- was it mented?

About his head-true batter then other one but grey beard and hole in the head?
 
ebbpp said:
Ok-third thing - Cassidy has "use any drug any time" setting- was it mented?
Yes, it's his original setting, killap didn't touch any setting of old party members.

About his head-true batter then other one but grey beard and hole in the head?
COMBATAI.MSG said:
{40807}{}{Thank god for that metal plate in my head, or I'd be dead...}
And yes, that's one of his original combat taunts.
 
That settles that I quess :), but I still think he is not old enough to have a grey beard- come on he's not grandpa yet-Vic looks older then him :).
NovaRain said:
About his head-true batter then other one but grey beard and hole in the head?
COMBATAI.MSG said:
{40807}{}{Thank god for that metal plate in my head, or I'd be dead...}
And yes, that's one of his original combat taunts.

Found another bug (but this time it could be Tungu's Miria for Real! mod problem) and again I must send you a savegame- Cassidy was in Miria room and when I talked to her(after taking mentats) about her the game frizes(goes black with some kind of a small fire in one place) and I did't get a visit from her's dad.
 
ebbpp said:
Found another bug (but this time it could be Tungu's Miria for Real! mod problem) and again I must send you a savegame- Cassidy was in Miria room and when I talked to her(after taking mentats) about her the game frizes(goes black with some kind of a small fire in one place) and I did't get a visit from her's dad.
Yes, that is the result of using that mod. It's not compatible with the RP.
 
ebbpp said:
That settles that I quess :), but I still think he is not old enough to have a grey beard- come on he's not grandpa yet-Vic looks older then him :).

These are taken directly from Cassidy's dialogue file:

You see an elderly man with deep wrinkles along his face.

Never thought you'd keep an old timer like me 'round this long.

If I was twenty years younger, I'd go east and explore the Midwest. Too late now, I s'pose.

Goddamn arthritis...

I have a bad heart.

The first quote alone where he's referred to as "elderly" should be enough, but the rest help paint a picture of a guy who would certainly be old enough to have gray hair.
 
O.K. I'm overvoted with Cassidy although I still think the grey beard is too much- at least from the models Vic and Westin are much older-but o.k.-cease closed.

O.K.-Killap Here are the savegames:
-slot 17 -before error with bb's
-slot 18 -with bb's error
-slot 26 -I guess that's useless now-but just in case-this Miria error save where Cassidy stands in the room.

Now configuration info:
Windows 2000 with XP 1700+ and GeForce 2
Fallout 1.0 US with RP 2.1.2b over it and Miria for Real! for 2.1.1 by Tungu over the RP.

1. Download Link: Click here to download file
http://rapidshare.com/files/420551275/SLOT17.zip
MD5: 5456E9FF709A81AA0600BCA60ACAE2CC


2. Download Link: Click here to download file
http://rapidshare.com/files/420551276/SLOT18.zip
MD5: A12FEA4F3AB219044FDA4D7BAC32AC3A


3. Download Link: Click here to download file
http://rapidshare.com/files/420551277/SLOT26.zip
MD5: EC3F13E7CB817DE8C1359676580C89B4
 
DForge said:
Not to mention the advantages of positioning them,
The default behaviour is being able to push them a pretty long (ten hexes or more) distance, without any AP cost, albeit in a straight line away from your current position.

DForge said:
It's a fun feature, but by all means shouldn't be the default choice, even if NPCs would correctly gain no perks of yours. Unless NPCs are restricted from making aimed shots when this feature is on, but it still makes the game way easier if you have 5 followers.

And I do. Every time. :)
Sure, I aim my shots every time too. I still think the ability to control companion movement would be a nice improvement AS AN OPTION. It's not like anyone would want do dance around in a fight, dodging bullets, using up all AP's for walking.

I don't like to go OT, but I felt the need to reply... :wink:
 
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