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on paco's mole mission, i progressed along the mission as normal, and came back, though kelly died in the firefight. now when i talk to him, he says "bring kelly here, and we'll talk" and my only option is to say "i'll be right back with her" and end the conversation. what now?
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Can anyone please tell me what th different backpacks are for? They all seem to have the same space.
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I had a lot of free time at work today and got a lot done with the field radio code. I found a way around the old militia spawn bug and that's now fixed. With this new system you'll get a better overview of the militias and the economy of the thing, which was what I was aiming for. I think I'll spend some time improving the weapon ordering system this weekend, and if I have time, maybe do a new mission or two:) |
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Once you've finished the mole mission you'll get sent to Billy-Bob to pick up a bribe. Once that is done you'll need to do all the missions Billy-Bob offers before you get sent to help Tang. I recommend that you do the Jim-Bob missions too, you'll get access to some very good shops.
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Feedback, check your email for uniforms...
Xiola,
No, I haven't yet experienced the bug as you described it. Wish I could help you out more on that. R@S, WOW! I was surprised to see that with this release we no longer had access to the firearms smorgasbord, but that's still fine for testing purposes. I was quite surprised to find that my lost possessions no longer consisted of the HK, but the SPAS did me just fine. I think that it actually makes one's first attempt at taking a town more suspenseful, and I like that. :) There's a spelling error that I've been overlooking for quite some time. When the Player finally interacts with Paco Diaz and Pacquito's in the squad, Paco offers up the first mission as a "deputy;" the Player has some dialog that could be polished a bit. Instead of responding with "...are pump..." the verbiage needs to be changed to "...are pumped..." My game ended with two crashes, the last one resulting in a crash to desktop. Both of them occurred near dusk as Cameron tosses the flashbang from the rooftop of the Police Dept. towards the five police officers below, all of whom are standing in a line formation near the steps of the station's main entrance, all of whom are nervously eying said entrance, because it is setup to receive a hail of fire from my two squadmates should any of them foolishly come wandering in. I cook the flashbang for a second before throwing it, and then it's a few fractions of a second after that the crashes occurred. Before I go, check your email account, as the SF uniforms are ready to download. Also, could anyone direct me towards two types of armor? I'm looking for the all-black "scorpion" armor (the second best in terms of toughness) and also for the toughest armor (kind of looks like the carapace of a bug). Should time allow, I'd like to come up with matching skins on those armors for the SF. Thanks in advance, and good night! :grin: |
also, is there any dev-implemented weapons testing range or something? because i find myself shooting at the garage doors in the army base to try out new weapons and types of ammo.
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I experienced a crash to desktop when going to the Librarian for the mine mission.
If I chose to go to Rob Yu, the game started loading the underground and then crashed. I attempted it 4 times and every time it crashed upon loading the underground I had no option but to fight my way in, am I missing anything by doing this the hard way? Once I had fought through the mine map, to the entrance, the underground loaded fine. Just thought I would report this for you. My group consists of Cameron (pc) , Kelly, the drunk guy and Baddabing, not sure if this is relavent or not? |
New report
Having a real blast. I'm really exploring around, trying to push the known boundaries, but it's still early in the game, Day 4 or so.
I got a real kick out of seeing Pepe's range of items he's willing to sell you once he sees your badge! Everything he had was sensible too. Some suggestions: When selling all of the items from one's trunk, the second dialogue option that the Player has needs a little bit of adjusting, to: "You kiddin'? Should I throw my wife and kids into the car too?" This might be a pain in the butt to do, but it would save the Player a lot of time hunting around. When it comes to seeing one's Current Missions, it would be handy to have at the very start of each mission description the following... Mission's Starting Location: Location X Mission's Current Destination: Location Y This way the Player can quickly assess where he has to go. Point Costs: For the Skirmisher class, I was surprised to see that the hand-to-hand cost was set at 3. Hand-to-hand is a challenging skill, but I'd consider lowering its cost to 2 for this class, because of how much hand-to-hand combat practice these guys must get. Possible Bug: I took over Puerto Viejo after acquiring my goods from Paco. When I returned to Sagrada to run a package delivery to the Mayor from the arms dealer immediately near Alexy Rezvi, none of the heavily armed guards attacked me. Two builds ago, they did. In fact, when I accepted this mission, I pressed the arms dealer to pay me three times as much due to expecting severe resistance in getting the package to the Mayor. Instead, I was able to walk around without so much as raising an eyebrow, and I got $6,000 for an easy job that should've paid me only $2,000. Now, the only thing that makes me wonder why they're not attacking me, is that everyone in my squad was wearing police officer uniforms when we spawned in. To test this, I had one of my squadmates take it off right in front of the heavily armed guards. Nothing, their allegiance stayed yellow instead of switching to red. Alright, that's it for now. Good night! Keep up the great work! :grin: |
Does the melee skill actually prevent you from being hit as well?
Anytime I go into melee with a low life bandit or whatever, they manage to get a hit on me. And when they hit me (which is all the time), I'm stunned for a bit. By the time I have recovered, they've already swung again. It's even worse; I once attacked a heavily injured guy. Easy prey, I thought. He was immobilized, was heavily injured, and didn't look my way. I sprinted over to him, kicked him, but before I managed to get my kick in he immediately switched to the "standing" animation, and smacked me in the face. What. |
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i play the new missions. first of: great humor and many thanks for so many fixed dialogs and more options in dialogs great R@S .i am now in the mids of the tang missions and i have to pew pew the training ground...
i opted for killing all, why stop when your around^^ after a very interesting battle, in which every baddie ended up ling face down^^ i still wont get the log entry that i killed all in kansas... i am a bit disturbed. enlightment is much apreciated^^ Vader |
Possible bug, but I need a uniform-based question answered first...
I spent a couple of hours playing/restarting the same scenario over and over again to try and catch exactly what was going on in the game during a complex situation. Before I go through all of the trouble of writing it up in a post here, I need a question answered regarding uniform-usage that may supply the answer that I was searching for...
As stated above, after taking over Puerto Viejo after I returned to Sagrada to meet with Paco. The area has Guardia posted everywhere, but instead of immediately attacking me as in a previous build of the mod, they stayed neutral. That is, until I turned Luna in. 95% of the time, within several seconds of handing Luna over to Paco, the Guardia at the station opens up on Luna, then me. 5% of the time this Guardia did NOT do the above, but I'll save those details till after I get an answer to the following: WHY do the Guardia switch from neutrals to enemies? Is it because... (1) ...word finally reached Sagrada about my squad's behavior in Puerto Viejo, and they then know that I'm an enemy? (2) ...when one clicks to talk to Paco, the Player's avatar is forced to stand right next to the Guardia for the duration of the dialog, giving the Guardia time to figure out that I'm wearing a disguise, that my police officer uniform is illegitimate? (3) ...the Guardia work for another crime lord, who has secret orders to kill Luna should he be secured, and to then kill those who caught him? (4) ...or a combination of the above? PLEASE NOTE: If the reason why the Guardia attack is due to a yet to be discovered plot point, please do not spoil it here. Just say that I'll find out later why they behaved the way they did, and I'll be satisfied. Uniforms, and how they do/do not work still mystifies me. Any light on this matter would be greatly appreciated. Thanks in advance! :) |
I think that most uniforms are useless and i use them for taste issues rather than showing flag for the different organizations... as soon as i can get a hold of a palinero uniform my whole sqaud waires them and i wasn´t attacked due to my clothes... i rule this matter directly out. i think that you hurt or killed officials in another city and to wair police uniform doesnt help that fact... your still an enemy of the state. it is only a quest that your playing and your not really an official policeman when wairing the uniform... so enemystatus stayes the same. if you want to change that, buy yourself off the hook by big bob or if your further enough in the big storyline by calderon for 50 grands...
have fun^^ |
Vader,
Thanks for your input. So uniforms don't work as disguises? Too bad. So, something is causing the Guardia to FINALLY attack me, but what, exactly? Again, they leave my squad alone till Luna is turned over to Paco, then they (usually) first try to kill him, then my squad. Weird! |
to tell you the truth, i dont play this quest the same way as you did. to reasons for this:
first, luna is a pitty sucker who doesnt deserve going to prison. he hasent done it. the lady is pure sin. also if you succed in turning in luna to the officials and then go back to that dame you will get a nasty withdrawl of your money from her. at least then you will know what kind of character she is... but then she is gone^^ second, when you let luna have his little talk, also with your littler funnie remarks^^, then you will gain quite the opposite as of first metioned outcome. highly recomended. one could speculate that as such a bad cop you wont get a nother contract from paco. but after a sorry shrug from him he offers you other quests.... all in all i wanst attaced at all during this quest, and i mostly savegame before starting a quest so that i see instantly all outcommings and the choose the better^^ sly me^^ good luck and as the great R@S says save often^^ |
I think I may have found a bug.
In the mission 'Assasins Creed' that you get from the Chinese guy. He offers you many ways to kill a guy. I chose 'Kill them all' cos I wanted to get their weapons. I went there and tried a few times, but it was very hard, each time some guys spawned in behind me after a while in the fight, I kept losing. I tried it again a different way with 2 chars sniping from the cliff and my other 4 lined up a little beind the path. I managed to kill them all. this time no guys spawned in behind me, but I was kind of glad! BUT, Tang keeps telling me to go and finish the mission, everyone is dead, I even went back and killed the poison woman in case it mattered, but it didnt. Now the quest will not finish, but everyone at the training camp is dead. My journal says (and always said) 'Got to Kansas city and kill everyone there', but I have no Kansas City on my map, I gathered this was a mistake and it meant the training ground (the 'target' is there after all). I mentioned the guys spawning in before, because I am wondering if they were SUPPOSED to arrive, but never did, and this is what is causing the mission not to finish? Does anyone have any suggestions other than trying the mission again>? Thanks |
first : the kansas city is in my opinion a joke about possibly foulout (the game?). you were at the right map. i also choose to do it the hard way. if done correctly it wasnt that hard. i used many grenades and two guys in the ruined houses near the spwan point as trojan horses in the spwaning troops back. also there is a small sandbag wall near the street down to the training yard. there i positioned my char (sniper) to shot incoming from the grounds and facing via spawn point my man guy for this mission, a trooper with an m16 that draw the fire to him. he was heavily packed with a vest and he killed the most.
it was all in all a true beauty of a victory. but what can i say?: tang still wants someone killed. and yeah, i eaven killed sarah pallino (hur hur hur) well with a name like that i dont need much excuses to vent her skull eaven further^^. but to no avail, tang is unforgiving as before, eaven so there is no one left i should kill some more... clearly a bug... i am now in the midst to get again to that point manly due to my stupidity, cause i cant get back to the point to choose another option for this mission. maybe the poison or the snipng will get me an end for this mission.... stay tuned^^ |
More regarding the Guardia's attack on Luna...
Vader,
I never realized that The Lady in Red (that color is always a sure sign of Trouble, isn't it?) stole from me when I went back to inform her of Luna being turned over to Paco. No wonder she runs away after she thanks me! When I've played this mission in the past, I'll work to meet Paco's wishes till he asks me to plant the drugs on that bandit, which I never do, but I've never played the game long enough to see what happens afterward. There's always a new update released right after I reach that point. :grin: One reason why I might be confused as to what's happening with the Guardia's attack on Luna and then me, is that in the past, I turned Luna over BEFORE I took over any cities. So, is it safe for me to say that the reason why the Guardia attack Luna, and then me, is because they are working for The Lady in Red, or...? I'm still trying to figure out why they're so determined to kill Luna (and why would The Lady in Red kill me when I just did her a huge favor?). Time to test a little before bed, as I just cleared the Army Base. |
Hi guys and R@S, just to confirm, the missions Assasins Creed will not finish when you choose the 'kill them all' option. I just tried again. This time the guys spawned in again, but I managed to kill them all. Still the mission is active, no enemies left on the training ground map.
Please dont think I am complaining, just trying to help with the bug fixing on this awesome mod and game! Does anyone know if it is possible to edit a file to force this mission complete please? I didint really want to start again if possible as I have carried on and left the mission hanging. Maybe I should have gone back to an earlier save before I took the mission and waited for the next version of hte mod, but its too late now :/ I just did the much discussed convoy defence mission and I didnt really want to do that again if possible! :D |
Differences in .45 ACP rounds and "Mission's..."
Other than price and ammo box art, what are the differences between the Golden Saber .45 ACP (at $84/box) and the cheaper Remington version (at $48/box)? Are the numbers accidentally reversed, or...?
Thus far, I've noted that there are a couple of missions that have the spelling wrong for when it's declared to be finished. Fisticuffs and A Woman Robbed both have the apostrophe missing, it should say "Mission's complete," or some other such variant. Xiola, thank you for confirming the bug. That's one I want to avoid. Also, where can I locate the field radio to order my troops to reinforce an area that I conquered? If the field radio is only made available after a certain event, could someone tip me off as to which one? Thanks in advance! |
First: in games that relate losly to the Quen of games JA2... there are mostly two kinds of distinguishly colored sorts of amo. RED and BLUE. Red is the FMJ, the Copkiller amo...
Blue is the JHP amo and is intended for soft targets as non protected humies and animals (havent seen a kevlar protected wildcat for a while^^). in 7.62 there are also amo sets of subsonic amo and also low grade amo, produced in palinero. this palinero product is considerably lower in quality which results in getting your weapons faster dirty an thus damaged/ worn... but since money isnt in short suppy and weapons come and go so fast and new, sometimes there is no point in buying high end amo. despite the penetration value of palinero vs high end amo the palinero packs quite a punch and is situated in between aformentioned red and blue amo. so if you are using cheap amo, two bullets willrest the enemy in peaces´, while the good amo might need only one bullet... but who cares when the gun is set to burst^^ |
The damage value of the weapon goes up when you load it with better quality ammo.
However i also find the numbers on the bullets confusing. They make it seem like the palimino ammo is better than the more expensive ammo (higher numbers for hp/shock) |
Need field radio info, & normal ammo in suppressed firearm...
Vader,
Your disclosure regarding the different types of ammo was VERY helpful; thank you for it. The reason why I'm so focused on the .45 ACP is due to my just acquiring the HK UMP 45 along with a suppressor for it. Since I've been overthrowing local governments left and right, and since I have yet to figure out where the filed radio is to control my militia, every time I have to reenter a location I previously conquered, I end up finding out that the locale has been retaken by the prior forces. Which means that I can't even simply walk across a street to complete a mission since no one will talk with you while a battle is being waged. :( Yeah, it's ironic that I'm playing a tactical war-game and I don't want to fight all of the time, but it's become a major headache for me, so I see two possible solutions: (1) Finally find the all-important field radio to control my troops to secure areas that I've conquered (2) Enter areas not secured by my militia at night, and then use suppressed weaponry to get through the fight more quickly and efficiently (or so I hope!). But I remember reading a brief posting about the sub-sonic ammo for suppressed weaponry, and I have to ask: when I fire normal ammo through a suppressed weapon, it produces a suppressed firing sound. Does this mean that the AI have a difficult time determining where the round is coming from, or do they "hear" it as loudly as a normal round being fired from an unsuppressed weapon? Or, does firing normal ammo through a suppressed weapon reduce its volume some, but not as much as if I was using sub-sonic ammo? Or...? There's no point in me pursuing this nighttime-with-suppressors strategy if the AI have just as easy a time locating the "suppressed" firearm because normal ammo is being used. |
hi Kyle, I used the UMP45 constantly and now the UMP.40 S&W both silenced. Very often I would shoot at the enemy crouched, at low light, and they would not even respond after being hit.
The silenced weapon with normal ammo is definitely effective. I would think that the sub sonic ammo is even quieter. But I found the normal ammo fine with a silenced UMP. I love the BSM silenced UMP, incredible damage and good accuracy. Far more valuable than in the stock game. |
i would think that the silenced ammo doesn't require a silencer to be almost silent. i don't know about that tho...
the field radio can be obtained by talking to the guy at the new arrival zone (the map that was formerly the first ambush with the bus blockade and 3 wimpy enemies. if i remember this properly, there is a guy with a cowboy hat who will give you a mission to conquer the radio hill sector... after doing that he will give you the field radio. it really is a great addition to the game. note that doing this mission (or conquering a sector in gerneral) will raise your cgl to 8.. so if its the first thing you do, your enemies will recieve quite a boost. training enough militia to defend the sector requires alot of cash as well... good luck in getting it. |
Suppressed rounds and that field radio again...
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My own conclusions, after reading a lot on firing a suppressed weapon is this: normal rounds fired through a suppressor still produce a terrific sound signature, although the flash is significantly reduced. Sub-sonic rounds are designed not to break the sound barrier, but I always inferred that to mean that it was only in combination with a suppressor, which due to its design of direct physical contact with the escaping round, and by capturing the necessary gases, ensures a significantly quieted round. But your observation throws all that I've read right into the wind! Does anyone know the answer on this, as a scientifically observable certainty? The overwhelming majority of the articles that I've read about sub-sonic ammo is that the round maintains its lethality due to its redesign, and this is in spite of the fact that it's moving slower, and that it's range is significantly reduced. If my memory serves me correctly, while sub-sonic rounds are just as lethal as regular ones, they do not have the penetration power (I'm assuming that this is due to its shape, or..?). So, its lethality is equal to a normal round against unprotected flesh. In regards to the field radio... While I remember a man wearing a red hat in the last build, he was not present in the latest build (and I never interacted with him to even see what he was there for! Duh!). :oops: What I stumbled upon yesterday is the whole "raising funds" and "giving your money to train a good soldier" aspect of conquering a territory. This dialogue is triggered by speaking with the mayors AGAIN, which is something that I hadn't done till late last night. So, I ordered them to increase the defense budget to $233,000, although I have no idea where they'll be getting these funds from. What's strange though, is that the dialogue options with these mayors are: 1) Increase the budget to 2880 (a VERY small number that is so tiny I can't make sense of it) 2) I want...blah blah blah...to $233,280 (a more believable amount, but where it comes from is beyond me). So, I've ordered two mayors to proceed with raising the defense budget to $233,000 and I have given each money to train several decently trained soldiers. Time hasn't yet passed to see how this will work out for me though. But in any case, I've yet to get a field radio, as I've yet to meet anyone who offers it to me in the most recent build. Am I missing something obvious here, or...? |
BUT WHER I CAN FIND THIS GUY WITH COWBOY HUT???
where is this sector ? i play BSM and i didnt see a location with bus and 3 wimmpi guys?!?!?! please help mi with this |
well i just came back from my vacation.. it worked the way i described it in the previous build, but i'm not up to date...
things might have changed.. it'll take some time for me to get back into it. especially since i have been recruited as a character modeler for the zeitgeist mod (source engine) i'll let you know if i find out anything new.... about the ammo: i have no idea if this is realistic.. but i remember that in the game 'boiling point' you were able to buy 3 different types of ammo.. normal/AP and sub-sonic... there were no silencers in the game but using sub sonic ammunition had the same effect. EDIT: taken from wikipedia: In weapons firing supersonic bullets, the supersonic bullet itself produces a loud and very sharp sound as it leaves the muzzle in excess of the speed of sound and gradually reducing speed as it travels downrange. This is a small sonic boom, and is referred to in the firearm field as "ballistic crack". Subsonic ammunition reduces this sound, but at the cost of lower velocity, often resulting in decreased range and effectiveness on the target. Military marksmen and police units may use this ammunition to maximize the effectiveness of their silenced rifles. While the range may be decreased when using subsonic rounds, this may be acceptable for specialized situations, where the absolute minimum amount of noise is required.[14] However, the numeric effectiveness of subsonic rounds is, again, misrepresented by media. Independent testing of commercially available firearm suppressors with commercially available subsonic rounds has found that .308 subsonic rounds decreased the volume at the muzzle 10 to 12 dB when compared to the same caliber of suppressed supersonic ammunition.[7] When combined with suppressors, the subsonic .308 rounds metered between 121 and 137 dB. http://en.wikipedia.org/wiki/Suppres..._versus_volume |
I dont see the start location on my map any more either.
How do we get back there to get the field radio? |
Move troops via MAYOR discussions...
I got home late last night and didn't have the opportunity to check what I've saved. I'm 90% sure that the man in the red hat at the start of the game is now gone. So is access to a ton of the weapons with $100,000 to buy them with.
But I did forget to mention this last night, not only does one have to talk to the mayors to finance a location's defense force, but one can also order units from one sector to another. I haven't tested this dialogue out, for the simple reason that I didn't have any units yet. I did order a few up (which drained money from my pocket), and I'll see how it goes from there. I'm guessing that the field radio is gone, and has been replaced by dialoguing with each region's mayor. Which is a sensible solution as well, although having a field radio that can do the same thing is also quite convincing. Ideally, it would be nice to have both options available. If I'm wrong on any of this, let me know. |
yes you can send troops to other sectors.. it is only a fraction of the troops that are available tho.. (with 30 militiamen in the radio hill sector i was able to send out a unit of 10 men from radio hill.. less on other sectors)
you can actually go to the sector you sent em to and wait for their arrival. you can then fight alongside them or just watch your blue guys fight the enemy... after dispatching a unit of men from a sector there seems to be a cooldown period until it works again. i have no idea how long it takes. you don't have to be around for the battle to take place... but since the number of men you can send out is rather limited, and it's not really possible to combine the forces of several sectors... your chances to win will be quite small if you don't. since i'm not up to date i'm not even sure if R@S has actually released a version with the radio publicly... it requires the reloaded map pack to work. |
This whole "field radio" discussion is getting a bit confusing.
I remember R@S exclusively releasing a version of it along with the Reloaded maps about a month back, but I never got far along enough into that build to test it. Yet this latest build of BSM is not "exclusive," and it comes with the Reloaded maps, and the dialogues with the mayors reveal that after a locale has been conquered by the Player, that he/she will then have access to building up a defense militia, draft defense militia (1 person at a time, and directly at the Player's monetary expense), and then send them to different sectors. Again, I have yet to test out sending troops from one locale to another, but I'm assuming that from what you wrote, the "mayoral" system matches up well with the "field radio" one that you experienced in an earlier build. |
what the field radio does is its basically giving you access to the mayors dialogues from wherever you happen to be so you don't have to actually walk and talk to every single one of them to manage your sectors.
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Alright, I finally got it MoreDread. Been doing a TON of real life work around here, and it must've made me light headed. Thanks for your patience. :)
Are you playing the latest build? If so, do you know where, or have a good guess, as to where the field radio might be? |
quick side question? did anyone happen to read an answer about the training ground mission and the problem we have with said thingy from r@s?
seems he is on holliday or sumthin`... |
I too wonder what happened to R@S.
I hope that whatever it is it isn't a crisis of some sort. Hang in there man, if it is. |
well, as our moding guru he is entiteld of a privat life. as much as it bothers us gamers and consumers of his brilliant art.
by the way: i solved the kansas city mission, the one where a man has to be killed on the training ground... just poison him via the means of this palinero chick. then leave the map in the süawn area... solved. after that...oh the things i could tell^^ but wont, cause of spoiling^^ r@s has done tremendous work for this game, it is truly awsome.... |
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Of course you do. You're Vader. And Vader knows bad better than Chuck Norris knows, well, anything. ;) |
Hi guys, I found out that you can just wait for a couple of days after that never ending training ground mission and you can fail it and move on to the next one.
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beside i got an iron grip of keeping my secrets to myself... mwuahahahahahaha :mrgreen:
spoiling is on a black list of the U.N. and the would crawl upon me like cheap shit^^ but i might talk if persuaded^^ |
Trouble in Download
Hi there !
1) I apologize for my accent : I'm French 2) Congratulations for the BS Mod : you're doing a very very great job men ! I played 7.62 with BS Mod since 0.7 Beta (or something like that) and I really enjoy that ones! I came back from holidays today and Surprise!! there's a new version released of BS Mod. So I started downloading. All is perfect for : BSM 1.3 Base, Map Files Part 1, Map Files Part 2 as for Unofficial Patch 1.06. But when I've checked for Map Files Part 3 I've found that the archive was corrupted with this error message : "! I:\Game Mix\7.62 High Calibre\BS Mod 1.03\Media.pack_pt_3.rar: Fin de l'archive incorrecte ! I:\Game Mix\7.62 High Calibre\BS Mod 1.03\Media.pack_pt_3.rar: Echec CRC dans random_21.azp. Le fichier est corrompu ! I:\Game Mix\7.62 High Calibre\BS Mod 1.03\Media.pack_pt_3.rar: Fin de l'archive incorrecte" In English : 'incorrect end of the archive, Echec CRC in random blablabla File corrupted, incorrect end of the archive" Excuse for the translation :confused: I will try to download it again tonight But is there anyone who had the same trouble or is that my F****** old office computer ? Tks a lot I've done it correctly, that was my computer thanks at all |
It's been a long time and I don't know what to answer.
The Field Radio: You'll get it when you do the first "capture" mission for Tang. In this version it only uses the mainconv of the Mayors but I have already made a new version with new functions and a much better overview. The Assassin's Creed mission: The issue has been fixed and was only with the "kill them all" option. If you choose sniper, sapper or poision instead it should work, and you can still kill them all after the main target is dead. |
Yay! Entering hostile zones stealthily, equipping defense units...
R@S,
I'm very happy to see your return to this thread. Been missing you man! :grin: Not that you have to be here all of the time, but when one witnesses a certain pattern of responses in relation to time, one develops a type of "forum-rhythm" and when that gets disrupted... Well, worries begin. It's just good to know that you're alive. I hope that you agree. :) In regards to getting missions from Tang, I have yet to even encounter Tang. My playing has been pretty sporadic due to a tremendous increase in work load. I'm preparing for school, and I'm teaching in four different classrooms at four different buildings (as far apart as 29 km!), and just one of those rooms took 120 hours to get it ready. I kept a log of it, and if it wasn't for the very hard work of my parents, sister, her two boys, and especially my wife, there wouldn't have been a chance of my being ready for the first day of school. I am very fortunate to have a family that's so willing to make such huge sacrifices on my and my students' behalf. :grin: And then there's my college work... :( But that's another story, so... ------------------------------------------------ I need some tactical advice when entering areas that are hostile to me. Generally, these are regions that have been previously conquered by me, but are then taken back. A lot of my time has been wasted due to entering a hostile zone, to find that, at the best, their backs are very temporarily turned away from where I'm spawning, and then I basically have to keep my squad in place and just have them open up as quickly as they can with high heart rates due to them being intimidated by all of the enemy. Isn't there a way to enter a spawn zone with high stealth, while also not triggering the rapid heart rate response due to being "surprised" by seeing enemies allover the place, when one would assume that your squadmates would expect to see them there? What's the best way to enter them from the global map to maximize a stealthy entry? In general, I've noticed that the global map appears darkest at around 22:00, as none of the region is lit by a faint blue glow, which is obviously the moon. Is there a stealth bonus if I were to enter a zone before the moon's light reaches said region? Also, I noticed that even if I slow my vehicle's entry to its most minimal speed, there's no stealth bonus. So, for a $100, should I leave my vehicle entrusted with a nearby bartender, and then as one gets near the desired area, enter the region by foot as slowly as possible, or...? If I conquer a region, and choose NOT to spend $5,700 to draft a soldier one unit at a time, how long will it take for a defense force to develop on its own, that's if a region is even capable of doing that? Does it add a soldier once every day, up to a certain maximum, or...? I'm assuming that one's finances plays a role in this, and if it does, how can I go about actually increasing it? I realize that when one talks to a mayor that one can raise/lower the budget, but does that indicate the actual amount of money that's flowing into the region? If not, how can I determine the actual amount of money that the region has, and how can I go about trying to boost its income? I've drafted two units into a defense force that I plan on sending to a region. How much control do I have in equipping them? Could I, for example, "drop" a suppressed and scoped M4A1 onto/near a unit, and he'll automatically pick it up for later usage, or...? And if that's doable, should I assume that I should supply said unit with loaded magazines so that they can reload in the midst of battle, or...? Sorry to hit this thread with so many questions. But they're there so I'm asking them. :) Thanks in advance for any advice! :) |
R@S, thanks for your great work on this game!
I can see you will be a game developer one day |
Kyle, no offence but I think you are expecting alittle too much of this game :) You are testing things which are really too complex for this game in which you were meant to get jobs and complete them.
The conquering thing isnt even really worth doing, its just a money drain. The campaign is the real aim to the game, not conquering cities, unless its a specific quest. NPC's never pick up weapons on the floor, or at least I have never seen it happen yet, unless its their weapon that was shot out of their hand. I dont think there is a way to be sure that you steathily enter a city, its just chance as to where the enemies are located. |
Xiola,
Part of the problem with the questions that I ask about the mod is that I have never played through the game even once, with or without a mod. That puts me at a disadvantage when trying to think through in-game issues. R@S is aware of this, as I informed him of it right at the front of our PM exchanges to one another. I appreciate your response though, as it infers to me what the game engine "was" and "was not" designed to do, although I think it's fair to say that the game was released in a state with a lot of potential "wases" not being finished, or ironed out in regards to having bugs removed, leaving a number of features as "almosts," if you get my meaning. I also think that it's safe to say that R@S has done a lot to take a number of the "almosts" and made them "almost theres," which is a boon for us players. Who knows, maybe one of my questions will lead him to think of a new approach, and before you know it, he'll have tugged out another miracle from the title. My plan, unless R@S should inform me otherwise, is that with the next release, is to stay strictly to the missions till most, if not all of them, are completed. Then I'll go around conquering territories. It should help a lot that I'll have a full squad by then, with access to an enormous amount of resources. And in regards to AI picking up weapons after they've lost their's... I'm 95% sure that I've seen police pickup weapons that weren't initially their own, for example, changing up from a shotgun to a MP5. |
Entering hostile cities
There are several ways to do this, you can wear enemy uniforms and they wont turn hostile directly and that gives you a few seconds to clear the immediate area. Or you could rush for cover, it's what I usually does. Try entering through the spawn point nearest to the hospital, that buildings gives you many options. You can go inside, up on the roof or use the corners to wait out the enemy, the aim-at-point function will save you in those situations. If you want to use dark as cover, the time between 00 and 03 is the most effective. Militia will be "grown" if your funding is big enough, but it takes time. How fast depends on reputation and how much funding your militia has. I dunno how many militia men you can have in a city, I've had 200 when I set the funding to max and waited a few weeks. There is however a limit to how many militias there can be in a loaded city, which is 35, all else is regarded as patrols that will attack the city if an enemy patrol captures your city. The AI doesn't pick up weapons the player drops, but it does pick up weapons fallen comrades drop and I think also their enemies' weapons. |
nsc and enemys pick up any weapon, i have seen that for sure. and if i am not misttaken it is writen down in the booklet of the game as a warning...
as for conquering hostile cities: i have done so out of mischief or amusement numerous times. here are some of my strategies: first find a secure area where you have good sight but your oponent doesent. meaning in short house fights!!!! the KI is to dumb and also you get much better work out of grenades when fighting inside... to do so i try to get my squad generaly inside a bar. the bars are all built the same. i position only my team on the ground lvl because when it gets to achieving unrealistic headshots the enemy is alwas better... and on the first floor the oponent can only see your head when you are crouching... on the groundfloor i position mostly two soldiers at the rear entrance facing the door and being not seen through any windows. normaly windows are not seethrouable by the enemy but the get smashed sometimes... one soldier is locatet at the toilet as backup for my other soldier located in the main bar room. if i got more soldiers than i put them in the Corridor that leads outside the main bar room. the guy in the main room is my char, also my main fighter. after every one is in their position and secure i await the incoming enemy. they will! get into a sloughterhouse. works always infailable. after the initial wave of suiciders is drained he (main char) gets out hunting. i prefer silenced weapons for this. all german weapons (HK XY) are good for that early in the game. if you face more than one enemy together be sure to kill firstly the one thats facing you with a claer headshot. the other one wont be bewildered most times, also if he is alarmed then he still has to turn around and thats costing allot time for him... one a side note: if posssible and my weaponry allows for it: a fight in a hostile city is far easier if you are on your own. the more mebers you have in your team the more you have to control. so if you plan to attack a hostile city then go alone. and as r@s says save often^^ hope i could help..... |
Thats reallyt interesting, Vader, as my strategy is completely the opposite.
I try and engage the enemy at long range using fast auto snipers or assualt rifles. Each of my team has a pistol,mp5 or P90, an assualt rifle such as the tavour or HK416 6.8mm and a fast firing sniper such as the g36 sniper version(forget its name) it has a to ready of .31 and accuaracy of 71. I try and pin the enemy down with my assualt rifles while my snipers aim their shots and fire. Seems to work good for me :) I like having 6 team members as it gives me more options in a fire fight. I hate indoor fights at close range as I always seem to get caught by grenades :) |
for sniper weaponry i strongly recomend the range of stefan uribe from cali cantinos. he has a silenced 7,62 and a russian equivalent sniper rifle all silenced and rather quick. i have to give it to you that the sniper g36 is the fastest siper rifel in the game, but since this cant be equiped with a silencer it is pretty useless in the game. since every enemy (regardless Fighter or thug) has a gps spotter and nightsight and a radio to get alarmed instantly when someone is loudly inhumed, giving a clear shot unsilenced is tantamount to alarming the whole crew of his fellows...
but when you aim and shot a silenced weapon then eaven in the night you can switch off sometimes four or more enemies on one spot. my favort weapon for this is the norinco (7,62) it has but a capacity of 10 rounds but the are well placed and deadly as hell. she had about 85% accouracy, and that is as i recal the best silenced one in the game... |
Randomized additional entry points...?
Interesting feedback on addressing hostile towns. I'm happy to see that there is a time of night that's superior than others when attempting to use concealment to the maximum.
Also useful is the interesting tidbit that a location can have 200+ units assigned to it, but that only 35 will appear when a map's reloaded. The others are "patrolling" in the region, which is a clever explanation for the engine's limitations. Thank you all for the feedback. I too use the interiors for most of my engagements, but since so many of the enterable structures are identical, it starts to feel sort of like a rail-shooter. I want to be able to utilize the inside and the outside simultaneously, but the AI seem to have the eyes of a hawk and simultaneous communications with one another. As was mentioned earlier, if an AI isn't killed immediately, it seems as if all of his buddies know exactly where you are. R@S, do you think that it would be possible to supply some extra entry points to the maps? I'm thinking about having them located in areas where it's more unlikely for AI to automatically spot the squad. Too many of them are located RIGHT UNDERNEATH STREET LIGHTS, and who, in their right mind, would decide to infiltrate there? For example, Porto Viejo could have additional entry points at: 1) either end of the beach since the squad entered by walking along the shoreline 2) in a dark alleyway, since the squad negotiated itself through the city by deliberately staying on the routes with the least lighting 3) or, for a sizable amount of money, a NPC could be supplied near a bar who will see to it that the squad is smuggled into a region in the back of a truck. If a map has a number of trucks present, then an entry point can be assigned near the tailgate of a truck, and to make this even more interesting, this entry point could be randomly assigned to wherever trucks are parked. 4) Perhaps supply one-three randomized entry points at ideal locations, such as a park with heavy foliage and nearby walls. 5) Entry points available near sewer grates (if there are sewer grates available, I can't recall right now if they are). And so on and so forth. Anything that avoids having just the entry points where they are now would be an improvement. In my opinion, the default entry points are just too obvious. |
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Kyle I feel that adding more spawn points, ones that gives you cover, would make the game too easy. As it is now there is a random element when you enter a town, and that causes you to alter your tactics accordingly. If you have a safe place you'd use the same tactic all the time and the game would become tedious after a while. I want the game to continue to be challenging, forcing you to try different tactics and evolve ones you already use, that way the game never gets boring. But there could be a compromise. When working on the Field Radio I discovered that I could add a spy to the game. You could use that spy by sending him to enemy cities, and through the radio you could find out how many enemy defenders the city has. This spy could be used to "smuggle" you into a city for a fee. But I fear it would be too easily exploited and I would have to add a hefty cost to prevent it. I'd have to think about it further. |
Hello r@s,
well it´s me matze, yep the one who done the mister sister pic^^, and i still love terrys books to no end^^ if we would set the entry points somewhere else, the points kyle mentioned, the game would loose one major factor: frustration. dont get me wrong, normaly i would do anything to get rid of frustration in real life. but in this game when i get frustrated it shows me one thing for sure. my tactics arent worth to beat the enemy. i think we need these signs, the are to me like a slap against my head. the motivate me to try harder. and a valid point of kyle was that if you stuck to your tactics for ever the game runs like a train and gets boring. ever since the classsystem was forged^^ i went full sniper. it changed completly my few and my tactics. a whole range of guns now is more interesting as before. when i have completed my my current sniper carrer, then i want to go from stealth to screaming gunner^^. and then the range of mgs is in my reach^^. the game is faszination pure... i havent seen another game that kept me for so long. on another side note: since i still recall that r@s you where working on the ARM project: sometimes i miss one mission that wasnt developed. since i´ve read the metro 2033 book i imagened one situation. imagening to hold your fort. meaning an oncoming rush in bible conditions has to withheld. imagine in waves for instance twenty ore more tamgos running, yeah running i said, and you have to really burst the waves^^. in the game we now have some truly wonderfull sniping mission, but sometimes in the wee hours^^ a man/or a woman wants to go beserk^^. these oncoming wave mustn´t be wielding fierce weapons youst sheer mass would suffice... i think that would be fun^^ so long, lost my red thread^^ |
About new spawn points...
R@S,
That's pretty cool that what I basically proposed could be incorporated into using the field radio. I agree with you that the intel should come with a price. I can "sort of" understand having to be forced to use tactics at the same old entry zones, but... The default four spawn points are almost always on the main thoroughfares, most of which are brightly lit at night. Now, I can understand perfectly well using these spawn points when casually moving through a region, but to use them for infiltration and assault purposes? I don't think even the Three Stooges would pick those spots. It just seems far more immersive to me that new entry points/methods be added wherever it's strategically and believably sensible to do so. Those new points could be randomized, so that they're not always available when the Player is about to enter a region, forcing the Player to make more challenging decisions. A $ price tag could be added, so that perhaps only The Best of them are available if money is put in the pocket of a nebulous spy working on your behalf. However, having to pay a hefty fee every time seems unrealistic to me as well, but could occur every now and then just to keep the Player on his/her toes. Heck, said spies could be an asset as well as a deficit in another way: perhaps they could be caught, captured, and held hostage by the enemy. Whenever this is done, any other potential spies in the ENTIRE game-world will STOP working for the Player until that captured spy is safely rescued. Spycraft is dangerous work, and one wants to be sure that the person that one is working for is not a double agent, thus the need to rescue those who become captured before anymore spywork is done on behalf of the Player; they want to ensure that they're not being betrayed. There are other ways that this capability could be limited, such as assigning random patrol routes for the enemy. For the life of me, I've yet to enter a map ("friendly" or not) that has patrols. Weird! If this was done, even the "best" location could be quickly compromised by a patrol of 2-4 enemies who just happen upon the scene, or come up on the squad's back as they move deeper. These random patrols could also be spawned at random times, and at random locations, perhaps entering at, or near to, these new entry points for the very sound reason that these key spots SHOULD be patrolled due to the vulnerabilities they present to those who occupy the region. Randomized traps such as mines could be set near these areas. And the list could go on... Using the default entry points may chronically force tough and desperate tactical decisions, but they're almost always the same, and again, those entry points are sensible for friendly regions, but not hostile ones. By opening up more entry points/means of entry, one not only deepens immersion but also opens up gameplay. This game is challenging to me nearly all of the time anyway. Even when I happen into a random ambush as I travel from Point A to Point B, and the enemy are far away and they've yet to determine exactly where I am, so that I have a great advantage, once the shooting begins, even my best laid plans are to the wind. And that's with everything in my favor. If randomized patrols were added along with the new entry points/means, I'm confident that this would keep the pressure high (even elevate it to greater heights not yet experienced in 7.62), force the Player to fully utilize one's wits, and lead to a very fulfilling experience. |
I'll be releasing the next version in a couple of weeks and this is what I plan to work on for it.
A few new missions, one for the campaign and a few others available whenever the player feels confident they can be completed without too much loss of life. I think a jailbreak mission for Luna would be nice, I don't feel right leaving him in the cell all game long:) I've been thinking about an upgrade function for the cars, like in HLA where you can increase the armor and such, but without the "breakdown" function. I think I'll be using the base mechanic for it and have already removed the >10 reputation limit for his joining mission. I'm not sure yet if there is a limit on how many cars the game can have, every update requires a new car in the ini's. There are now 7 cars, and if I give them all at least 1 upgrade level it would mean 14. I might skip the BTR and FMVA1, they already have enough armor and trunk space, but the others could all use more armor. I'm also thinking of adding more speed to some, maybe increase the trunk capacity of the Ford, GAZ and Jeep at the expense of their speed. It would mean that I would go back to armor levels closer to vanilla and they would be vulnerable if they aren't upgraded, but that's the cost of progress I guess. I'm not sure what to do with the economics of capturing cities, I'm playing with the idea of adding a tax function for the Mayors. I think it's possible to add a loss of reputation if the tax is set too high, but I haven't really looked into it yet. And there's still the monthly payment issue. If we add a tax, it would be payed out in a monthly fashion and would not help much in the recruiting and maintaining of the milita. Maybe add a bonus when a city is first captured? But I have to work on in a bit when time permits, and due to all the testing needed, time is not abundant for that kind of tinkering. |
R@S,
Being able to upgrade vehicles sounds like a VERY cool idea. I like it a lot. :) I have no idea how the Hard Life Addon implemented "breakdowns," but even that sounds intriguing to me. "Improve" a vehicle too much in one way, such as by adding too much armor, and it eventually breaks down due to the suspension system not being suitably upgraded to handle the extra load (such as the constant breaking down of uparmored Humvees in the Iraq/Afghanistan occupations). One might have to first wisely upgrade one system before improving another. But I could see where all of this micro-management could get too cumbersome, yet if it was setup so that the potential negative consequences of adjusting a vehicle could be completely avoidable by simply never choosing to participate in any special enhancements, then it would be up to the Player as to whether or not he/she wanted to dip a toe into those waters. Players who are "into" this kind of thing would love it. I certainly would. The upgrades could start out more simply, and with fewer negative consequences, such as being able to swap out the standard engine for something more powerful, allowing a vehicle to travel faster and to carry more weight. The same concerns exist with the larger economics system tied into the towns and cities. Taxation and the like sure sounds interesting to me, but if I had a penny to gamble with, I'd wager that most of the community members would more greatly appreciate an increase in missions and campaigns, both in number and in depth (fleshing them out more, such as by adding on even more possible consequences for the choices one makes). That said, for those who enjoy the more free-form way of playing, expanding on the economy and its relationship to capturing/maintaining territories, would be right up their alley, as would opening up a universe of possibilities by adjusting their vehicles. Happily for me, I like it all. I'm just surmising what the other members may be more itching for. Like more entry zones and randomized enemy patrols (subtle hint, REALLY!). :grin: Have to go. Studying to do. :( Go microeconomics! ;) |
The vehicle breakdown system in HLA adds the necessity of fuel and a chance that the car will stop working when traveling. There are several spare parts available, like new tires and exhaust pipes and what not. The player needs to refuel, change tires and stuff like that. Personally I never liked that system and that's why I chose not to do such a thing.
The new car upgrade script is complete and tested. You can upgrade the Ford, Willies, GAZ69 and Hummer 3 times each and the Ural, BTR and FMTV 1 time. The upgrade inreases armor, trunk capacity and speed. The tax system is almost done, I'm about to start testing it more thouroughly to check the balance. This is how it works, first you need to set it up with the banker, he'll be the one collecting it in an account at the bank. You'll get your taxes every day(I might change that to once every week), just withdraw the cash if you need it, or move it into your other account and get some interest rate. I might set it up so that the tax money gets added to the player automatically, to minimize micromanagement. Or I could let the player choose with a dialog option at the banker. There are 3 classes of towns and they pay a different amount of tax. Cities with civilians pay most, locations with special income pay middle and Bases with only guards pay least. You can only set the tax rate globally, you can't set a rate to an induvidual city. There are 3 levels, High Tax, Normal Tax and Low Tax, the High Tax rate decreases player reputation in the cites while the Low Tax rate increases it. After some testing I'll start adjusting the tax rates to find a good balance. Then it's time to start working on some new misssions. |
Tax system, corruption, micromanagement...
R@S,
The vehicle upgrade system is done? Nice! I too would have to agree with you about changing flat tires, refueling, and whatnot as it was implemented in HLA. That level of micromanagement is usually very tedious. As is having to stop to feed oneself and one's comrades. There are very few games that can pull that off without it feeling like an absolute chore; STALKER being one of them. I think that one of the reasons why it works so well in STALKER is that one's traveling in an intermittent hostile environment. If a radioactive blowout occurs, and one's hungry at the time it happens, then there's a good chance that one's not going to make it in time to a sheltered area when the radiation starts really pouring out. In terms of handling taxes: I like that the taxes can be set at three different levels, and I appreciate the fact that different types of areas will generate different levels of revenue. Nice and sensible. While taxes may be collected daily, I too am leaning towards the notion that the newly generated funds are only made available to be used in the economy once a week. This could be justified by the accounting that needs to be done, the transference of funds, auctioning off of repossessed property for citizens who are delinquent in their taxes, etc. I have a mixed reaction in regards to whether or not the taxes are automatically added to the Player's own account. On one level, that would reduce micromanagement (one account versus two), but on the other, what if the Player desires to have the economies to be able to run rather autonomously, with only occasional direct interactions? In that case, having two accounts would be less micromanagement than having one. It might be interesting to add a level of realism to the tax system in this way: corruption. It would require the player to think through about "withdrawing" tax funds for his/her own direct personal usage. Yeah, taxpayers tend to look down on such behavior. Perhaps a dialogue tree could be setup with the bankers that whenever the Player decides to make a transfer from the public to the personal, he then has the option of giving the banker a bribe. Successful transfers will always be equated with giving the banker enough of a bribe that he'll go out of his way to use Goldman Sachs his accounting skills to cover up the fraud he's participating in. The bigger the bribe that one gives the banker, the more effort he'll put into keeping the corruption covered up; think Goldman Sachs-level of evilness here. The more money the Player wants to be transferred to his own account, the more money the Player will need to give the banker to do a good job covering up the unethical behavior. There should always be an element of chance of discovery whenever any portion of tax reserve is transferred to the Player's account. The more money that's pulled out of the system, the greater the odds of being discovered (remember though, that if the banker is given a large bribe that it reduces the chance of being detected by the masses because he's worked harder at hiding the corrupt act). I'd also make the inverse of this situation true. If the Player transfers money from his personal account into the tax reserves, then the Player can gain a higher reputation with the taxpayers. I'm assuming that a higher reputation not only results in cheaper prices from the sellers, but also in a higher morale from the security forces stationed there. These injections of the Player's funds would also further reduce the chances of being caught with tax related corruption later. It's amazing how many crimes go unpunished simply because the investigator can't believe that a certain "hero" would be capable of doing such a crime. Now should the Player's corruption be discovered, it would be interesting to have a consequence that's more severe than just a loss of reputation. If it's really bad, a group of rebellious civilian militia could appear that the Player would then have to contend with. As the situation worsens, the size and armament of these rebels would increase, till a tipping point is reached: not only would militia be present, but they would then invite an enemy-faction in to aide them in their open rebellion. Ambushes on the road would become more frequent, and so on and so forth. Couple the odds of this happening based on the tax rate in a region, and one could have a real powder keg of a situation. Getting caught in corruption's bad enough, but imagine how much worse it would be if taxes were high preceding and at the time of being caught! Yeah, it would be easier to recruit rebels as the insult to the people is worse. What I like about this taxation system is that it acts as more of an incentive for the Player to partake in the open sandbox elements of the game. A Player who may never have thought about conquering a region would certainly be tempted to do so now. Thoughtful tension. I like that! :) Keep up the good work. More exciting advancements are on the way, and I can't wait to get a crack at them! |
I've got a question about modding the mod and outsourcedconfig.
I remember that at some point it did nothing, and wasn't used, or at least some of the options in it were broken. I was wondering: if I modified the min/max time between random encounters will that actually work? I find that it if I'm bored and looking for a fight it takes too long for someone to pounce on me (or so they think). In addition to the question of "does that actually work", I was wondering if it required a new game, or if changes to the file affected saved games too. |
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The new tax system is complete and as I mentioned above I have started working on the random encounter code. When you encounter a bandit patrol 2 things can happen. You'll get ambushed or you could ambush them. The chance of you getting to ambush them is based on your camo skill. The higher camo skill your team has means you get to choose if you wanna fight or run. I think I'll try to add a "Can See Player Team" check when you ambush them and they wont go hostile until they see you or you shoot at them. On some maps this means that you'll have time to set up "real" ambushes with tripwires and choke points and still have time to find the higher ground:) Oh, and testers for the new tax system, fixed field radio, car upgrade script and some other new stuff are needed. Let me know if you have time. |
Hi all. I'm in the BSM custom missions where you have to goto the old mines and kill the jingo's. After doing so I talk to the jingo seargent and the game always crashes when I follow him. It looks as if a cutscene is trying to load and then crashes. Anyone else have this or know of a fix? Thanks.
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Please make sure you have all the files from the 3 map pack archives in your 7.62\Media.pack\ folder. I think you're missing the Bunker_SLevel.azp, Bunker_SLevel_geom.mesh or Bunker_SLevel_phys.mesh files.
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Hello,
i have big trouble with the Dl of Mediapack 3. Eight of ten times the download will not even start and tell me no connection could be established, and when i get it to start it stopps at around 70-80mb istead of the 148mb the package should have. Keep in mind that the first two packs worked like a charm for me. Help? |
@ JackintheBox
I've encountered the same trouble (80Mo instead of 148Mo) The archive was corrupted because the download was wrong but ended. Try to DL it on another computer (it has worked for me) I think the problem is about Mediafire. But I've now DL the BSM 1.3 Tax addon and all was great about the files. @RAS I'm not an experienced 7.62 player but I've played for a long time. I don't know much about ingame code but if I can help you about BSM I'd be proud to contribute to one of my favourite game. So how can I help ? Thanks Nat |
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It is a bug, and not corrupt install since I had exactly the same thing happen. Everything was OK with all other aspects of the MOD, apart from the known 'kill them all' at the training camp mission.. |
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They came from Media Part 3 which had troubles in download (corrupted archive). Check in your 7.62 folders if you have those ones. But I don't know if it is the solution for THAT crash. |
"The Jingoes" mission was buggy in the BSM 1.3 release, but only when you talked with the Librarian in Sagrada. If you asked him to take you to Rob Yu the game would crash when the loading of the underground map was almost done. This has been fixed already and is part of the TAX addon. But if you fought your way there instead and asked Trip Yu to take you it should work. If not the issue is most likely missing files in the Media.pack folder, you can find out which files in the log file.
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@All
Yeah i thought it was a mediafire issue, i tried dl´ing the whole day and after many attempts it worked correctly. So im enjoying the current release very much, big up 2 all the people who made it! As ive heard something about the "training camp-kill em all" bug, i wanted to inquire what that is? Im already at the Blue sun quests and have to deliver some photos right now. When is this mission comming and how to deal with it proper? thx |
You're given a series of missions to assasinate people, culminating with a guy in a training camp. You're given a few options like "I'll give you some mines to plant" or "here's a sniper rifle, shoot him", and one of them is "just go in and kill everyone." If you pick the option to kill everyone the mission won't complete (as in, theres no recognition after you kill the mark).
The solution is to just pick one of the other options, and then kill everyone. It doesn't matter what you say you'll do, as long as the guy ends up dead. So if you want to snipe him, you can still say you'll do it with mines. Basically, select any option other than "kill them all" and then do the mission however you see fit. |
Thx 4 the Info.
I was given an interesting rifle for choosing the sniper option, though its kinda weak. Regardless, i killed all the guys without a problem and the support group fell victim to my pistol/mp´s and a well placed RPG :grin: . T´was a funny fight alright. Strange thing though, i reloaded a save halfway through the battle(had to quit) And it was corrupt(CTD) all my quicksaves and normal saves during the battle were CTD causing(reproduced several times). The save i had just before i fired the first shot was totally fine. Maybe this is usefull info for R@S? Another question though. I seem to be unable to trigger the encounter for my base trader. I have the base for some time now, CGL is 7 and all i get is damn bandit encounters. If i get attacked at all that is. Was this altered in the mod? regards |
I'm not sure what triggers the trader. My last play through (I think it was BSM 1.01) I didn't see him until pretty late, CGL 10 or so. This time I ran into him at CGL 3, so it might just be random with a large variance.
I did notice this time that I ran into him near the Palinero/Algeria border, but I'm not sure if that's a trigger or just luck. |
Adancing CGL too faster
Hi everyone !
I encounter a strange trick. I recently dl BSM tax addon 1.3 and now I play with it. I'm now on CGL 2 and I've taken the Army Base (near Campecino I think) thanks to Mr Lond! But when I've finished that mission, I came to my new base and talked to te "Mayor" there. And surprisingly my CGL came from 2 to 8 in 2sec. What's the matter ? Thx Nat |
finally i downloaded the mod, but, some how i get an error when running the Bat file in the unofficial patch. I did run it as administrator :( it crashes my game when running it :(
any clues guys ? |
@Nat
I'm aware of this problem and have already fixed it. There's a automatic jump to CGL 8 when you talk to a Mayor in a city you control and I forgot to make a work-around for the Army Base one. @DAn88 Follow the instructions in the OP and there shouldn't be any problems. If you want any more help you need to describe your problem more, or try reading the threads in this forum, there's a lot of info there that might help you. |
@ R@S => Thx for your quick answer. Shall I supose that'll be fixed in the next version ?
@ DAn88 => I've had the same problem. To fix it I had installed 7.62, unofficial patch, BSM mod 1.3 and the Tax Addon and FINALLY i've ran the patchme.bat (without administrator request) and all is working very fine. But it seems to be a problem (or not ???) with patchme.bat under win 7. Because when you run it in admin mode it says that "no "file.a" nor "directory.a" found in windows/system32/blablabla ...." That was the error message I had when I first try to ran it as it is said in the readme. But it doesn't crash when you run it without admin mode. In the same way I had to run it at the end of the overall instal because when i run it just after installing unofficial patch some files I had to replace with BSM 1.3 or Tax Addon were missing or hidden because of that famous Patchme.bat. Is that normal ? Nat |
ok this is how i had my files installed:
C:\Program Files\ 1c Comapyn\ 7.62 now this is how I installed it: C:\ Games\1c Company\ 7.62 Im going to see if it works, Be right back guys. ok im back, i ran the batch file without administrator and it worked :D. Next I copied files to 7.62 (the blue sun mod) i replaced few things since it asked. Next what exe. do i use to play the mod, i Notices an ico with BFX ? |
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"BFX.ico" is just an icon. Dunno on what it works. R@S must know. |
Since i have about 6 different installations of 7.62 on my hd I use the BFX.ICO on the shortcut to my latest build of the mod. Since it's a very small file I've left it in the mod for others to do the same.
I'll release the next version in a week or so, I think the testing period of the global economy has been long enough. We'll see if TodeswolF is finished with the new uniforms, if so I'll add them to that release as well. |
Hi R@S!
Please to meet you again ! To me Global Economy is working very fine. Just one thing or two : is it possible to increase/lower the benefits percentage of the player account (depending on how many cities/bases he owns for ex.). If I'm right this is a 2% per day (or month can't remember). Could it be variable depending on the player properties or the global economy health of Algeira / Palinero ? (trades benefits, number of units in locations, taxes rate ...) In the same way, why is it so important to have two bank accounts (i.e the tax account and the private one). Would'nt it be more simple to just have one? The same for the whole economy ? Maybe it could simplify the global economical management ?? Last idea but it's a minor one : could you make something in order to make the 2 or 3 weapons manuals usable? (like Stephan Uribe does but only on a few weapons as it was with BE5) I mean maybe your base Mechanic could do that. Because now you can encounter him earlier in the game than Stephan Uribe if I'm correct. In two on my three differents games he was in my base earlier than Stephan. In the third I've only the Fisticuffs mission done. So that you will have the chance to improve a few of your weapons a little earlier in the game. So you'll be lucky to have slightly better weapons. Maybe it's too hard to increment to the ingame code. Dunno. But I really liked the mechanic job in the smuggler airport in BE5. Finally I wan't to thank you for adding locations in the Palinero area. Before I had found it very empty and that would have been a pity not to use this area.:wink: Those ideas / propositions are just my two cents. Maybe it's impossible or unfair (because of the ingame economical/weapon balance). But I would have felt stupid not to ask to you for it :mrgreen::mrgreen: Thanks Nat |
Hey Nat, right back at you:)
The interest rate at 2% is as high as I'm willing to go, any higher and the game becomes too easy at the end. As it is now, the player needs to take part in some defending of sectors to get money, and that's the way I like it. When I did the new global economy I played with the idea of having the tax money deposited directly into the bank account but decided against it. Since you pointed it out I have now added a dialog option, similar to the auto-payout which does just that. Now the player has 3 options of how to deal with the tax income. The base mechanic idea is a good one, but my limited time forces me to put it in the "might do" pile. I think it would require adding some new unique weapons, like mp5, SVD and shottie, but if I find the time I'll try to implement it for a release later down the road. The release that was promised this weekend has been postponed 'til next weekend. I just migrated to Win7 x64 and need this weekend for some more testing. So far I only found a minor issue with the patch, the msvcr71.dll needs to be in the installation folder when the PatchMe.bat is run. I've added a link for it in the Unofficial Patch thread's OP. From reading all the issues with Vista/Win7 in this and other forums I expected a lot of issues and instability with a 64 bit system. I'm glad to report that I haven't encountered any major problems so far. The game is very stable on my system, no weird CTD's or anything. I'll test it more thoroughly this weekend to see if any other problems occur, but so far I've played many hours and haven't had any CTD's so far. Keeping my fingers crossed:) The only compatibility issue I've had was with the compiler for the source code, it had problems with the 64 bit system. It required a compatibility test to run smoothly again and it was no biggie. I must say that so far Win 7 has far exceeded my expectations and the backward compatibility functions are just awesome. |
Hi R@S !
I'm on Win 7 and except for the Patchme.bat trouble i've NEVER encounter any big game bugs nor CTD. Thanks for the Account option. I've found it hard to use with 2 accounts. For the Mechanic, could you just make him improve your weapons as the good ol' one in BE5 instead of transforming completly the weap ? I mean like transforming a Magnum Remington into a Magnum Remington Police one ? Or a Glock 21 to a Glock 22 ? USP .40 to USP Tactical (.45) ? Finally I'll wait 'till you take a decision, hoping the "to do" list will not last long ... ! Last question : What is the max limit of items now in the game (more than 255 I suppose ...) ?? Thanks again for you work !! |
Hi R@S !
can u show me how to adjust Merc's prices ? thanks man. p/s: sr because my E is very bad -.-" ********************************* i can do it ^O^ thanks. |
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how many car i can buy in this mod ?
thanks ^O^ |
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Well, after emptying Cali Cantinos of 113 enemy fighters, I moved out and the game ended that I saved Algeira and all that stuff.
The outro rolled. The credits rolled. Pressed escape, and it kicks me back to the main menu. The outsourced.ini says: Code:
//********* Freeplay-Mode *********\\ |
@ R@S22:
Are there any new's about the next release?! Melthorse |
The 1.4 version has been released, check first post in this thread for download links.
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:grin: :grin: :grin:
Thx & hooray for the new release, just what I needed another time-wasting extended 7.62 campaign. Did you change anything about the additional map files too, or is it enough to just get the updated base archive? edit. ok answer was already in your post, there you can see how enthusiastic I am that this game is still getting updates :) |
Hey there !
Once again : Nice hard work R@S22 !! Hope your Win 7 works nice for you :grin: ! As you've understood, I'm a BE5 nostalgic and I was wondering if it was possible to add the Helicopter to the vehicle list ? The same, is it possible to add a kind of "actual" flamethrower like this one ?? Or a kind of "napalm" thrower or an ammo one which would be propelled by the RPG7 for example ?? A last idea : it would be nice to put some optic on certain pistols (like a ACOG-11 or a 10x40 Leupold). I know that Uribe does that in Cali-Cantinos but he only implement Infinity Scopes on some pistols. I wonder if he could also put some Weaver Rails on some handguns ; in order to have a kind of "scoped" Python Revolver or a modified Eagle .357 with ACOG-11 on it ? The same, could it be nice for a furtive character to add a crossbow ? I think about those two ideas because I try to build very specialised characters (one for the snipe, one shotty, one doc etc.) And I've found that a mass destructive one or a kind of handgun specialist were missing. But I don't know if it's very usefull or helpfull and I thought that it could probably get far of the first aim of the game. Thanks again for the new release ! As Dr.Q said, thats very important and very enthusiastical (spelling ????) to have frequent updates for that game. It makes it lively ! Nat |
Yeah, Win 7 is a real treat, can't believe I waited this long to migrate.
Since there's no graphics or animations for a flame thrower it's not possible, but there is a thermal weapon already added, the RPO-A. As said, no anims but it should be considered as one. If you make the 3d model for the crosbow I'll gladly add it;) And I've been down the pistol/scope issue many times before and always decided against it. 'll let the pictures explain it this time: http://img295.imageshack.us/img295/5056/python1.jpghttp://img714.imageshack.us/img714/650/python2d.jpg The next version of BSM might have some new weapons in it, and some new missions and characters. It'll take a month or so before it'll be ready, enough time to play through this release, I hope:) |
Hey R@S22 !
Thanks for your quick answer. OK, for the Napalm/Flame thrower, and OK for the scoped pistols. I wasn't able to figure out how it was unbalanced and graphically disproportionated. As a part of my job drive me to work a lot with 2D graphics I know how to deal with those kinds of images. But I'm a real asshole with 3D modelisation. I'll try to deal out with my brother for the crossbow. I think he could do it cause he works every day with 3D projects. The same : do you need a static or an animated 3D model for the crossbow ? As I see, for the guns, I assume that it's all static models with a kind of "fire_gun" animation on it. But for the crossbow it's different : the bow moves on when it fires. That's why I ask for the animated/static 3D model. I know that I have to create some bolts ammo for it too. Finally, do you prefer python or blender files ? 'Cause I think he works with blender but as far as I know, some python scripts are added in. Ah and how about the Heli ? Is it possible to take it from BE5 or does it has to be totally re-created ? Thanks again for your work and I hope I'd help a little for one of my favourite games with my favourite mod ! Nat |
3d models for the game can only be exported using 3d Studio MAX 5 with an exporter plugin. It's the only known way to create the needed ACT files. I'm not sure one could use Blender to create it and then import the model in 3d SM to export it to that format. In any case, 3d SM 5 is needed.
As for the crossbow it would have to be a static model, adding new anims is almost impossible. The Heli would suffer from the same issue as in BE5, it would still only move fast while it travels on roads. The whole system is based on the global map TGA file which has a layer that determines speed of movement. The code for it is not available, so it isn't fixable. In BE5 we couldn't remove the random encounters either, but that can be done in 7.62, but is it worth it? I think the 3d model for a Heli is already available in 7.62, several maps has them already so it would be a matter of creating a new OBJ file for it. But since the only thing a Heli would bring is the removed random encounters, and maybe a "coolness" factor;) I would vote against it. |
I'll try to deal with my brother about 3DSM.
Dunno how he feels about it. I'll see. As for the Heli, the stop-random-encounters you've mentionned was the very fact I was thinking 'bout. I mean, sometimes people want to rush out distances without beeing annoyed with random encounters. In many times I was on a rush to a hospital or to finish an ending-time quest quickly before it fails. And many times I was stopped by a 5 or 6 guys ambush that killed my suffering man or lead me to a time gap which was deadly for me. I know that we could set the random time encounter in the userconfig/Bluesunmod.ini but I thought of a middle solution : setting the random time encounter to a "normal" value AND having a solution in case of desperate need for saving/winnig time in-game directly. Effectively, this idea is a solution to "cheat" the random encounters but maybe the heli could be modified in order to balanced well that "positive" aspect ? Dunno what, a very little trunk or a very low HP or both ones for example . Something that makes the player think twice before using it. After that, I'm not trying to put you in my way of thoughts ;). But I was thinking it was nice to give you my point of view. And if this hasn't convinced you, that's not grave. That is nearly your whole work I'm discussing. :) So I respect that you're the one who decides. Thanks Nat |
There was an idea mentioned some time ago regarding a Medivac system. Since I now have added a field radio, maybe it's time to implement it. I'm thinking of having something like Skyrider added, who you can call on the radio when a quick evac is needed.
This is how I would implement it: Once the player has the radio, he'll get a call on it asking for help. A sector is shown on the global map and when the player gets there and rescues Skyrider there's a constant Skyrider dialog option when using the radio. There are two ways to set up the Medivac system, either by having "favors" from Skyrider or a simple "pay-for-service" system. The Favors system would be like doing tasks for Skyrider and you gain favors. It would put a limit on how often you can use him and couldn't be exploited too much. The only issue here is the player car, will it be left behind or should it be available at the Valet. This system is only one-way and the player gets dropped off at the base. The Pay-for-service would be simple for the player, but more difficult for me, my math skills aren't that good:) I think it's possible to calculate the price depending on distance traveled, but it would tricky, coding wise. You could only travel to known sectors, even hostile ones. The player would have to leave his car at the base before this service is used, so trunk space would be out of the question. The player can travel with Skyrider from anywhere to a sector of their choosing. |
That's it.
But as for the car : Could it be lefted in the sector the player is ? I mean : the player call for "Skyrider", it comes and takes the team wherever ya want and you simply left your car ? Some kind of "loosing" it ? It could be a way making the player thinking twice before using it too often ? He'll have to choose between his "full skiled-equiped-paid" merc and his car ? I think it would be hard to choose and that could be the "dark side" of that service ? Oh and I have a last question : would you agree if I find open source / copyrighted free 3D models for one or two new weaps ? Like THIS one ? And what is the exact file format / extensions I have to give you ? Thanks Nat |
I'm not sure what format 3d SM 5 accepts, I never used the exporter myself. But I'll check with people that know and let you know.
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Thanks Nat |
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