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Old 09-19-2010, 01:45 PM
Dr.Q Dr.Q is offline
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Join Date: Jun 2010
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Quote:
Originally Posted by R@S View Post
The alternative WEAPONINFO is for those wanting to try something different, if you don't like it don't use it. And if you don't like the standard BSM one either, make your own
Nah, the standard BSM one is pretty good. It's just that the alternative/realistic one is screwed up. Like the shotguns with long stocks are as fast tiny pistols, way too long optimal ranges that don't correspond to the map size, no difference (recoil time) between heavy and light calibers. More bugs are like the SUM pistols have all lost autofire, but you can buy a full auto USP in the shop etc...

Returning to the standard files, there are still a few funny values in the ammoinfo file. Like the plain .223 having way too much penetration. I've already got the more descriptive files out of BE5 to change those things though...

Quote:
Originally Posted by R@S View Post
As they say, assumption is the mother of all screw ups, and I surely made one here. I knew that when you visit the doctor and heal your merc, the health skill reverts back to the setting it had in the INI file. I assumed Health was the only parameter that did that, and boyo was I wrong. There are others that do the same and I've removed them from the decrease list to avoid the problem. I might even remove the decrease option all together, but haven't decided yet.
Yes, this looks like it needs more testing

Quote:
Originally Posted by R@S View Post
You're making a mistake if you think that a 100 point in a skill or parameter is much. The roof is actually 250, and when you get 200 points, that's when you should consider it high. But then again, if you don't like it, turn it off in the BlueSunMod.ini file.
The roof is on fire when it hits 255.. the designers didn't intend the skills to go much higher than 100. For ex. with my Stamina 100 fitness monster, it's merely like turning on the corresponding difficulty option... not very exciting.

Quote:
Originally Posted by R@S View Post
If you think 250k is a lot of money at CGL 5, you need to play a bit more. Once you reach CGL 7 you need ~150k for every sector you capture, the cost of militia to hold it will certainly drain your resources. It takes more than a month to regain that capitol through taxes, so you need a nesting egg before you even consider holding a sector.
Yeah I'll have to get that far - time's never enough but I really enjoy this
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