Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Fulqrum PublishingGames > 7,62

7,62 Tactical action game, sequel to Brigade E5

Reply
 
Thread Tools Display Modes
  #1  
Old 12-14-2010, 01:19 AM
Joe Kerr Joe Kerr is offline
Registered Member
 
Join Date: Dec 2010
Posts: 5
Default

Nice job on the mod, R@S. I just have one request that would improve it a million fold. Get rid of the aggravating random quests that are part of the original game and replace it with your own scripted random missions. Nothing more frustrating than traveling to a town on behest of a bartender's tip and finding out the target npc refuses to allow you to do their job. Perhaps the mayors would give out courier quests similar to what we have now, but there is a near 100% chance you get ambushed along the way, unless you actually opt to use the stealth / speed slider. The police chiefs could give you a mission that involves rescuing tourists from some kidnappers that set up camp a few kilometers outside the town. Weapons dealers could give you a mission to recover a shipment that was intercepted by bandits and reward you upon its return with either cash or a semi-rare weapon. I am sure there are a hundred other possibilities. I just never want to see a quest giving npc refuse my services again.
Reply With Quote
  #2  
Old 12-14-2010, 01:44 AM
Kyle Kyle is offline
Approved Member
 
Join Date: May 2010
Posts: 150
Default

Quote:
I just never want to see a quest giving npc refuse my services again.
I would caution getting rid of this altogether. I can think of plenty of scenarios where a Person A wants something to occur with Person B and when one consults with Person B, he/she says "No way." It happens all the time in real life, and while such occurrences are frustrating, they happen.

On the other hand, when these circumstances do occur, let's hope that it's never due to a bug. No, those definitely have to be remedied.

I think that what would make refusals more interesting is if the refuser counters with dialogue that offers different options, or twists on what was believed was going to occur when the mission was first taken.

Some of the best dramas I've ever seen have centered on such scenarios. Pick almost any Spaghetti Western film and they almost all orbit around such conceits. It made Clint Eastwood and the late great Sergio Leone multimillionaires, so, if it's good enough for them, then why not everybody else too?




Any opinions on the CBJ MS which I mentioned above? It really is a remarkable system. Flexible and about as efficient a system as I've ever read about. And that's from system performance to field stripping.
Reply With Quote
  #3  
Old 12-14-2010, 10:06 AM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

Joe, I agree with you that the random quests are buggy, and especially the one with the package of drugs(RQ 10). There are some events in the script for that one that are tied to another random mission, the seventh, and I suspect that's a mistake from the devs. This means that these lookup events keep occurring until the player does the seventh random quest. I never do the random missions when playing, the game becomes more unstable if you do. I've found some errors in the code that could explain this issue and will fix it instead of removing it.

There are several other ways to implement the smaller missions you suggested, but for the time being I some other things that needs doing. But I'll put it on the to do pile

Kyle, even though it's a Swedish weapon I'm not sure it's the right fit. The weird caliber means it would take 2 or 3 of the limited number of clip and ammo slots left. It's too much for another SMG, the game has plenty of those as is.
Reply With Quote
  #4  
Old 12-14-2010, 12:27 PM
Dr.Q Dr.Q is offline
Approved Member
 
Join Date: Jun 2010
Posts: 39
Default

Concerning the random quests, the mod already has something to remedy the situation.

The solution is to reset the quests on offer through the barkeepers shop menu. Then give him his tip, and if the there's no mission in town repeat the procedure. I've taken all cities with random quests to +100 relation without any negative side effects on the game.
The only thing I noticed is that on a few repeated fed-ex quests the journal entries don't work right and stay on in the journal, but the quests still work.

Progress is quite quick because all the traders are eager to hand out the 'hoodlums' mission once (and mayors the 'fugitive gang'), which give a good boost to standings and enable most other quests for the town in question.

A possible solution to do this more comfortably could be to edit the quest files so that with low standings these missions would be given higher preference. Or maybe the barkeep (for an extra tip) could always generate a quest for his own town... Certainly better than trying to give a high-level quest and getting the 'you don't look the part' reply
Reply With Quote
  #5  
Old 12-14-2010, 07:08 PM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

OK Joe Kerr, I made a new entry in the BlueSunMod.ini where you can turn on and off the reputation setting, if turned on it will bypass the reputation check. I'll leave it as in vanilla so you'll have to change it in the ini file to use this new function/cheat I hope this was what you wanted.

I also fixed the random quest 10 issue, hopefully it will fix the stability issue if doing too many random quests. I would have to go through all the code looking for other issues to be sure, but I don't have time for it right now.
Reply With Quote
  #6  
Old 12-14-2010, 11:02 PM
Joe Kerr Joe Kerr is offline
Registered Member
 
Join Date: Dec 2010
Posts: 5
Default

Quote:
Originally Posted by R@S View Post
OK Joe Kerr, I made a new entry in the BlueSunMod.ini where you can turn on and off the reputation setting, if turned on it will bypass the reputation check. I'll leave it as in vanilla so you'll have to change it in the ini file to use this new function/cheat I hope this was what you wanted.

I also fixed the random quest 10 issue, hopefully it will fix the stability issue if doing too many random quests. I would have to go through all the code looking for other issues to be sure, but I don't have time for it right now.
Wow, thanks so much, R@S! I'll make do as Dr. Q suggests for the time being until your next release.
Reply With Quote
  #7  
Old 12-15-2010, 02:51 AM
Nat_Crelk Nat_Crelk is offline
Approved Member
 
Join Date: Sep 2010
Posts: 69
Default

Hi everyone !

Firstly, I was wondering if the Kyle's CBJ MS couldn't be set in a pre-existing ammo/clip such as the one for the MAC-10 in .45, in 40S&W or the closest performance caliber?
Ok, that's not the real calibre of that gun but if there is an ingame ammo/clip limit, why couldn't it be using some existing ?
Or, instead of that, maybe you could remove one existing clip to replace it with one new (I'm thinking about the glock 22 (40 S&M) 15-bullets clip because a slightly larger one (17 bullets) is already existing) ?

Secondly, to R@S : what are the changes you applied to the weapons ?
New ones, modifications and overall, have you deleted some older equipement or weaps ?

Thanks

Nat
__________________
Remember to breathe just before pulling the trigger !

Last edited by Nat_Crelk; 12-15-2010 at 03:05 AM.
Reply With Quote
  #8  
Old 12-15-2010, 10:23 PM
R@S R@S is offline
Approved Member
 
Join Date: Apr 2009
Posts: 560
Default

There are a few clips that could be removed and not missed, the wide variaty of mini-14 for example, but I'll hold off on removing anything until it's absolutely necessary. And the CBJ MS would have to wait until I have time to actually make it.

I've mostly made accuracy changes to SMG's and carbines to give them a proper place in the game progress. As I've said many times before, I'm not that interested in realism, I want a fun and challenging game experience. But luckily there are people that are interested in realism that are working on realistic setting for those who prefer it that way.

So far I've added the Masada/Bushmaster and 3 versions of FN-SCAR 6.8mm. I've been working on a new model for USP .45 but have put it on the back burner until I have time to work with the textures. I have also worked a bit on the FAMAS textures giving them a darker shade that IMHO makes them look better.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:52 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.