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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 10-03-2011, 12:42 AM
tristeau tristeau is offline
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Originally Posted by Kyle View Post
I don't know how I missed in the Read Me about how reading the manuals now give a small bonus. So, practicing with guns is still the best way to become familiar with them, yes?
Definitely. Whenever I get my hands on a new gun, I give it to one of my mercs and have them blow through a few hundred rounds of FMJ ball ammo, and it seems as though they are a bit better with them once we enter combat than if I'd just handed it to them. Keep a cleaning kit on hand to reduce wear, and try to space out automatic fire as it will wear on the gun quickly.

Also, having a higher intelligence rating helps: my merc started with an "intelligence" score in the 80's, and I upped it into the 90's. His shooting, sniping, and snap skills have increased at a much higher rate - his sniping went from 25 to 75 over the course of a few heated battles, and now it takes him about the same time to use the scope on the M14 sniper mod rifle as it takes other teammates to aim an AUG or G36k!
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  #2  
Old 10-03-2011, 02:28 PM
kjou kjou is offline
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hi there! just git back to 7.62 recently, and installed bsm right away. great improvement! nice nice.
*spoiler*
having a bit of a problem now, with the "opportunity knocks" mission, which you get at secret harbour.
i got into the so called "sitiuation" with the hk guards and the hk employee. after eliminating them, i seem not to be able to find that prototype weapon. am i doing something wrong?
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  #3  
Old 10-04-2011, 02:01 AM
Kyle Kyle is offline
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Lightbulb "Commence Training" command...?

Quote:
Definitely. Whenever I get my hands on a new gun, I give it to one of my mercs and have them blow through a few hundred rounds of FMJ ball ammo, and it seems as though they are a bit better with them once we enter combat than if I'd just handed it to them. Keep a cleaning kit on hand to reduce wear, and try to space out automatic fire as it will wear on the gun quickly.

Also, having a higher intelligence rating helps: my merc started with an "intelligence" score in the 80's, and I upped it into the 90's. His shooting, sniping, and snap skills have increased at a much higher rate - his sniping went from 25 to 75 over the course of a few heated battles, and now it takes him about the same time to use the scope on the M14 sniper mod rifle as it takes other teammates to aim an AUG or G36k!
For training purposes, I used to fire off about 40-50 rounds before I couldn't take it anymore (this was before I found out how to use the Record feature!). But even knowing how to use Record, and to advance time to x7, it still seems like an awfully tedious exercise of clicking.

Why not have a "Commence Training" command? One would highlight the desired squadmate, and order him/her to practice his/her skills. The game would auto-advance to a future point in time when the training was done. This is already done, but to a much more limited degree, by reading the magazines that one finds. From my understanding, there's a small increase in certain skills related to the contents of what one reads, and time certainly immediately advances to the end point of the study session. Why not use such a system for improving one's capabilities with a new weapon, or to build up stamina, strength, etc., etc.? Such a feature might seem "gamey," but it's gamey now, and just short of waterboarding in the "fun" that it elicits.

The higher intelligence aspect is important, and makes a TON of sense. Jagged Alliance was setup the same way as well.
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  #4  
Old 10-05-2011, 07:52 AM
Badbru Badbru is offline
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Quote:
Originally Posted by kjou View Post
hi there! just git back to 7.62 recently, and installed bsm right away. great improvement! nice nice.
*spoiler*
having a bit of a problem now, with the "opportunity knocks" mission, which you get at secret harbour.
i got into the so called "sitiuation" with the hk guards and the hk employee. after eliminating them, i seem not to be able to find that prototype weapon. am i doing something wrong?
There are three waves of opponents, I think 5 employees in total, have you dealt with all of them?

Somewhere in this, or another thread, the issue with assembling the weapon has come up before. You need to have all of the parts in you backpack and I think ammo for the launcher component, then read the manual, then right click on the rifle component to bring up a menu wherein "assemble the weapon" will be an option. Good luck.
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  #5  
Old 10-05-2011, 03:46 PM
kjou kjou is offline
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ty for the answer. three waves?? i had like one dead suit man, which was labeled hk employee 1. there was no additional wave. whould that be five different encounters, or all on the same map?
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  #6  
Old 10-05-2011, 04:48 PM
Badbru Badbru is offline
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All on the same map.
Five, I think, or there abouts, suited HK employees just like the first guy.
For the two or three times I've done that in BSM1.7 the first lot spawn near the building just up from the river crossing. The second lot spawn in the exit circle down from the narrow path behind a hill near the edge of the map, and the third lot, also by far the most, spawn from way over beyond the intact road bridge.
I think the trigger is picking up a part of the weapon, so go inventory and pickup the assault rifle portion which should be the first bit to drop.
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  #7  
Old 10-11-2011, 08:21 PM
kjou kjou is offline
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i replayed the mission, and this time it worked. thanks again.
now i have a severe ctd bug, while on the convoy mission. i had a few casual ctd's, but nothing i could work aournd. this is rather bad though, since it looks unavoidable.

00:00.000 INFO [0] .\ProjectE6.cpp (410) Application version: 1.11 Build 286
00:00.007 WARNING1 [0] .\local.cpp (24) !LocalTextArray[ID]
00:00.007 ERROR [0] .\Parser\TextParser.cpp (683) Error parsing : '' found, int expected
00:00.416 INFO [0] .\Main3dDevice.cpp (37) 3D device created - Ok
00:00.521 INFO [0] .\SoundSystem.cpp (122) Creating and initializing audio system succeeded
00:01.415 INFO [0] .\Fx\effmanager.cpp (190) Creating and initializing audio system...
00:01.711 INFO [0] .\ZApp.cpp (847) Entering main program loop...
00:06.872 INFO [0] .\LoadGame.cpp (834) Loading saved game: Saves\Fast1.286.azp
00:08.035 INFO [0] .\Engine\World.cpp (427) Loading world 'Media.pack\SPECIALPLACENEAROLVIDAD'
00:13.306 INFO [0] .\LoadGame.cpp (1209) Game loaded.
>-----------------------------------------------------------
> Exception C0000005 at 0x00495531
>-------------------- Call stack ---------------------------

E6.exe 0x00400000 0x00495531

E6.exe 0x00400000 0x004BE481

E6.exe 0x00400000 0x005DEE54

E6.exe 0x00400000 0x004019DB

E6.exe 0x00400000 0x004BE0FD

E6.exe 0x00400000 0x00401040

E6.exe 0x00400000 0x004C9E28

E6.exe 0x00400000 0x004C9E7C

E6.exe 0x00400000 0x00487DE0

E6.exe 0x00400000 0x0040E1F2

E6.exe 0x00400000 0x00405288

E6.exe 0x00400000 0x006C1DF0

E6.exe 0x00400000 0x006CAE4C

E6.exe 0x00400000 0x006CAE7B

E6.exe 0x00400000 0x00492F53

E6.exe 0x00400000 0x006C271C

E6.exe 0x00400000 0x006C477E

E6.exe 0x00400000 0x006BD7E0

E6.exe 0x00400000 0x00533961

E6.exe 0x00400000 0x00517AF6

E6.exe 0x00400000 0x004A4816

E6.exe 0x00400000 0x00517AF6

E6.exe 0x00400000 0x004B5C0F

E6.exe 0x00400000 0x00425D3D

E6.exe 0x00400000 0x00444BB2

E6.exe 0x00400000 0x00497767

E6.exe 0x00400000 0x004907A9

> Crash dump successfully saved to Log\2011_10_11_20_27.dmp
01:07.416 INFO [0] .\ProjectE6.cpp (620) Unexpected program termination.
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