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#1
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Extract the archive to you game installation folder, it should add a BMP folder to your game diractory if all goes as it should. But to be sure it works it is better to extract it to a temporary folder first, then copy the BMP folder to your 7.62 folder.
And while I am posting, there was a question about the new CheyTac intervention system over at Taktikzone.de that I wanted to answer, so if there is anyone reading this with an account there, please pass on my answer to GNU. The sniper must use a weapon from the list below and stay within 5 meters of the spotter. The spotter must have the Vector 21 laser rangefinder in his hands and the CheyTac Advanced Ballistic Computer in his inventory. Right-click on the ABC(CheyTac Advanced Ballistic Computer) and select "Calculate Input" and the sniper will get a boost in Sniping and shooting skills. If the sniper or spotter moves away, or any of them removes the items they are holding in their hands, the boost the sniper got will slowly turn back to their original settings. Weapons included in this system: - CheyTac M200 (.408 CheyTac) - Gepard GM6 Lynx (.50 BMG) - Accuracy International AS50 (.50 BMG) - Barrett M107 (.50 BMG) - Barrett M90 (.50 BMG) - Barrett M82A3 (.50 BMG) |
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#2
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@ R@S : ok too bad it's the only thing interesting in the game.
@Melthorse @ivanra78 : you don't want to know. I love 7.62 and I love it much with BSM but Marauder is a very shitty game. It's only a series of missions and all the good things of 7.62 are gone. There are also ridiculous bugs, for example you can't get to the settings menu, it crashes the game... If you still want to know, it's published by Buka in english. |
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#3
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Looks like I'm giving up buying the thing. It would be interesting to hear how the production went so poorly... Thank you R@S for the installation instructions. I'm going to wait on implementing it now, as I started a new game, and won't be needing it till I build up enough money to recruit beyond six. |
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#4
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Hi, I have a question about BSM.
OK one of the main things that puts me off about 7.62 is your allies going hostile from accidental damage especially since they don't mind grenading or outright shooting my guys in the back. I've used GuineaPig's ini which gives you some leeway on harming civilians but has anything been done in BSM to keep your allies from going berserk from a single grenade fragment? |
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#5
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It's funny that you bring this up when you did, because last night I escorted Miguel to prison, and we then get ambushed by 8 smugglers. Since there's only one entrance point to the prison, I set my three men up to triangulate and concentrate their fire on the single doorway.
During the course of the battle, the smugglers threw three grenades at the prison, none of which cleared the wall. One exploded immediately in front of/slightly below the guard tower, another detonated right near the exterior entrance of the gate control booth, and the third sounded like it exploded right up against the base of the wall, where two guards were no more than 7 m. away. One would expect the prison guards to start unleashing righteous lead on the smugglers assaulting their prison, right? Wrong! Instead, they just kept on calmly doing their sentry duties. That is until I sent Pquito up top in the guard tower, he was easily 2 m. to the side of the guard, and every time he opened up on a smuggler, all of the prison personnel became hostile to my men, even though no one was directing rounds their direction! When I exited the prison, I discovered that one of the guards by the gate control booth was bleeding out, and doubtless due to receiving shrapnel from a smuggler's frag. I can understand why guards native to an area would have to be "immune" to the incoming rounds of enemies, so that it would prevent the Player from gaming the system by deliberately placing men immediately behind guards to use them as human shields and in the hopes of provoking them to align themselves to the Player's cause, but what happened last night was ridiculous. Two grenades should be more than enough to compel the sentries to respond. Is there any way to make adjustments to the neutral armed AI that are more reasonable? |
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#6
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#7
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Thanks for the replies.
I'm not qualified to comment on potential technical issues As for exploits that's up to the player. I mean in the base game you can select easy money and buy guns from the sporting goods dealer and then sell them for a profit to the bartender. Worse you can follow the rebels attacking towns and spectate from someplace safe and then scoop up all the guns, armor, grenades and other goodies. |
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#8
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But yeah, not being forced to avoid friendlies when they happen to occupy a good spot will actually increase the tactical possibilities. So it will be part of the test version and hopefully it will work well and not cause any other problems with group relationships. |
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