Recent content by Ardanis

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    FT Improver - a way to improve Fallout Tactics

    Why not to adjust description instead then?
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    FT Improver - a way to improve Fallout Tactics

    Dialog interface is good, although I personally don't have an immediate need of it.
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    FT Improver - a way to improve Fallout Tactics

    If it's not time-consumable, I would also want to ask to enable items to grant bonus perks while equipped (i.e. power armor gives 1-2 Bonus Move for free). Theoretically, it may cause a little mess when selecting perks at level-up, but considering that engine only checks for natural stats (not...
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    Question about burst damage

    No. Damage threshold substracts from each round separately, so having 10 round long burst with 10 damage against 5/0 armor will result in (10-5)*10=50 total, while 5 rounds doing 20 each will be (20-5)*5=75 total.
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    Big robots' corpses

    Thanks, will try.
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    Big robots' corpses

    It's not a techincal bug, but it creates map design bugs. In order for this feature to work properly, several maps need to be re-designed - I recall in pre-last mission there was a MTT positioned in a tight corridor, the only corridor leading to inner sections of V0. Won't the ammo loot be...
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    FT Improver - a way to improve Fallout Tactics

    Entity item files, when opened in editor, have a block called 'Requirements'. All weapons have a minimal STR value set there, characters who don't meet that requirement can't use the item (it's redded out if equipped). Entries in that block are not limited to stats, they also include skills...
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    FT Improver - a way to improve Fallout Tactics

    Another request, in addition to dead robots - enable skill requirements on entities. As far as I can tell, only primary stats (STR, INT) are being checked, but skills, as well as tags/traits/perks, are completely ignored. While I'm here, big thanks for the armor component. It allows for one...
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    Big robots' corpses

    Thanks, it kinda works. Though it raises new balance issue between making sprites not block the path and them squeezing through tight holes they weren't initailly supposed to. I know. It would appear there's more hardcoded things, because races.txt allows for innate weapon customization, yet...
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    Big robots' corpses

    As we know, they're impassable after the patch, making a wonderful field for getting hopelessly stuck in the game. Is there any kind of cure for this? I've assumed that since it is the race that dictates whether a corpse will block the path or not, I could try to swap those robots with...
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    Sorry if it was mentioned before, the search function doesn't give results as posts. Playing F2+RP 2.1.2b, no patches as RP's readme says they're included. 1) There's no map to SAD in Sam Pritchard's grave on Golgotha. I've checked every grave, then took a look in FO2Mapper - nothing...
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    Way to North - content and item balancing with some Q/A

    Having checked things again, I can say that sucks, because Pac Bot no longer has projs if set to burst. Pity, I really wanted it to spray around. Still, turrets in Preoria iirc do shower the floor with multiple laser projectiles. But strangely enough, the weapon's only mode shows the ammo...
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    Way to North - content and item balancing with some Q/A

    2) Imo Gauss shouldn't have any projectile at all, considering the bullet's speed. Sure, air nearby may go wavy, but not with this engine. Unless there're different kinds of burst, they do show a pro - I set Pacificator's weapon to shoot normally in quadriple mode (as per number of it's...
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    Way to North - content and item balancing with some Q/A

    File header reads ~A.m.m.o.~ instead of ~Ammo~. Removing nulls in hex editor fixes the problem. Same for Flamer's Fuel. Same here, but I let it use two modes - in normal it's just a rifle like any other, and in scoped in provides farther reach, crit chance and AP cost.
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    FT Improver - a way to improve Fallout Tactics

    Hi Like Corpse, I would be happy to see: 1) ammo flag that overwrites weapon's AoE (slugs and AP rockets affecting only one target) 2) weapon flag that overwrites ammo's damage type (energy weapons not restricted to energy only) 3) customizable ammo variants - not crucial though, as I sort...
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