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  1. K

    Combat Control for FO2 on OS X

    Give this one a try: http://home.comcast.net/~kanhef/control.frm
  2. K

    Questions about the "Fear" system

    A few debug strings that might be relevant: FLEEING: Can't possibly Hit Target! FLEEING: Can't possibly get closer to Target! FLEEING: I'm Hurt! FLEEING: I need DRUGS! FLEEING: Somebody is shooting at me that I can't see! It sounds like AC is definitely a factor, as Pixote and Tom9k...
  3. K

    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    For testing random encounters, you could edit the encounter tables in worldmap.txt to contain just one entry. For example: [Encounter Table 63] lookup_name=Fran2_C maps=City Encounter 1 enc_00=Chance:100%,Enc:(4-8) FRAN2_San_Fran_Caravan FIGHTING (3-6) EPA_Tough_Fire_Geckos
  4. K

    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    When you have a 95% chance to hit with targeted shots, that's enough; increasing it further won't make any difference. Chance to hit depends on many factors, so I can't say exactly when that will be, but it's usually around 150% or so. Critical hits don't care about weapon skill or chance to...
  5. K

    Gaining a perk every two levels

    It is hardcoded. If you really want to cheat and make Fallout 2 much easier, get a hex editor, open fallout2.exe, and change the byte at 0x2c706 from 3 to 2. I think that will load into memory at 0x43c306, if you'd rather use a memory editor. There's also a hard cap of 36 perks, but you're not...
  6. K

    Fallout 1 for smart phones??

    HTC Thunderbolt runs Android on an ARM processor. Fallout was written for DOS/Windows on 80386, so you'll need an emulator. Some people have reported getting it to (sort of) work on a PSP using DosBox; you could try the Android version of it. As for getting Fallout onto the phone, just hook it...
  7. K

    Cannot find the ACM file for a certain sound

    Have you checked icibcxx1 and iciboxx1?
  8. K

    DForge's Encounter Mod

    The documentation in worldmapt.txt is wrong in many ways. The only conditional operators that get parsed are ==, !=, <and>.
  9. K

    Critical failure tables

    I haven't looked at that part yet, but it sounds like it's the event queue. That makes sense; drug protos contain the delay until their second and third effects happen, and lots of scripts have timers that need to persist across gaming sessions. Edit: Yep, function #24 is queue_save.
  10. K

    Explain to me game mechanic.

    I'm quite certain; the in-game descriptions are not always accurate or as clear as they could be. 'No damage taken' is displayed when the damage done is reduced to 0 by DT or DR (which can reach 100% with ammo modifiers). Those three perks all apply to melee weapons as well as unarmed...
  11. K

    Explain to me game mechanic.

    Most factors are penalties, not bonuses, and I can only quantify a few of them, but that's the general idea. The hit chance is reduced to 95% if it's higher than that. Damage is not affected by weapon skill. Damage Threshold is applied first, then Damage Resistance. In your example, a hit...
  12. K

    Explain to me game mechanic.

    Whoever starts combat gets to act first in the very first round. If you're attacked by a lower-sequence critter, it happens like this: -start of combat- enemy turn player turn -new round- player turn enemy turn -new round- player turn enemy turn etc. The 'double turns' are...
  13. K

    Critical failure tables

    Already on the wiki: http://falloutmods.wikia.com/wiki/Critical_hit_tables
  14. K

    Critical failure tables

    Finally got these worked out, significantly harder than the critical hit tables were. Which table is used depends on what type of weapon was used for the attack. The specific failure is chosen by the calculation random(1-100) - 5 * (LK - 5), divided into the ranges <=20; 21-50; 51-75; 76-95; and...
  15. K

    Explain to me game mechanic.

    Sniper: Your base critical chance is 1% per point of Luck. Sniper essentially gives you a 10% chance per point of Luck, which is much better. Slayer: Every melee hit is an automatic critical. If you're planning to get this, don't bother with other critical-boosting traits/perks. Stonewall...
  16. K

    [Fallout 2] Luck and gameplay questions

    I've partially decoded the critical failure tables. Luck has a significant effect on how bad they are; having at least 6 will prevent you from getting the very worst ones. I'd suggest having that much, as they can be devastating in difficult fights (e.g., Melchior). Unarmed failures cripple a...
  17. K

    Bigger fights?

    Good news: deathclaws don't have instant-kill criticals. See http://falloutmods.wikia.com/wiki/Critical_hit_tables#Deathclaw for details.
  18. K

    [Fallout 2] Wich trait should I get?

    Finesse isn't quite as bad as it looks, since its modifier (30% DR, if I'm reading the code right) is ignored by armor-bypassing criticals. There are many variables, but some calculations suggest that it only causes more raw damage if you have a fairly high critical chance to begin with (i.e...
  19. K

    Bigger fights?

    In general, no. The critical hit tables are hardcoded by critter type (men/women/ghouls/floaters/etc.). Horrigan has his own critter type, giving him a unique (and somewhat broken) set of criticals. However, it may be possible to temporarily 'disable' instant kills with scripting. Except for...
  20. K

    [Fallout 2] Wich trait should I get?

    Small Frame is a decent choice. Lower carry weight isn't much of a problem once you get a few NPCs and the car. You'll have to unload loot to vendors more often at the beginning of the game, but that's more of an inconvenience than a real drawback. The one time it's really an issue is if you...
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