Narrow passageway/armor bug

Tsathoggua

First time out of the vault
Greetings human(oid)s. First post here, and I have a question.

Before anyone flays me alive and leaves me nailed to an advertisement hoarding in the wasteland to be raped by ghouls, I did UTFSE, and found nothing, although truth be told, I wasn't quite certain how to best phrase the question.

I'm just playing tactics/BOS for the first time, loved the fist two games, getting the rest of them will be first priority once I get my decent computer back from the arselickers that stole it, which I hope. should be soon.

I'm at the macomb mission, busily rooting out all those nasty little raiders and dispensing bullets into all the appropriate faces, I have a problem though. I'm running a three man squad, main character, farsight and stitch...and I have noticed, that I can never seem to get one of the squad, farsight, I think, always gets STUCK at the short twisty little passageway with the car, can get the other two past there to go spleenfuck those inconvenient ne'erdowell raiders a new set of rectums, but one of the squad always seems unable to travel through the same passageway that my main character and her backup do, past that busted up car.

Also, where there are two raiders dug in behind a roadblock made of sandbags, one packing a rocket launcher, and with a grenade-tossing...tosser...I guess...in a building immediately below-left, I noticed that again only two of my squad can go down there, and I have to take off armor to be able to squeeze through in order to sneak up on the grenade thrower from behind in order introduce him to some point-blank range blind date candidates for his brainstem.

Is this fixable, or is there a patch, or workaround? Can't get my full squad into all areas.

One otherm, minor, off topic question that really isn't worth creating a thread of its own, are fallout-tactics, and BOS two different game editions, or are they synonymous?

Your friendly(errrmmm......ish) neighbourhood autie lovecraftian toad deity, Tsathoggua.
 
Female characters have a smaller bounding box so they can get places the male characters can't, are you sure it's Farsight that gets stuck?

Fallout Tactics was originally going to be called Fallout Tactics Brotherhood of Steel, but the only place you'll see this is in the fine print on the original release. We mostly just call it Fallout Tactics, Tactics or FOT, Fallout Brotherhood of Steel is a totally different game for the consoles. We mostly just call it Fallout Piece of Shit, or FPoS.
 
The game uses prerendered 2D art, without the graphics the game looks like this.

Basically just a bunch of building blocks, including the characters. Some of the character sprites have a smaller block, or bounding box so they can squeeze through gaps others can't.

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And yes FPoS was a console exclusive.
 
My bad...its not farsight, its stitch I have to leave behind in the macomb mission, even wearing no armor. Wearing armor seems to change the ability to pass through certain alleyways for some characters, my main char. is female, and has had to take off her armor, to sneak up on certain targets then put it back on before engaging in combat.

(although usually a .44 magnum to the back of the head pretty much negates the need for 'combat' as such, more of an extermination :mrgreen:
 
Yeh female characters get through places the men can't. Also, if you're stuck with the dude with the rockets and the tosser, introduce them to a bit of shotgun from behind. That mission gets quite hard unless you got the tactics. And if you get to the librairy, you can find this guy's glasses and you'll get a book (I think) which is useful. Also, I recommend ridding one area of raiders (and civs) before moving on with the hummer. You can keep the hummer for the game by staying in it at the exit zone so if it takes any damage it won't get repaired unless you do it yourself.
 
Looks like I shall have to recruit an army of chicks then :mrgreen:

One of the three-person squad I'm taking macomb with is female, the other two are male, Lead char. is female, one male with her, farsight, stitch is stuck behind some sandbags near the library.

Where should I look for the geek's glasses?

Currently sneaking around the lower area of macomb, strategy is to clear the area entirely on foot, rather than shooting from the vehicle, sneak around and snipe the buggers, suddenly rushing them one by one and filling the fuckers full of hot lead.
 
Huh Farsight is a woman, isn't the fact she has the same character model as your main character a big enough clue? And if she doesn't then you've either modded the game or have a really mucked up install.

Different armours have different bounding boxes, the unarmoured female sprite is one of the smallest in the game. If you are having to squeeze through without armour then you are taking a route not intended by the designer, if that leads to problems then remember it was your choice. FOT is quite linear in design.



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I think there has been a few wires crossed in communication, no problem, I think I'm getting round the problem.
 
The geek's glasses are past the minefield in a chest. You can aslo buy the book off the guy as well. I only have one female and she's a deathclaw. I find other options as well though to get past any place, the pipboy's quite small yet stubby. You can recruit a lot of characters in special encounters as well if that interests you. If you want to know more about the game, PM me and I'll give you every bit of info I've got, from tips to secrets. Oh and if you haven't already, bring a lot of stimpaks and make sure to loot the dead civilian that those dogs chewed on in Macomb.
 
Thanks...Do send me that info via PM if you would.

Nice one. Found the glasses BTW...I want to see if I can get two books off the geek guy, one via giving him the glasses triggering an event script, the other...already got that, I robbed him blind, so to speak :mrgreen:
 
Thanks for the tip to check the corpse of the civvy that got munched by dogs. Already gave those dogs a texas Pb enema, time to go ferret out some chunky, meaty goodness from the corpses.
 
Hmm...nice lots of goodies on that dog-eaten carcass, should be a nice little earner.

Lots of meth-chewing gum (forgot the name, tip of tongue moment, on there, won't come out :P ) on all the civilians there for easy-massacre pleasure also)
 
That's very interesting thread.

I play this game solo (pathing is horrible for teams) and i've had no problem in macomb(there's hummer in misson use it ffs it has 350 hp and heavy as fudge armor)
just arm yourself with hunting rifles ... and no1 can hit you at this range. Advantage of playing solo is that rocket launchers and grenade throwers hw guys... miss 80% of their attacks which means that you don't get hit but you teammate will surely do :)

Thing is you have to carry all types of weapons revolver,assault rifle, sniper rifle and shotgun(deathclaws) if you want to take advantage of encounters (which occur every 2 steps) but for mission you don't need ammo at all xD you just take clip for each and live well of looting.
 
quipment loadout/arsenal I favour, is-all units well equipped with combat armor, soon as I can afford enough to buy all metal armor and bunker beta gets enough in stock, all units with metal.

I have three human troops, my lead char. farsight and stitch. Stitch gets ALL the books on medical skills, doctor and first aid. Skills are already high in those areas. Farsight is getting trained in lockpicking, trained up past 100%, traps, ALL troops get trained in sneak, as far as possible, as some of the bulker metal armors will if I read this forum right here and there, impact sneak skills and lower it *

*is there any way to exploit this weakness, by, as one can turn up the difficulty setting from normal to high, to cheapen experience level gain skill points a little, only to exploit the difference in sneak skill, not sure how right now, I'm tired right now, just come back about 7am, from 10-11ish pm, few drinks with a mate or two, but anyone fancy pondering that exploit idea, seeing if they can come up with something creative? not sure if it can be done but hey, worth finding out.

Anyhow-skills-all in sneak, high level, for missions rather than random encounters, although I use it in both...run from place to place, crouched position, hit the decks and go prone anywhere my squad is taking up a position, all are trained in small guns, getting it as high as possible, and I'm starting to train them to a highish level of throwing, where they can at least toss a grenade and reliably have it go where its intended as opposed to in my face :P

Lead char has their tags in energy weapons, small guns, and I forget what else, possibly heavy weapons, intended as good all rounder, moderate skills in heal, not great, stitch on the other hand, trained high-ish, not specialist but decent all rounder in small guns, medical skills, stitch is my unit medic and decently rrained close combat, not TOO bad at sniping, can pick some fucker off from a distance if I have to without getting torn a new arse, again not a combat specialist but able to dispense with whatever humans come in missions, radscorpions, other assorted pests etc.

Farsight...not so general purpose, throwing not trained so high, sneak trained well, only a handful of skill points above what he/she starts with , this one is my sniper.

Equipment loadouts I favour are-everbody carries a hunting rifle, one has a few assorted rifles I don't need to carry really, an automatic riflewith decent range, .303 cal. for if I need burst fire capability with a greater accurate range than the AK47m, not as high damage per round/burst, but plenty of them pick up AK47s regularly in missions, all units carry 7.62 mil rounds and a lot of them, few hundred a piece, the ones who will regularly USE 5.5s, carry a couple of hundred rounds or so, farsight or stitch, forget which one off the top of my head, has the single .303 rifle of my squad.

Everyone carries several sidearms, just picked up a rocket launcher for one in macomb, need more rounds for it though, I go with either hunting rifle, until I get hold of something more accurate at long range and built for it, hunting rifles, two at least of my squad carry them, the two with best smallarms skill training, not quite sure yet weather I I favour the Ak, for use in medium close range, high fire rate building, search and destroy type work, along with the skorpion for an automatic, quick reaction sidearm, one has a .44 revolver, always set to aim for the head, occasionally change, and go for a disabling groin shot if I want to get in there close to a disabled enemy and put a doubletap in the face at point blank range while they are down, 3AP for a non aimed shot, 4 for the usual aimed shot, I think farsight maybe it is, either that bugger or stitch, lead char has a .44 cal desert eagle for a non-auto sidearm, for close range, aimed shots to head, eyes or groin. Two of them carry shotguns also, usually loaded, as I have currently no armor piercing slugs for heavily armored hostiles, standard 12.ga, for those with leather or no armor, civilians that piss me the hell off by being in my way, but turned or already ARE hostile,, or for dangerous leather or no armor hostiles close range room clearange, flechette antipersonnel cartridges.

Have some hollowpoints for the 9mms though, and armor piercing if needs be, not had reason yet to use the relatively sparse magazines that I have available.

Grenade throwers or rocket troops? no problem there, hunting rifle will outdo their capability to engage my unit no problem in terms of range and accuracy to pick them off, they are a high priority target. All my troops carry either petrolbombs or grenades, in many cases, both. Have plastique and dynamite handy for any demolitions work needing doing.

Close range, I sent the two sniper specialists in with hunting rifles, even at close range, in one hand, in the other, hunting rifle sometimes, might start picking up pump action shotguns for all three squad members even if I regularly use others. Stitch I think is going to be trained in heavy weapons for now, all upgraded from smallarms, to energy weapons when they become available, stitch...carries the explosives, the rocket launcher, about 20 odd grenades, some frag, some petrol bombs, one or two incendiary grenades with my lead. Stitch is getting trained, aside from small guns temprarily, first few missions, use the books, until 1smallarms is high enough to, with a hunting rifle, get a heashot reliably at a moderately far distance, take out snipers on distant roofs etc, otherwise, get trained in energy weapons as and when its useful, otherwise immediate training in heavy weapons, rocket launchers, explosives etc.

Lead characer gets all the science books, going to try and exploit the scripted talk with the librarian when I give him his glasses back, aleady stole the book from him...lets see if I can get me another for bugger all:D

Again, one soldier, just one, is going to get trained high in thievery, not a skill I use indiscrimanatey, to avoid impacting reputation/rank, and/or karma, but when soemthing is particularly uesful, I'm liberating it for bloody sure. Does the general/ C.O in the bunkers ever have a scripted event where he uses that minigul thats vital, otherwise, again, its getting liberated in the name of 'I need that more than you for you lazy deskjob-working armchair general fuckwit'

I tend to either sent my lead and farsight in together, have stitch take a different route, and for missions involving heavy urban engagement, pincer movement, cleansing room by room within buildings, on roofs, those on ground take in a pincer movement, flank on both sides, overwhelm, after sneaking in very close while prone, and suddenly break to crouch, take cover, open fire, surprise surprise, or not, not possible for one to surprise a heap of dead bodies, is it nnow :P)

So yes I do carry ammo, and lots of it, for various types genreally need and will use often, specialists cary rounds and supplies appropriate to what I have them specialise in, my medic, stick has the first aid kid and doctors bag, several doctors bags, I have a few of the super stimpacks if needed for rapid healing in the middle of a firefight, if the shie hits the fan, and everyone carries stimpacks. Other than that, carry weight gets used for associated stuff worth taking back to the brotherhood bunkers to sell. I NEVER use buffout (not yet had an absolute need for a combat situation I cannot best without its use, no use for meth gum, other than as a no-weight portable income source, gather as much as possible, sell when recruiting new mission orders,, I carry just a few voodo items, on a couple of squaddies, whoever might need them for a specic tast, simple renzesvous with whoever has some if who I need to use has none if needed to solve any problem I can't get past, lock skills, etc and can't blow the devilry open)

Likewise I carry a minum, distributed amongst squad members, to be allocaed to whoever can apply their trained skills to the appropriate level forthe task at hand of mentats, two boxes at least for at least one solder, preverably three, but very, very rarely do I ever make use of them.

Thats my strategy, armor layout, weapon and equipment loading amongst my squad, personal mission engagement tactics, . Works pretty damn well at any rate. Still picking up the new style from FO1 and FO2 for the changes in HUD and non-strictly turn based (playing exclusively in real time...helps to have experience playing a whole sodding lot of the old microprose X-com series games, UFO defense/enemy unknown, terror from the deep, apocalypse, (and interceptor, enforcer also but less useful), turn based, the practise is in X-com UFO defense, and TFTD, all isometric in perspective, tactical squad games, X-com apocalypse is realtime, with various time dilation settings if one wants to slow down the game speed and allow for timing of thrown grenades, launched heavy weapons such as rocket launchers, or other game-unique weapons.

But speed it up once pins get pulled, targets get assigned to high priority, dangerous targets packing weapons with extreme, rapid lethal fire capability then back to a normal rapid time dilation speed, euickly, if possible, exterminate the highest priority targets first, then lay down as much overwhelming firepower on individual threats as possible , as fast as possible, if not sooner.

Groups? in x-com apocalypse, carpetbomb them with incendiaries, high explosive ranged weapon fire etc.

I can send my unit members in solo, for pincer movement flank tactics if need be, otherwise, lead them in as a squad of the three, seek and destroy, kill on sight if hostile. Using sneak skill, crawling prone, or sometimes to take up defenseive sniper positions on rooftops or elevated ground, kneeling.

Its more in the line of discussing any glitches of bugs I joined NMA for, correcting/working around, or to bounce heads ideas of heads for potential exploits to be had to hack the game.

I gather there might be a oatch or fix to the sometimes not being able to see the interior, minus roof, cutaway view if my lead game character squad member isn't the one selected and active, if its a single one of hte group. Otherwise right fucking nuisance. Is there any patch that allows for a red outline, like the old fallout games I and II, for those raiders/other enemy whilst within lign of site/detection fielf of view of some random one of my unit, to view indoors without the other shite getting in the way?

Hostile encounter/engagementwise is the one time I ran into a sodding shitload of deathclaws and got the everloving crist on a bike ripped a new out out me. Couldnr put them down whilst I was only armed with what I described, and B-not fully used to the gameplay interface and controlls.I'm pretty damn well getting familiar with FOT-tactics/BOS (PC version, not the console release, which I have never played) as far as combat engagement tactical sltiations gos. Any comers, get to die screaming and chole on their own lungs, as I snipe them out.

Noted somthing also perhaps, not sure, but the targeting probability seems to change in realtime combat, difficult many times to get off aimed shots targeted to specific body areas within a realtime combat, mose over on specific areas of the body, targeting to-hit probability percentage as displaced on mouseover of enemy units a mouseover with hitprobability appreas in grey/whie when its possible, however probbable (ot not as the case might be, depends on the range, the weapon as to wheather the shot can be made...but move mouseover and evaluate to hit probability then try moving ppointer/cursor over different bodyparts, only in live time combat, probability tp hit gets these percentage changes, and they are different according to what bodypart is targeted, torso, left/right arms, legs, head, not sure about eyes, too fine a detail to see really when but I am thinking perhaps that allows for aimed targeted shots, in realtime, but without having to right click, set things to target one specific area...just pick targetable vital spots as needed, live time.

Might be wrong, you people might know it already, but if I may have figured something out om tje ways pf a creative hack-around, no harm in putting it out there.
 
There is only one patch 1.27 if the roof doesn't pop while someone is inside, click on their name above the portrait.

The target chance to hit is changing in CTB because the target (or you) are constantly active and due to line of sight you might have a better chance of hitting one part of the box than another. But the target is just that, a box with a graphic, that graphic could be anything. The only way to tell the game you are aiming at a specific part of the graphic is using the targeting screen.
 
oh I sterililized macomb. looted those fuckers.......now I am trying to kill a shitload of deathclaws. giving the bastards helll. Have to go do some rescuing of hostages...


Where can I find the patch and before its used, can it fuck my game up? need I save backups etc.?
apologies for spelling, not playing now, tripping hard on MXE :P
 
Wait, if it's the one with the deathclaws underground, do not kill the deathclaw matriarch when you GET TO HER. Release her and you'll gain a few cool allies who are deathclaws. And you'll have some added help with the boss.
 
Thanks for the tiip but no, just beastlords, arseholes kidnapping folks who need rescueing, out of macomb now, I just have to clean up a few twats in some village or other. I'm doing alright, deathclaws getting used beastlords, no matter, I have a few AP rounds for the deathclaws. Should be good experience.


Added a fourth member to my squad, not too smart, but my heavy weapons/assault specialist. Deathclaws are about to get dropped faster than a paedophile in the vatican...oh....wait...not such a good metaphor :D
 
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