FM Proov is done. - by zombe
Ultraviolet on 6/7/2004 at 16:44
Good god. This was just too much for me to play normally. I ubermensch'ed, cheated for the assault rifle and tons of ammo, power armor, summoned a trait machine, psi trainer, got all useful psi disciplines, summoned a psi amo, and am still getting totally torn up by those black psi reavers in the area after the air ducts in the pool near the shuttle bay. I'm playing on easy, turning on psychogenic endurance, psi shield, psi aura, and energy reflection, and powering my armor up to try and take the on the crowd head-on. I guess this FM just wasn't designed for that playstyle! :-P I'm gonna get my dad to run it with me so we can cover each other and take this thing on in full force.
Is there anything essential on the gamesys you provided? I was hoping I could use mine, in which I have done a few fun things that will make this both harder and easier for me...
If you made any minor balance corrections, could you tell me what to look for? You might have something in that gamesys that I like and want to throw into my gamesys hodge-podge.
zombe on 6/7/2004 at 17:13
@Ultraviolet: A psi-reaver near the shuttle area !!! You have clearly turned on the alarm - which acordingly to readme is totally fatal (a unlimited number of psi reavers without any brain structure will flood the entire level) ... you're dead - you just don't know it yet. Don't trigger any alarms ;)
What you lose if you use some other gamesys:
Some monsters will never appear. None of the monitors shoud appear (not sure tho). Lots of useless loot will never appear. AND you lose the essencial stats:endurance / agility / etc ... all balance corrections are done trough stats - nothing in gamesys. Assassins start to babble all the time again (essencial for gameplay for them to be silent). Some texturing problems could appear. +something i forgot.
edit: Erm... not lots of useless loot ... all the useless loot will disappear + some userful loot will disappear + some useless present loot will also disappear. (i'm using lootable [+guaranteedloot +loot scripts] script with the entire usablecontainer achtype :thumb:)
[argh: cgi error. 30 sec flood protection. +now probably double post]
Koki on 6/7/2004 at 19:01
Quote Posted by zombe
Btw, there is another possibility to get rid of him - a much cleaner and safer way ;)
Your FM has many mysteries... I like that ;)
Such as 'Observant Playstyle rewards' - I've ended looking in every corner and behind every crate, and finding something was like 'Ha! I rule!'.
Or AR - you only have 1 i Maintenance, so you can't repear it.
Or item that requires 6 Research - using the implant?
Ultraviolet on 6/7/2004 at 20:11
Nope, single post. :D
You actually expected me to read the readme?????? :P
The silent cyborg assassins were a good idea, but I noticed they were still kinda dumb. :-P I turned around to see one looking directly at me, but looking for me. I cut him down pretty fast. I think I'll take that silencing idea, though, for my personal gamesys -- all you did was change his voice to none, right? Either that or I could turn down his verbosity.
Couldn't you have used cyborg assassins instead of unlimited psi reavers? You bastard! Heh. Was that a gamesys change, or is this something done by modifying the ecology stuff in your map?
So does triggering the alarm in any place always do the same thing all over the map, or are there different alarms per region? I don't know if the latter is even possible, but I thought I'd get the possibility out of the way.
Could you tell me how to make my own gamesys compatible with your FM? If you tell me the "essential stats" I could probably apply those properties to the player. Silencing the assassins sounds pretty easy.
Could you explain how the gamesys has to do with your placement of useless loot in your map? I'm relatively new to shockeding and have only really done any messing around in the object hierarchy.
zombe on 6/7/2004 at 21:00
@Koki:
There "somewhere" is a heavy armor too (you know - the BIG thing that is impossible to miss) ... and you are 1 stat point below the ability to use it ;)
Btw, look at the stats - the thing that needs research 6 is prety good thing to have (1 shoot is a quaranteed kill for ravers [if reaver organ is researched - yes, the needed chemical IS present]. And works wonders with swarms of monsters)
And the AR - it's total overkill (the time you can use it), but gren.launcher (especially after you modify it abit = 1 shoot, ...) and fusion cannon are also good.
A LOT of kick-ass weapons ... wondering - is there anyone already trying the thing with impossible difficulty?
zombe on 6/7/2004 at 21:35
@Ultraviolet:
"You actually expected me to read the readme?????? :P"
Kind of hoped so ... :p
"The silent cyborg assassins were a good idea, but I noticed they were still kinda dumb. :-P"
That is because i wanted them to wait for you - not to run towards you and reveal their presence ... they don't hear well :(
"I think I'll take that silencing idea, though, for my personal gamesys -- all you did was change his voice to none, right? Either that or I could turn down his verbosity."
Jep -> [bu]null[/bu]. Verbosity has little effect ... and i think - assassins should not bable at all.
"Couldn't you have used cyborg assassins instead of unlimited psi reavers? You bastard! Heh. Was that a gamesys change, or is this something done by modifying the ecology stuff in your map?"
Assassins you can kill - reavers without brain structure ... not really :ebil: So, was kind of obvious choice :)
Pure ecology stuff.
"So does triggering the alarm in any place always do the same thing all over the map, or are there different alarms per region? I don't know if the latter is even possible, but I thought I'd get the possibility out of the way."
It swarms all the map all the time. The "different alarms per region" is the default behaviour (used in original maps).
"Could you tell me how to make my own gamesys compatible with your FM? If you tell me the "essential stats" I could probably apply those properties to the player. Silencing the assassins sounds pretty easy."
That would be hard ... the stats thing is done with the help of S&R (look into Mission Design forum- search for FMProov73). ... too many things to note all here.
"Could you explain how the gamesys has to do with your placement of useless loot in your map? I'm relatively new to shockeding and have only really done any messing around in the object hierarchy."
I made every container to look for the engine like a recently died monster - that will contain some random loot. Like nanites :) or more likely - some random utterly useless crap.
That is geting a bit technical :/ ... lets keep them away from this thread. ;)
I think Mission Design forum would be beter.
Ultraviolet on 7/7/2004 at 23:03
Hmm, yeah, I DID notice that the crew had a major fettish with TONS of crappy magazines. :P
kaos2110 on 9/7/2004 at 00:37
Quote Posted by Ultraviolet
Hmm, yeah, I DID notice that the crew had a major fettish with TONS of crappy magazines. :P
Ever noticed the lack of toilet paper in Shock2?
Suddenly it all makes sense...
At any rate, i played your mod through on easy zombe, and i really enjoyed it. Excellent stuff, i assume it was meant to exit straight to the main menu when you clicked the elevator button to signal the end?
At any rate, great fun, please tell us you're planning a follow up of some sort!
Cay on 9/7/2004 at 00:51
Your download link seems to be broken. It takes a long time to load up, then gives a 404.
CocoClown on 9/7/2004 at 08:52
Good FM this! Nice work, thoroughly enjoyable :thumb:
Though am I the only one who couldn't find that Psi Reaver's brain structure? This is playing on 'Normal' I might add