Duncan on 4/5/2008 at 13:08
Yeah, no joy. And i know nothing about Stalker modding so i have not looked into possible causes. They say that they haven't tested it on 64bit operating systems, so depending on what they've done, that might come into it. I don't know if that's an issue or not though. And it crashes without generating a log so i have no idea.
Koki on 4/5/2008 at 15:06
Playing around with the AMK. Set up the stashes to rare/premium content mode, found FN2000 and modified Bulldog in the Death Truck. Then Two Mama's Beads and more goodies in the village. Wait, what? Everybody says tommorow's a Blowout(Set it to 30h), but there should be plenty of places to hide at Agroprom. I changed the time speed and I think it messed up the PDA messages a bit(i.e. I get info about a firefight long after it's over), all in all though it's a nice feature, even if ultimately quite useless.
I was afraid of the new Bloodsuckers, but one spawned at the Garbage hangar when I was sleeping there and it was no match for PLR's Realistic Weapons and my ammo corrections. Entirely killable without teleporting behind it and shooting energy balls it in the back of it's head as you are supposed too. Good.
Enemies with grenades surprised me twice already, but I got my revenge when some Stalker blew up a 6-bandit patrol. Then I had to race him to the bodies - NPCs picking up stuff is fantastic, they change weapons and even armors. And there's more to loot somewhat, I think they carry more artifacts than usual. They also got half a brain and don't walk into anomalies anymore(even though they're random now).
Mutants are now more free, there's few Tushkanos in Cordon and I killed a Pseudogiant in the Garbage; a Controller was hanging around too but I couldn't find it. Some mutants are territorial, that is won't leave their "hunting grounds" which is a nice touch.
Invisible anomalies(sans three) are not really hard but annoying; running around means some quickloading, especially the imploding one is most lethal as it's hard to escape from it and the sound it makes is quite discreet. I dunno if there's some kind of detector in the game, Sid didn't have one that's for sure.
Well, off I go
Duncan on 5/5/2008 at 00:45
Once you get to the scientists lab you can purchase an advanced anomaly detector. Anomalies and radiation spots will then show up on your PDA. If the invisible anomalies get to be too much of a pain, you can easily enough make them visible again, though they still are not as easy to spot like they are in vanilla.
One thing i have found to cause many reloads in AMK is the electrical chimera. Even one of those things is a major hazard, but somehow i always seem to end up facing a whole pack of them. It's times like that you really need to be up high and lure them to a safe distance to shoot (usually by shooting at something to make them head over there). Nasty things.
And yeah, the PDA messages can certainly be all over the place in regards to timing. All in all i have found this to be my favorite mod so far. I have yet to try Oblivion Lost though.
Koki on 5/5/2008 at 07:15
Any idea what the gas containers are for? I dunno if to stack them or not, they're heavy as fuck and you can't sell them...
Duncan on 5/5/2008 at 07:42
Do they explode when you shoot them? I know there are other explosive canisters you can pick up and drop for a nice little explosive ambush action. I have yet to try with a fuel can, but that would be my guess.
denisv on 5/5/2008 at 12:25
They're for the flamethrower. There's a supposedly long quest to obtain said awesome item that's started at the Barrier, although in my game the quest-giver got himself killed, so that's that.
Muzman on 14/5/2008 at 04:29
Playing AMK now as well. This is a cool mod. It's not anywhere near as crazy as aLive, which mostly cranks up the "wildlife". This seems like it could actually be the game, albeit a lot harder in several ways. Invisible anomalies are a bastard, but the game dynamic of shuffling slowly along using bolts it at once brilliant and infuriating. There will be a time when you have to get away from that boar and you can hear vortexes and god knows what all around you and since you can't get a gun out in time you have to dive for it. Actually, watching the animals is a good way to get an idea where things are which is cool. Of course then the buggers move.
I should say that regular blowouts are all sorts of awesome particularly when everyone scampers inside (or someone gets caught outside and dies!) and then you limp out afterward like a lot of scared rabbits to survey the damage. The moving anomalies got me so many times after that first one. It didn't help that I ended up with a springboard in the entrance to Sid's place. Yes, In it. A couple of days later there was a friggin vortex right outside as well. No wonder he never goes out. This created an annoying scenario when rescuing Kruglov. Right near the tunnel on the way out of Wild Territory there was a vortex and wandered straight into it every single time. I tried standing in his way and all sorts, but he'd just push me aside. Luckily I had an earlier save so I'm currently wandering around waiting for the next blowout so I can try again (I wasn't game to play through with him dying. He gets obliterated. I don't know what becomes of the info then. Probably should have found out).
Interestingly, with the realistic weapons for AMK mod, the scientists are able to defend themselves pretty effectively, I don't think I've een so many alive after the chopper crash and gun fight before. Kruglov even defended himself pretty well with his pistol against the Mercs, which is as it should be. I don't know how the vanilla AMK handles guns but this weapon mod seemed pretty wel balanced for the most part. Fights were faster and meaner and you don't really want to stick your head out from behind the tree, but the puny pistol in your hand shoots supersonic lead and really hurts and you feel you're in with a chance. Mostly the balance was great until I got the Groza, which is some sort of absurd super gun! It laughts at your exoskeleton! Ha! Ha! Ha! Hear it's ringing mirth. Two shots and everyone's dead. I don't care what you're wearing. In fact it's slightly embarrassing to have to use two at the moment, often means the first shot didn't hit at all. I'm sort of worried about how powerful it is now, but maybe later I'll get walking tanks with more mamas beads than the swing dancing olympics. The AI in general doesn't seem to cope all that well with weapons of this range, power and accuracy and stupid stuff that used to work fine for them means I can clean up now. It's always been like this with games and sniping or whatever. But Stalker seems tweakable so maybe something can be done.
Cool things: a controller took over the garage in kordon (controllers are nasty in this, you can barely get close to them. If you can't see them, and you're in range you better find 'im and finish him very quickly or get away and recover) apparently zombified everyone in range, including all the bandits an stalkers involved in a firefight and they all wanted to Mageeee me. Once I sniped the controller the firefight resumed, with everyone all mixed up.
I love the full day lighting too. A friend speculated that the reason for the half day thing was that the shadow maps were static or limited (a bit like Half Life 2). Turns out they aren't! Why the heck weren't they showing that off? The game looks even better. Every day is a new wonder as it all gets lit in ways you've never seen before.
that'll do for now
steo on 14/5/2008 at 10:49
Quote Posted by Muzman
Mostly the balance was great until I got the Groza, which is some sort of absurd super gun... The AI in general doesn't seem to cope all that well with weapons of this range, power and accuracy
So many mods do this and it really pisses me off. The whole point of the 9x39 calibre is that it is subsonic and though it is a big bullet and should do a fair amount of damage, half the mods which change weapons seem to give it massive range and extremely high velocity which is not only unrealistic but it screws with the balance of the game, making the 5.56 rifles and dragunovs obsolete. I suppose too many people think 'omg why is the bullet so slow on the vintorez and why does the bullet drop so much? must be a bug, lets fix it'.
Duncan on 14/5/2008 at 11:49
Quote Posted by Muzman
(I wasn't game to play through with him dying. He gets obliterated. I don't know what becomes of the info then. Probably should have found out).
I tried many times to keep him alive, but he just kept running into anomalies. You can continue without him though. It still plays the same. Just grab the info off his corpse and head to the lab. Now all that happens is some poor lowly assistant has been given the task of the professors job and you do the same mission with him (psi-headset thingy).
Koki on 14/5/2008 at 16:07
Muzman - what realistic weapons mod are you talking about?