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Messages - Moep

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31
Bugs / Re: Question about enter to encounter.
« on: March 25, 2015, 12:26:11 pm »
This depends on your outdoorsman skill. When its high enough you should be asked at nearly every encounter.

32
Suggestions / Re: Got a new Job suggestion?
« on: March 06, 2015, 08:12:47 pm »
New Reno Stables Job

get people hooked on Jet - not sure if you can Use On other people
(not in the Den, they are already junkheads + you shouldnt get caught by Guards in the cities)

33
Suggestions / Re: Base System
« on: March 06, 2015, 08:06:13 pm »
+1. Napalm is hitting the target on this one. I believe this kind of feature would seriously promote member interaction at faction bases because what stifles it now is the constant threat of theft. But if players met at bases more, worked there, collaborated there, i believe this would enhance the playability of this game for more people, the ones that starve solo and prefer more social interaction. As it is now, new players visit at bases like crazy until they realize there is no security, and their stuff is missing. I believe some quit at that moment, or go solo [and are never seen again].

It has been my intention for a long time now to design a level 2 for the bunker base (so the elevator would need to work, maybe with a repair quest) and level 2 would basically be a giant square hallway with rooms on the outside and rooms on the inside of the square. Each member gets an assigned room which has a locked door. The doors open either with an auto-ID function (like Kilgore's retina scan), or with a 4-digit code exactly as Kilgore suggested. The code method, however, requires someone add another GUI to the game, much like the existing elevator GUI.

Then remember all those useless broken computers on the bunker's level 1 over to the left? A quest (science) allows one of them to be made functional again, and that's the computer that allows the base leader to edit the door codes.

So far, i have not seen the bunker base map anywhere. If you know where it is, please tell me.

+1

34
Game Help / Re: General Questions / Answers
« on: March 06, 2015, 07:56:23 pm »

35
General Game Discussion / Re: Please Give me Your Opinion
« on: March 01, 2015, 02:44:32 am »
I like the clean aesthetic, but I think for a main house in a base its a little small.

For bases I believe we need a hotel like structure that can have individual rooms for members.

I'm looking forward to what the end result will be like however.

i agree with this

can you increase the size of the maps afterwards?

36
General Game Discussion / Re: trying to buy a base...
« on: February 26, 2015, 05:16:00 pm »
you can buy them alone. At least the DIY bases.
Be sure, that you are not in a NPC faction

37
Suggestions / Re: Got a new Job suggestion?
« on: February 26, 2015, 05:05:57 pm »
BoS

Gather high tec weaponry for them (whatever we could consider as that)
+Rep +xp

Raider

Raider jobs like
-raid (or lead a raid) on a caravan
-murder jobs

Enclave

-infect super mutants with FEV



38
News and Announcements / Re: To Reload the Reloaded
« on: February 19, 2015, 01:34:36 pm »
Work in progress. It's going well. The update will be enormous and far greater than what was mentioned in the first post.

We'll also need some serious engine bugs fixed before wipe, so not everything depends on us.

and who can we go bugging regarding those engine bugs

39
News and Announcements / Re: To Reload the Reloaded
« on: February 12, 2015, 01:39:14 pm »
well all i can say is at least its not far away and soon my wait will be over :P

i may seem ungrateful but really all i wanna do is play the game i do like your work kilgore (the majority of it anyways)

i cant wait to see it when its done :P 2 to 3 months aint too long really considering

thanks for the reply

I think you misunderstood, the 2 to 3 months was when he announced the wipe back then...


So well how is your progress Kilgore? Its been some time I heard something

40
Tools and Modifications / Re: Pretty useful "mod" for cave searching
« on: February 03, 2015, 11:49:24 am »
so I guess your problem is doing something else with this mod activated?
I wouldnt recommend it, deactivate it when not cave searching. Just rename the zip file a bit, when you dont need it. (and restart game)

There are other mods that highlight items and footlockers around here you can have activated the whole time if you want.

41
Tools and Modifications / Re: Pretty useful "mod" for cave searching
« on: January 29, 2015, 05:15:54 pm »
How about some help for a noobie?

This is my first attempt on modifying the client and I must say I have no idea what to do.


So I download the option where it only will change the loots look to a car but the walls will remain.

Got a file called cave_helper_hummer.zip

It contains an art directory with some files.

My question is, what to do with it?

First i wanted to merge to my fonline directory but I didn't found any art dir.

Am I doing something wrong? Do I need something to apply this mod?


Thanks for the help in advance.

check the first page

it says the following

Usage: copy the zip file to data folder and edit DataFiles.cfg file.

data\faction.zip
data\reloaded001.zip
data\cave_helper.zip

and in your case you add
data\cave_helper_hummer.zip

42
Game Help / Re: Question about Tents/Workbenches
« on: October 30, 2014, 05:50:07 pm »
Dont mess with npcs, you cant handle yet. Generelly all humanlike critters are thougher then you at the beginning, at least when they outnumber you.

43
News and Announcements / Re: To Reload the Reloaded
« on: October 30, 2014, 05:27:57 pm »
As a fairly new player and a casual one at that, one of change that I would like to see with the wipe is less time spent of gathering resources and traveling to advanced workbench in potentially dangerous cities just to be on par with the players that can afford more time on this game.

I understand the aim behind the location of advanced workbench, but quite honestly, the last thing I enjoy doing is running to the other side of the map just to craft a few Combat Armors and risking to be killed by critters or players on the way there or back. There are other ways to make crafting interesting without de-localizing the crafting stations.

For this I recommend you the use of the Gun Runners adv workbench. You need to gain enough reputation to gain access though.

Therefore I suggest the following changes for the new wipe:
1) Removing the advanced workbench
2) Making the recipes more difficult, either with resources, profession requirements, skill requirements, difficulty of obtaining blueprints,...
3) Allowing NPC shops to buy all items (that's most probably THE most frustrating feature of the game at the moment) - I personally do not see the point of forcing a player to run around a whole map and through several towns just so he can sell the melee weapons to one shop, the grenades to another, the small guns to another, and the energy weapons to yet another NPC shop.

This will allow players like myself to enjoy the other aspects of the game such as dungeons, TC, etc.. while not being able to play as often as other players without having to use this time on building ourselves up for weeks.

PS: Excellent work on this game otherwise, it is a blast to play with others such epic games as the first 2 Fallouts. Thank you.

I totally agree with the npc shops. Well they dont need to buy everything, but more would be pretty nice.

44
Events & Competitions / Re: Story and Quest competition
« on: October 30, 2014, 05:23:08 pm »
Are there any prerequisites/restrictions? Like no use of new factions, maps, nps or such?

45
Closed suggestions / Re: Combat mode change
« on: October 27, 2014, 09:15:47 am »
Seeing how fast and ridiculous the real-time combat mode sometimes is, I suggest setting a single combat system for everyone which would look like this:

All fights turn based
When someone attacks someone else for example in a town, these 2 people get into turn based combat mode
As soon as someone outside the combat attacks someone already in a combat, the attacker enters the turn based combat as well.
People in combat can attack people outside combat, which makes them join the combat.
Everyone outside combat can move etc. freely.

Example:

Guy1 attacks Guy2 in Hub
Guy1 + Guy2 are in a turn based combat, everyone else can move etc. freely.
Guy3 decides to step in and attacks Guy1 or Guy2.
Guy3 enters the combat.
If Guy1,2 or 3 decides to attack somebody outside of combat, the victim joins the combat.



I believe this system is closer to the true Fallout gameplay than the real time combat. Hope you guys like it.

PS Dont say "you wanna ruin the game?" and such troll comments. Use your brain and post reasonable replies, not just insults/accustations/whatever. Its  fair enough if you disagree, do it like an intelligent human though, not like a troll.

-1

I think that could be abused too easily-

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