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Topics - Henry

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31
Closed bugs / [Wiki]Active users list not correct(math)
« on: September 16, 2016, 09:48:08 pm »
On the wiki, go to Special pages, and "Active users list". This is supposed to list all wiki accounts with activity (edits) in the last 30 days. However, the only name listed there is KompreSor, even though my last edits were less than 30 days ago. Are there other names missing from this activity list? I reference this page often, and i have never seen this sort of error before.

32
Toxic Caves / Re: Zek's Standard Encounter Map Tutorial
« on: July 10, 2016, 06:09:24 pm »
Zek can you help me get my mapper working? When i fire it up, it starts, but it disappears as soon as i move my mouse. Log file:

Starting Mapper (v.1.29.0)...
Mapper initialization...
Sprite manager initialization...
Animation3d::StartUp - Fail to create effect, skinning switched to software.
Load sprite 'egg.png' fail. Egg disabled.
Sprite manager initialization complete.
SpriteManager::LoadFontFO - File<OldDefault.fofnt> not found.
FOnline engine initialization fail.
FOnline finished.


I am guessing this has to do with editing the CFG file to point to the Client/Server directories, but i did that already. I even went back to my earlier mapper from 2238 to see how i edited its CFG file.

33
Suggestions / Crashed Vertibird
« on: June 25, 2016, 03:17:20 am »
When driving a car, you're on the ground if you run out of fuel. But what about in the air? You crash.

When you are flying a vertibird and run out of fuel, or deterioration becomes 100%, you crash it and it becomes a safe place like this for 1 hour:



Crash location would be random, within some range of wherever you were when it crashed, with some chance the location becomes new public PvP place on map, after your 1 hour safe time.

34
Character builds / Team Captain (PvE)
« on: June 23, 2016, 09:28:03 pm »
WARNING
The following plan is for a leader of four companions with less than the necessary amount of Charisma to lead that many followers. You MUST carry a sustained supply of beer (or Mentats) at all times. If you're walking on the map, leading 4 companions, and suddenly your beer/Mentats wears off, you could be stuck there!

Introduction
This is a team leader intended to get up to 4 companions, the max. I started this idea as an experiment for new players to have a fun way to start this game, and it turned out to be fun for me too, enough that I now share it here.

The necessary parts of this plan are CH 3, Good Natured, and Speech 300. In particular, this can be used to solo the Military Bunker Special Encounter. You bring 4 companions along to help combat the robots. The whole team uses Pancor Jackhammers with EMP shells, and you end up beating those robots solo, even if you're a beginner.

Getting 4 companions can be done even if you register Charisma 1, but you'd need a CH implant, and one perk would need to be Gain Charisma. Nobody uses the Gain perks, so I say register CH 2 and hope to get a CH implant**. It will take a while to find 4 perfect SG companions, and then level them up. The good news is, this is how I found so many SE for a while, was by spending so much time on the map leveling companions. In all the time it takes you to get 4 companions ready, and also to get Speech to 300, you might well find a CH implant, either yourself or by trade.

**(At this time, we can purchase SPECIAL implants in San Fran)

So as I see it, the optimal build for a 4-Companion character is as follows:

Characteristics
5.1.10.2.3.10.10
Trait 1: Good Natured - Absolutely critical. Build is broken without it.
Trait 2: Small Frame - Use your companions as loot mules to carry stuff out.
About Luck 10: May not help to find SE, but maybe helps get better loot, and combat crits.

Tags: Small Guns 180, Speech 300, Outdoorsman 175
Leveling Perks: ARush, Toughness, Even Tougher, LG, ABoy, BRoF, LG, ABoy.
Critical Support Perks: Magnetic Personality (+50 Party Points), and Speaker.
Hit Points: 265
Carry Weight: 108

Intended Drugs
Buffout, Nuka Cola, Psycho, and beer. One of the benefits of PE 1 is...using Psycho and beer virtually yield no pentalty (your PE is already minimal).

Target Levels
  • Minimum Level 76: SG 180, LP 150, Speech 300, OD 150 + all OD perks.
  • Improved Level 93: FA 100, Doc 100, Science 120 + Dismantler
  • Extended Level 99: Repair 120 + Mr Fixit
  • Advanced Level 111: Traps 125 + Demolition Expert
  • Pro Level 123: First Aid 150
  • Superior Level 131: First Aid 162, Doc 125
  • Turbo Level 148: FA 200
  • Overkill Level 152: Science 125, Repair 125, OD 175

Do The Math
Ultimately, you need 280 Party Points to get 4 Companion followers (at 70 PP each). You get 1 PP for every 3 Speech points. So Speech 300 gives you 100 PP. You get 50 more PP from Good Natured, and 50 more PP from Magnetic Personality, so that's another 100 PP. Finally you get 10 PP from each point of Charisma, so 2 CH yields 20 PP. This totals 220 Party Points. Get an Empathy Synthesizer (Charisma implant) for 10 more PP, totaling 230 Party Points. Only 50 PP short. Finally, get the remaining 50 PP from the following temporary boosts...

  • Mentats +20
  • Beer +10
  • Special Armor +10
  • Mirrored Shades +10 (You will find these along the way, don't worry)

NOTE
You do not need 280 PP to keep or lead 4 Companions. You only need 280 to initially get them to become your followers. So once you have them, you can take off those Mirrored Shades and +1 CH armor, and they still follow you. However, as noted in the warning, you do still need sufficient Charisma to lead this many people on the map, and this build is short on CH, so always carry beer for +1 CH (or Mentats for +2).

Best Practice
The easiest way i know to build a team of companions is to use multiple characters that each have Good Natured. Even at level 12, you have 61 Party Points, so with a beer you have 71 and thus can recruit/dismiss over and over until you find a keeper. Next, have an additional dummy character with Good Natured that you use only to transfer companions from the recruiters over to the main leader. The reason for this is, your leader might be busy leveling 2 or 3 already, and it's much easier to recruit a single companion on an alt that does not already have any followers. The dummy recruiter/transfer guy should have no tents on his map, or any access to any bases, and his account should have a password that is different from your other alts. I don't know any way to transfer companions solo, so find someone you trust, explain the favor you need, and give them that password. They meet you somewhere on that alt, and you on a recruiter with a companion to transfer. You assign the companion to the transfer guy, and switch to your main. Your friend then assigns it to you. Repeat as needed.

Technicalities
Getting the first 3 companions only requires Speech 125 and the Magnetic Personality perk. That's easy to reach. The trouble now is manipulating companions from one character to another. You do not have to use the above method. Either way, you cannot check their stats until you recruit them, and once you find a good one, you cannot dismiss additional companions easily. Skipping the Best Practice above, the only way i know, is to bring your good one(s) along when you're recruiting another, get the new guy, check his stats, and take them all back to a tent. Then tell the new guy (the one you want to dismiss because his stats are not good enough) to stay there. Bring the good ones with you back to find your next recruit, and use the ~disbandparty away_team command to dismiss the one you just left behind. This could easily be a disaster, so be careful before you use the command - make sure you bring all he good ones with you first, and that you left the bad one behind. Otherwise you'll dismiss a good one by mistake.

Other Logisitics
Tents. When you get a keeper, your first step should be telling that companion where to meet when you get separated. The easiest way to do this is to have only 1 tent on that character, probably at your favorite companion-leveling location. You tell them all to meet at the tent, and they have only one option. You go there to find them and no need to search around. When you find the big robot bunker SE, you build a new tent next to the bunker SE location, and if they die inside it, they will likely regroup there since it's closest. If not, you only have 1 other tent. When you're done with the robot bunker SE, clear the tent of all items, and abandon it. Keep things simple.

Support Perks
The two most important are Magentic Personality and Speaker, but others include:

  • Boneyard Guard @ Level 1 is assumed
  • Sneakeater/Ranger/Gecko Skinning @ Level 2
  • Pack Rat/Strong Back @ Level 6
  • Scout/Pathfinder/Explorer @ Level 12
  • Treasure Hunter @ Level 24
  • Sex Appeal, Light Step, Dismantler, Mr Fixit, Demolition Expert

Conclusion
Lol. This is a long-term plan, that is mostly a lot of solo work. Don't rush it. You will find Special Encounters along the way, and end up with something very few other players ever get, or ever even see: a team of 4 companion followers backing you up. Bring them into caves when you hunt for Solar Scorchers. Maybe Glow! Try them on the Gunrunners mutie quest or tougher places! But mainly, beat those SE robots solo, including the Nemezis boss. Or just take them to Hub to show off. Fun times.

***   ***   ***

Alternate Plan
If this is too much, consider a much easier alternative which allows you to get 3 companions. Register the same plan but Charisma 1 works fine, switch Small Frame to Fast Shot and get better Carry Weight. With this build, you only need Speech 125 to get 3 companions, so don't even have to tag Speech. Tag FA if you want.

35
Faction Announcements / Remove Stupid Faction Names
« on: June 19, 2016, 08:53:02 pm »
We already have a thread where players can suggest new faction names to be added to the game, but over time that list gets clogged up with stupid names nobody ever uses (or likely ever will), so this thread is meant to be a list of faction names already in the list, but that are just making the list longer for no worthy reason.

I suggest the following names be removed. If you see a name you like though, say so. If a name does not appear in my list, it means it's a name that I guess is okay. Preferences vary, but I'm sure we'd all prefer a shorter list of better quality over a long list of so many names we know we'll never use:

The VC Bleachers
The Turnbull ACs
The Truft Finders
The Trapper Camp of Klamath
The Throatslit Happies
(All Thirsty factions)
(All Tedious factions)
The Stoical Bridgehead
The Stillborns
The Shot Ones
The Segmentation Fault Lovers
The SOCOM Rejects
The SF Ra Ras
The Rotten Throat Camp
The Rotten Feast
The Reno Gumshoes
The Redding Turnups
(All Reading factions could be changed to Redding)
The Rad Beat Docs
(Both Powder factions)
The One Millioners
The Northern Freebooters
The No Ways!
The No More Winter Gang
The No Hopes
The Nasty Women
The Nasty Bulls
The NCR 200s
The Muscle Malones
The Mosaic Gliders
The Moose Bitches
The Modoc Throws
The Missing Arms
The Manflyers
The Kokoweef Yeah Yeahs
The Klamath Eaters
The Junkie Bulls
The Judas Bunch
The Jealous Beasts
The Irradiated Brains Scum
The Highspeed Highways
The Hello Pussies
The Gee-willikers
The Game Dungeon
The Feet Men
The Feathersoft Plasmabeam
The Far Beyond Drivens
The Fakerhood of Feels
(All Failing factions)
The Emptied Jet Canisters
The Dockyard Dip Downs
The Devils Reject Pariahs
The Dead Tree Rain Downs
The Cato Street Conspiracy
The Capo Men
The Calm Bombs
The Burning One-Eyed
The Bootleheads
The Bonzai Trees Keepers
The Bolter Scouts
The Banned From The Pub
The Bald Bolt-Heads
The Anger Followers

These are some faction names that seem to be below grade, never seem to get used, and make the list longer for no apparent worthy reason. I know we have some creative people in this group, so surely we can think of better names. Meanwhile, this list needs to be cleaned up every once in a while. Has that ever happened?

36
Suggestions / Combo Suggestions...
« on: June 13, 2016, 04:15:30 am »
* When you're in a reactor, even the old broken one at Gecko, you should not need a lighter. The reactor itself lights you up a tiny bit, and auto-lights your cigs.

* All companions should auto-reload when they hit the worldmap, if they haven't already by the time they hit an exit grid. That way they start with a full clip, same as everyone else.

* Companions should get partial xp from their leader's kills, same as a player who tags him.

* Stranded Rust quest (Klamath) needs to have valve timer extended so a single player could do it if he's fast enough.

* Optimizing the Power House quest at Junktown for Thomas currently has a very high Repair or Science requirement. This should be lowered to better match starting characters so they can do it early. People forget about this later as they move on.

* All these wipes erase a lot of hard-earned xp. Give each player 1 Achievement Book after wipe, that represents his highest level before wipe. Objection: "That would take a long time to figure out." Reply: "It would need to be an event, a long event. If you're not there, you miss it."

37
Bugs / [Mechanics]Howizter Shells are/not ammo(minor)
« on: May 01, 2016, 05:46:50 pm »
Howitzer Shells are ammo, but are not included as ammo when filtered.

Take a Howitzer Shell to a container, filter to see only ammo, it is not shown in list.

38
Suggestions / Add Loot to Alien Bones
« on: April 07, 2016, 11:40:17 pm »
We search these caves for hours and we find interesting stuff including searchable "alien bones", but they never have any loot. Should be a blaster or something cool in there. Maybe hypo, access card, special robe or ammo, or a map to a crashed UFO, or maybe the alien managed to nab a Star Trek Phaser before he died. Something!

39
Closed suggestions / Single/Burst Deterioration
« on: December 12, 2015, 07:00:39 pm »
Firing a gun deteriorates the gun. Understood. Now compare firing a single shot sniper rifle to firing a burst gun. Bursting would deteriorate a gun faster. That sniper rifle should last way longer.

Idea is to make single-shots do far less deterioration to a weapon. So keep it the same when bursting but reduce det for single-shots.

40
The Thunderdome / Someone get Craig Boone out of Claws TS
« on: September 20, 2015, 12:53:22 am »
Craig is in Claws TeamSpeak as an unwanted troll/guest. He won't leave. Somehow we cannot kick him out of our own channel even though he is not a member there. We consider this to be an abuse of TS privs. Need help from an admin. Thanks in advance.

41
Fan Art / Custom Newspaper...
« on: September 11, 2015, 01:11:35 am »
That post by *ahem* some other faction *ahem* got me thinking.


42
Bugs / [Mechanics]Radaway vs Chem Reliant(medium)
« on: September 08, 2015, 12:12:57 am »
I was debating if to post this here or in Suggestions, but decided here because the in-game function does not seem right to me based on the description of Chem Reliant.

So the way RadAway works is on 6-minute intervals. You take a RadAway and you get an immediate 25-point reduction in rads (assuming you have more than that), and this starts an invisible timer. 6 minutes later you get a 50-point reduction from that same RadAway, and 6 more minutes later you get the final 75-point reduction (again assuming you had that many rads).

However, with the Chem Reliant trait, the timer is doubled. It takes 24 minutes, not 12, for a single RadAway timer to complete. Fine, but i don't see anything about the descriptions in-game or on the wiki that suggests this. The Chem Reliant description is like this:

"You are more easily addicted to chems. All drug addictions are permanent, but the drugs effects last twice as long as usual."

This relates to drugs, their addictions and effects. Radiation is not a drug. The description does not appear to relate to incoming radiation damage. So i suggest a fix to the way the RadAway timer works on Chem Reliant characters, or a change to the in-game description and some declaration about it.

As it is now, being Chem Reliant apparently slows down one's metabolism. If that's the answer, then we can change the wiki info about this Trait, but a change to the in-game description would be in order as well.

43
Survival Guides / TC Readiness
« on: August 30, 2015, 04:18:24 pm »
Here is a checklist for getting ready for Town Control. If you're a new player, seeing this might be a glimpse into your PvP future, thus granting you some advanced perspective, before you're even ready for it. If you're a seasoned vet, please add the stuff i left out. Be advised, you will win some fights and you will lose some fights. Be prepared to lose your gear. If you think too highly of your stuff, and you cannot handle losing, you might want to skip Town Control altogether; your teammates need stable-minded players who don't freak out when they lose. Get upset if things were a mess in a fight, but stay cool enough to keep going. Gear is replaceable. It's just pixels and time.

The Basics
* Fully leveled PvP fighter build, approved by whoever is leading the TC operations
* Practice Real-Time combat. Start with PvE but get to PvP asap. Use Hinkley!
* Outdoorsman to 150 + Explorer/Pathfinder perks, to get you back to battle much faster
* 1 car per fighter (the Buggy is an excellent choice, cheap and fast. Thanks, Blarney.)
* 6 private tents (or Safe Houses), 1 each snugged up to each of the 6 TC towns
* Spare gear in the trunk of the car, including guns, armor, helmets, ammo, drugs, sstims
* All gear needs to be tier 2, or better - listen for instruction from leader
* All gear must be in good condition! Nothing nearing 50% 73/73 might work, but 49/100 is bad
* Use the faction's NameColorizer file! All enemies should appear with the same color, distinct from your faction-mates.
* Set up Hotkeys for Reload, and Super-Stims. Do you do aimed shots? Set those up, and include one to Disable Aim.
* Voice chat is a must. Get TeamSpeak or Mumble or whatever the faction uses. Get a mic.
* Use Q to see your Sight range, and use W to see your Weapon range.
* Use F10 to highlight the TC Zones. If too many of your team runs out of it, your TC timer will end.
* Try the Fog of War feature. Some players prefer it over simply using Q.

IMPORTANT
* Know your character's role in PvP, his strengths and weaknesses.
* Minimize microphone use, only talk when needed to give important combat-related details.
* Follow orders! Listen to the leader. Follow who he says to follow. Go where he says to go. Do not go Rambo.
* Be ready to "Focus Fire" as instructed, so you and your team hit the same targets and actually win the fights.
* Your team will likely have a sneaker scout. Listen carefully to critical info from your sneak scout!
* Don't stand still for long; enemy sneakers will too easily 1-hex you if you're not moving around.

Know the Town's Map/Layout
* Go to these TC towns and learn the layouts. Note the names of the buildings and where they are.
* The leader will be giving orders where to go - you need to know the places to understand those orders!
* Familiarize yourself with the Town Preview in each town. Know which town has which entry points.
* The leader will be giving orders where to enter - you need to know those places in advance.

Know the Procedure
* Before the fight begins, stay off of the worldmap to prevent enemy from knowing numbers.
* Have drugs (and lighter) ready. Have everything you need so you're not asking anyone for anything.
* Listen for order to pop drugs. Do so immediately - the fight is about to start!
* Go to worldmap when the order is given.
* When sent to worldmap, go over town and use Town/World button. Be ready to enter in 2 seconds, wherever told.
* Form lines, as instructed. Sometimes lines need to be vertical (north south). Sometimes horizontal (east-west).
* Stay cool. Don't get mad like immature kids. If you get that mad, go to AFK and do something else for a bit.
* Do not care about looting until the order is given. Be frosty for fighting until then. Don't be selfish.

Tactics by Ion Cannon
* Do not use all of your Action Points at once; shoot one time and wait...be ready to heal yourself or a friend
* Spread out; clustering together makes it easier for a rocket launcher to knock down your whole group
* Form a very wide line (I assume to avoid multiple hit splash damage)
* Lure enemies to narrow passages/open space (depending on the team build - if its bursters or snipers/sneakers)
* Constantly check your weapon range and change position often.

Advanced
* Have Motion Sensors, pre-charged to 600/600 with extra SEC on hand
* TC Ready-Piles (see below)
* Willing to level a sneaker? It's a specialized role. Scout the town and provide critical intel for your team!
* The TC timer will be shorter if the character who initiates it has high Speech. Hint hint.

About TC Ready-Piles
Most guys use a trunk to store spare gear, for re-gearing between battles. This is standard and i do it too, but this forces you to open the trunk, scroll through the stack of items, pick each thing out, choose quantities, drag-n-drop a bunch of times, and then do it all over again because you forgot 1 item (like a lighter). When you're in a big hurry to get back to a fight, this is a painful delay.

TC Ready-Piles are far better. They are individual pre-stacked piles tailored for a specific fighter, arranged in a row at a TC tent, ready for that fighter to Grab-All. Maybe 5 such piles per fighter, per TC tent, works well. (If you fail more than 5 times in the same town and intend to keep trying, use the trunk.) Arrange 5 piles in a line. Each pile should have the following:

* Gun
* Armor
* Helmet
* Ammo (an appropriate limited amount, so as not to lose much, but not to run out)
* Drugs (one full round of drugs for that fighter)
* Lighter
* Super-Stims

When you do fail in combat, you need to get back to the fight quickly! Your character has Outdoorsman 150, right? Explorer and Pathfinder perks mean fewer interruptions, and faster travels. You get back to your tent, run to a ready-pile, and Control+G to grab the whole pile. You instantly have everything you need, and in the right quantities. You will not be one of the last guys to get back to the fight - you will one of the first. Nothing is forgotten, and no delays. You'll impress the leader by being back so quickly, every time. The team will learn they can depend on you to be fast.

TC Ready-Piles are a lot of work to do in advance. Not everyone will do this, but I do. If you do not, just remember: the enemy does!

Overkill
A lot of guys buy a bunch of extra cars for TC. When they die in a TC town, they note where on the map is the restart location, and that's where they build a tent. They park their extra cars there and this is how they get back to battle so quickly. Of course when the battle is done, you need to drive those cars back to the tent and probably walk that distance a few times. It might take you a while to pile up some Fuel Cell Controllers, but this is how some guys use them, because the Cockroach car is only 1k caps each (plus FCC).

44
Closed suggestions / FN FAL HPFA: Wood Requirement
« on: August 23, 2015, 11:54:15 pm »
1 wood is required to craft an FN FAL gun, just as is the case with many guns. But in the case of the HPFA, another 1 wood is needed for the upgrade. Seems like this is wrong (maybe just human error?) Suggestion is to remove the additional 1 wood requirement from the HPFA upgrade crafting recipe. If we think needing to double the amount of wood for this gun, then double it for all gun upgrades? I hope not.

45
Suggestions / Expanded Inventory
« on: August 15, 2015, 08:25:01 pm »
Something like this:



This came from the backpacks suggestion (which i support), but allows more. The additional item slot (under armor) could be for backpacks. So now we'd have a way to wear backpacks in a special slot meant for them. (We don't have enough slots in my opinion.)

The mini-slots could be for items like: paramedics bag, mirrored shades, radio, ammo, drugs, lighter (the things i don't want to drop when i "drop-all").

If we had these additional slots, we could more easily drop-all and grab-all items without disrupting our intended inventory minimums. For example, we go looting for blueprints and end up getting so many other items. As things are now, we bring them back and have to sort them into different piles or containers (if we want to keep things tidy). But this takes too long and we are unable to "drop-all" because some things we need to keep with us, to go out again looting. With more slots though, we could drop-all in a single pile (for sorting later) but not lose the things we need to keep in inventory for more looting. It would be way faster.

Even Better: add a tab page so that you effectively have two inventories - the default, and the one inside of a backpack.

The above image is also taller which means more items visible vertically for slightly less scrolling.

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