November 28, 2020, 10:53:30 pm
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1
The Workshop / Re: Character skins
« Last post by cuddy on November 16, 2020, 03:28:18 pm »
Wao, la verdad se nota muy bien el trabajo artistico detrĂ¡s de esos skins, aunque en el juego la verdad eso es lo de menos porque lo que me gusta a mi son las armas y es por ello que no creo que las skins importen mucho, la verdad en algun momento esperariar un personaje que estuviese desnudo
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News and Announcements / Re: Changelog 19/09/2020
« Last post by Elmehdi on November 08, 2020, 05:36:31 pm »
Eh I wish this game gets alive again. Presumably restoring the core mechanics from 2013/2014 would be a good starting point (full drop upon character's death, soft levelcap + implants etc).
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Game Help / Re: New Player Guide for Season 3
« Last post by Arronax on November 05, 2020, 08:04:53 am »
Thank you, Henry!  ;D
Feel free to take and use anything you find worthy from this video!
And thank you again for your never-ending awesome wiki job you do!
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Game Help / Re: New Player Guide for Season 3
« Last post by Henry on November 04, 2020, 10:18:43 pm »
Man, thank you so much! I added this to wiki:

A Video Startup Guide, by Arronax!

Good timing too - i've been working a lot on my guide which has a different route, but watching yours, i see a few improvements i can make. (Control+P to plagiarize lol)
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Game Help / Re: New Player Guide for Season 3
« Last post by Arronax on November 04, 2020, 08:51:10 am »
Here's the Crafting Calculator again, but in Excel file format.
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Game Help / New Player Guide for Season 3
« Last post by Arronax on November 04, 2020, 08:49:54 am »
Greetings, fellow wastelanders!
Almost an year ago I made a 2h30m long video tutorial on how to get started on Reloaded. Although I shared it on the discord channel back then I delayed posting it here cause I found a couple of mistakes I wanted to fix, and I also wanted to include some additional information (as some fellow players noted it would be helpful). Unfortunately, life happened and I couldn't find the time to do so in the following months, so, being so long overdue, I finally decided to post it here.



Here's also the Crafting Calculator which is included in the tutorial (see attachment). It's made in Open Office, and it's basically a formulated spreadsheet which allows you to compute the amounts of materials you need to craft stuff. It could have some inaccuracies, as well as a couple of missing items. Please, if you find any - post a reply here and I will try to add/fix the issue. Thanks!

I hope all this will be helpful to new players as well as to some more experienced ones.
Please, feel free to reply with any questions, remarks, notes and suggestions you might have!
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River of Tears / Re: crying about turnbased
« Last post by Slowhand on October 17, 2020, 11:23:09 pm »
I too believe that the RT, doesn't realy fit in the fallout 1 & 2 environment. I don't mind it in fallout tactics.

I'm a game developer myself, and from a gameplay perspective you either go RT or TB but not both at the same time, It's confusing. And due to the fact that it's a tribute to the original developers interplay & black isle I would keep it TB.

Also because it's actualy based on a lot of gameplay ellements from D&D, and you don't have RT in D&D for a reason.

If I had the time I would try to remake it more like the original one. I do love all the new places and cities they've created it's pritty insain.

I'm a game developer myself and from game design perspective both should be an option. If one of the modes is too exploitable that should be disabled for those locations, for example no TB in Town Control, or simply if there are more than 10 players on a flare trap, otherwise it's just wasting players time.

D&D is not a PC game as far as I know, but pen&paper/tabletop, where TB is a must due to technicality. Other D&D based games for PC are RT and worked well, for example BG1/2 where BG3 is TB and the TB part it sucks big time.  Pillars of Eternity keeps the RT design of original BG's and it's a very enjoyable CRPG game.

As for what TB and RT goes, I am working on a mix of them to make TB with lots of AI tolerable, where all AI in the same stack make their turn simultaneously, followed by player than either a stack of AI or player depending on sequence. Hopefully I get it done before my time on this project runs out because I like TB more as well. Then it's just a question if it's compatible with Reloaded and when/if they adapt it... so gl :)
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The Workshop / Re: how do I change heath/ exp per level?
« Last post by lordsaxx678 on October 16, 2020, 03:56:15 am »
Alright thank you  ill be sure to look into that discord server.
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The Workshop / Re: how do I change heath/ exp per level?
« Last post by Slowhand on October 13, 2020, 11:04:23 pm »
To change start max HP, find this line in 'parameters.fos' and change the value. (For example change 15 to 115 to add 100 extra starting HP)

Code: [Select]
_param_[ST_MAX_LIFE] += 15;


To change XP per level mess around with the following function, for example change 1000 to 10. (I did not test this answer, so if not correct, look for something similar in code.)

Code: [Select]
int NextLevelNeedExp(Critter& cr)   // Export
{
    int level = cr.Stat[ST_LEVEL];
    return NUMERICAL_NUMBER(level) * 1000;
}

You can also ask questions on discord #modding text channel, I don't always check forums.
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The Workshop / how do I change heath/ exp per level?
« Last post by lordsaxx678 on October 13, 2020, 05:50:00 pm »
I downloaded the Source code and was wondering on how to change the base starting heath and exp needed per level.
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