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@rato, i started a new save, the first night fight works just fine but the second one leads to "
blind enemy bugs"
and actually before this update, i notics the enemies not be able to spot me in the free move phase but the night fighting turn base phase works just fine
Immediately afterwards in Camp Savana.
Enemies don't take any action at night. After their "Fee Move Phase" they just stand around.
If you press "end round" the PC calculates 3-4 seconds and then it's the player's turn again.
If I then load and wait until daybreak, all enemies are fully active and behaving normally.
I have no clue whats the cause of this. But at one of your changes. Since I have a fresh savegame, it's pretty sure the last patch from you.
Then I'm through with GOD Mode.
All works.
Sniper Snipers properly and no freeze. They have the right ammo on them.
What you should conclude from this is that not all changes are savegame safe, insted require a new game.
tho, it might has something to do with other mods, im testing it now with a new save.
tho, the new update seems to makes enemy blind at night time.
@lifeline
Thank you! It was based on all our discussions on the topic
I ran into a bug now that they're gone.
"Good Place" the prison had snipers with Draganov.
They are now catastrophically broken in my "old" Savegame.
At the time of the update, I was not yet near the prison.
Nevertheless, all snipers are spawned with Dragonov and the "ERROR CODE" ammo.
As soon as they wanted to shoot me with their rifle, the game froze because the weapon was invalid.
I've now started a new game to see if the bug also affects new saves. I hope not.
But I can see why you would want to modularise it.
wrt the ammo, yeah its still got missing icons. Feels like its an unnecessary frivolity distracting from the real meat of the mod.
If you remove it, will it break guns that have it loaded?
The munitions logistic in this game makes it feel completely out of place. And even though it's realistic...
Just rename the PKM74 to PKM. This version also has 7.62WP in real life.
Personally, I can live with the wrong caliber for the Draganov and AK74. Because everything else totally ruins the flow of the game. But of course that's just my opinion.
They were not even made by me, originally, so Im not very sure how to correct their bugs.
1. They are bugt because the inventory pictures are missing.
2. It feels strange to me. I've found 3 PKM74 so far but don't have nearly no ammo to use them. But I swim in 7.62WP ammunition. And If I mod the PKM to 7.62WP, then it loses 40% durability with a 60 shot mag.
Exactly the same with the Draganov. Found one on LARRY at camp. First happy then disappointed. Because even a month later still 0 ammunition.
Maybe it would be good if there was one in the Legion every now and then with an AK74, so that you at least have the chance to get ammunition.
Or you make the ammunition feature optional...somehow.
Stop and bandage. Especially when using increased enemy mods.
I agree with everything @Dagobert stated. Same goal is accomplished when I increased the enemy count. But when I add this mod in, the game play its a much slower. I like some of the overhauls here. But being this mod has spread out overhauling a bunch of areas. (still just my opinion) It now puts me in a choice, do I want to use this mod or the other several other mods that conflict with it.
We all love to mod our games as we see fit for ourselves. Imo, having these overhauls modular give the player more freedom to pick and chose his/her way to experience this great game.
For me that is the key selling point of your mod.
I just gave all my mercenaries a small medikit. problem solved
But since wounds are dangerous now, I have to play differently. Much more careful.
Just like "XCom Long War Mod" back then. I really love having to pull back to a better position from time to time.
In Vanilla I'm so "good" that I always storm forward, knowing full well that one or two wounds don't matter at all. This change your mod dramatically... PLEASE leave it that way!!!
Yes, this makes the fights longer. But that's what makes your mod so different from the vanilla experience.
I would at the least split bleeding and environment damage up. Make your frag cause the bleeding while the HE does the environment damage, that is actually a fairly standard concept in games of this type (the more effective Anti-Personnel grenade doesn't wreck the environment). This has the effect of making each suited for a different task, might still suggest shrinking the HE AoE as well as right now its a little too good at blowing stuff up.
Like most weapons, the different grenades have roles they are best used for, and are less effective outside those roles. The frag is a 'defensive grenade' in that it should (as noted) be used when behind sturdy cover so you don't get wounded by your own weapon. The HE is an 'offensive grenade' in that it is safer to use while advancing because it doesn't throw deadly fragments around, and has a smaller lethal radius.