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  #161  
Old 07-18-2012, 09:11 AM
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I tried it on bioticslab, easy difficulty. Hyped up, ready for what I expect to be an insane wave of awesomeness. I go down the hall. Obliterated in 2 seconds. WTF! I didn't realized that easy was berserk mode. So I think that I just got an unlucky ambush. Try again. I made it to wave 2 so I tried normal. Swarmed. Zero chance of survival. I ask was this mod intended to be this hard. I mean this is quite crazy, I thought I set the difficulty to suicidal or HOE. It's quite ridiculous how insanely difficult and unfair the enemies are in this mod. Also I do not see any mutators or the weapons that I see in the trailer for this mod. I download the 1.1 version and extracted everything to my KF folder. The only way I could open a map was to load it with the deadspace gametype.
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  #162  
Old 07-18-2012, 09:22 AM
Hemi Hemi is offline
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Its intended for "normal" or "hard" difficulty with server perk running up to level 12 to 20. Youll find it allot easier then. It also takes getting used to, and requires new team tactics. In solo mode your pretty much fcked yes.

The weapons are only for our server as we had to ask permission form Dest (who made the Defence alliance mod)

Its best to create your own perks to accompany it, like we did for our dead space server.

Its called "Dead Space" for a reason...as I want you to die an scream for your mommy when playing it.
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  #163  
Old 07-18-2012, 09:55 AM
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Quote:
Originally Posted by Hemi View Post
Its intended for "normal" or "hard" difficulty with server perk running up to level 12 to 20. Youll find it allot easier then. It also takes getting used to, and requires new team tactics. In solo mode your pretty much fcked yes.

Yes I learned my lesson, managed to survive a 10 wave normal difficulty on Arcade-Shopping-Center-final

The weapons are only for our server as we had to ask permission form Dest (who made the Defence alliance mod)

In that case I'll see if I can join later today =P

Its best to create your own perks to accompany it, like we did for our dead space server.

I will do that.

Its called "Dead Space" for a reason...as I want you to die an scream for your mommy when playing it.

Trust me, I did. Got some very nasty surprises, I turned fly mode on to get away from those fast moving bugs D:
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  #164  
Old 07-18-2012, 09:59 AM
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haha awsome
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  #165  
Old 07-19-2012, 01:21 AM
lVlal2ll3ol2o lVlal2ll3ol2o is offline
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Is it possible to change the base health of the monsters? I've tried extending off it but that doesn't seem to work since you guys used a decompiling protection on the mod. I also wanted to run these in Sand Box if possible.
Um, no answer at all?
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  #166  
Old 07-19-2012, 04:42 AM
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We secured the mutator yes, so no more fiddeling with it anymore. Only one that is allowed to do so is me. My mut, my rules....so your going to have to live with it.
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  #167  
Old 07-19-2012, 06:09 AM
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We secured the mutator yes, so no more fiddeling with it anymore. Only one that is allowed to do so is me. My mut, my rules....so your going to have to live with it.
It doesn't really bother people like me and other modders considering we can make our own mutator/server perks mod for this =P
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  #168  
Old 07-19-2012, 07:04 AM
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Originally Posted by YoYoBatty View Post
It doesn't really bother people like me and other modders considering we can make our own mutator/server perks mod for this =P
That's fine, we just got annoyed with people decompiling, tweaking and then recompiling thus creating version mismatches.
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  #169  
Old 07-19-2012, 08:11 AM
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That's fine, we just got annoyed with people decompiling, tweaking and then recompiling thus creating version mismatches.
Oh yes, that is quite annoying, I assure you this will not happen.
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  #170  
Old 07-19-2012, 09:40 AM
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Not sure if Hemi would want to do it but he could possibly make a configurable ini file for the new specimens that would allow for basic changes like damage/health/speed/health per player. That way players would be able to balance/adjust the mod to their needs without code/compiling it. Just a suggestion.
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  #171  
Old 07-19-2012, 11:03 AM
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Quote:
Originally Posted by slavek View Post
Not sure if Hemi would want to do it but he could possibly make a configurable ini file for the new specimens that would allow for basic changes like damage/health/speed/health per player. That way players would be able to balance/adjust the mod to their needs without code/compiling it. Just a suggestion.
something like serverperks, where it draws from the .ini of whatever server you're on? Interesting idea. But then you'd have poeple killing "clots" with 10 health and clots with 1000 health on different servers (or whatever necromorph is in question) without any way to identify it. Which would be a real ***** for the users :/
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  #172  
Old 07-19-2012, 04:27 PM
lVlal2ll3ol2o lVlal2ll3ol2o is offline
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Quote:
Originally Posted by Hemi View Post
We secured the mutator yes, so no more fiddeling with it anymore. Only one that is allowed to do so is me. My mut, my rules....so your going to have to live with it.
I understand. Perhaps have a configurable .ini file like "slavek" said. That way we can adjust them to our servers and balance it much easier and won't need to decompile anything.
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  #173  
Old 08-02-2012, 01:28 PM
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Default Extending the gametype?

A configurable .ini would be amazing. :/ If we just wanted to change the hp for the patty, would we be able to make a mutator or something for that? I've seen some mutators with the patty, so maybe that would be possible?

Last edited by Professional_Nub; 08-02-2012 at 01:31 PM.
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  #174  
Old 08-02-2012, 01:34 PM
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I'm wondering - is it possible to code "difficulty" lvls into mutators liek this?
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  #175  
Old 08-02-2012, 01:48 PM
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Quote:
Originally Posted by halbridious View Post
I'm wondering - is it possible to code "difficulty" lvls into mutators liek this?
Yes but that means making a new gametype that the new mutator forces it to use.
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  #176  
Old 08-02-2012, 02:33 PM
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Just wondering if its a feasible idea for mutators like aliens or deadspace. Because until you lvl those perks, it is very hard to compete :/
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  #177  
Old 08-03-2012, 11:16 AM
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Maybe it's best to have a edited version of the perks that speed the leveling up for that mod or use specific levels (minimum) for it.
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  #178  
Old 08-06-2012, 02:45 AM
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What are the animation changes from 1.0 to 1.1?
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  #179  
Old 08-06-2012, 10:46 PM
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Hey Hemi,

There seems to be a problem with Necro Isaac on our server. Our chances of winning against him have skyrocketed lately.
It appears that his AI is somewhat broken -
- he often walks back and forth and sometimes stands still despite being fired upon by players
- does not attack as frequently and when he does, he fires his rockets in the wrong direction or only fires two compared to his usual 6 rocket salvos. He also seems to not use his chaingun as often
- his HP may not be scaling up (or it might seem that way because of his current AI)

In past matches, Isaac wipes out more than half the squad or the entirety. Nowadays, we kill him without losing a single person. I haven't attempted altering any of the coding (it's secured anyways).

Any help would be appreciated and also I too would appreciate a .ini file to configure the zeds

SMGH

EDIT: All of the aforementioned problems were caused by map pathfinding bugs across 2 different maps that I coincidentally observed. Though that .ini would still be nice

Last edited by sum1mustgethurt; 08-08-2012 at 04:15 AM.
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  #180  
Old 10-02-2012, 01:03 PM
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I have used serverperks v6 (latest) with Deadspace mutator without any issues.

server ip 103.247.135.14:7707 (uses very fast redirect)
just wanted to report that it works. I dont think I am missing anything.

thanks for the awesome mod, got bored of clots.
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