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#161
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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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Last edited by YoYoBatty; 07-18-2012 at 09:12 AM. |
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#162
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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
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Quote:
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#164
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haha awsome
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#165
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Um, no answer at all?
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#166
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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
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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
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That's fine, we just got annoyed with people decompiling, tweaking and then recompiling thus creating version mismatches.
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Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#169
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Oh yes, that is quite annoying, I assure you this will not happen.
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#170
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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
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Quote:
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How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243 Pro-Tip: DON'T DIE |
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#172
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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
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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
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I'm wondering - is it possible to code "difficulty" lvls into mutators liek this?
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How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243 Pro-Tip: DON'T DIE |
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#175
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Yes but that means making a new gametype that the new mutator forces it to use.
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#176
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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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How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243 Pro-Tip: DON'T DIE |
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#177
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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
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What are the animation changes from 1.0 to 1.1?
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#179
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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
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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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