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MadTaco

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  1. It's easy to take them out if you have Rebalance mod's toxin grenades
  2. If you have Rebalance mod then Toxin Grenades work wonders
  3. I voted for morelmen/cudgel with later weapons, those with snipers KILL you quicker than aliens with microslugs....especially in Rebalance mod where the range is fairly extended
  4. I still think it's rather neat how the system works on its own without ALPine plugin, I have never seen a game or a program go off the end of the file to check for "cfg.vfs" before
  5. That's what I figured, that the game simply recognizes ALL present cfg files in the main folder. Never heard of that before, though, since most programs simply won't recognize other-named files. Least it works
  6. On base recovery missions, I have found something that is so very simple yet puts enjoyment back into capturing bases. Get a guy with high rifles and high aliens skill and give him a Neostead and give him some decent armor. Then get a medic preferably with SPOILER medikits and enter the base. Then get in the closest zoom for nice graphical detail and solo the whole interior with shotgun sam, with medic as support if it gets bad (I do it without a medic but the shotgunner has SPOILER armor and is level 16 ) Some challenges to try are to take a Elimate 10 transgenants base missions with nothing but a Desert Eagle, or other pistol. But save first If anyone else has "fun" things to try, then please post.
  7. MadTaco

    Mod Idea.

    I think that that is a very good idea, it could even have a bit stronger RP element to it as well..
  8. Strangely enough I always seem to have a node when I collect a sample, but I do explore all crashed and landed UFO's even though it gets a bit tricky later in-game :o
  9. I really enjoy GurkoZ sound mod (gives a bit more atmosphere to certain things) and the Rebalance mod is pretty good as well. But, I have found that the two are not compatible. I use the .bat file and have not yet attempted manual installation, which is what I may try within the next few minutes. Has anyone here found a good workaround? Edit: I really don't know how it is possible, but I got both mods to work hand-in-hand. I noticed both mods make exclusive use of the cfg.vfs, so I naturally assumed it wasn't worth trying since I have no .vfs editor or compiler. So I decided to use Rebalance only, and moved localization.vfs to localization folder, and re-named the real one reallocalization.vfs which seemed just fine and dandy. I then re-named the GurkoZ sound mod cfg.vfs to gurkozcfg.vfs, and left it in the main folder, and then threw in Rebalance cfg.vfs to take its place. I started the game up, and much to my surprise I saw both modified splash logos, both GurkoZ AND Rebalance. I tested it out in-game and the new sounds and Rebalance changes are present. Maybe I shouldn't be, but I am damn surprised. Good lord, I typed so much about something so small
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