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Chryssalid_Victim

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Everything posted by Chryssalid_Victim

  1. On the version I have just turning off Graphics Acceleration works. Suppose it's the same thing. Long time no see all
  2. Great work guys. Have to admit Combo Mod v2.0 scared the hell outta me when i met those spec ops guys mission 1 and got summarily whooped (doesn't help being outta practice either). Op Impending Doom 2 never got off the ground But now with v3 and a few alterations to strategy I'm having real fun with this, although an 1800 power rifle in spec ops hands wasn't what I wanted to see....GRENADES AHOY!! Fantastic work guys, you only get better and better as time goes by. Laters
  3. Thanks guys glad you remember me *rubs hands together at fixing Files/Buffers probelm if possible, this will also allow me to run other DOS games* (Dos-Box is ok until you want to use CDs ) eeeexcellent
  4. Apocalyse in XP? There is such a thing SHOW ME!!! (please)
  5. Well it's been a while since I was last here and a lot of stuff has gone on with the game since but thought it was about time to visit the old stomping grounds once again. Work's kinda kept me away from any sort of gaming over the past 6 months and I thought it'd be only proper to drop in (can't imagine why my account is still here....AND the Flapper Mod for that matter ) Quick question for y'all though. I understand patch 1.4 has recently been released. Assuming I can get back onto Aftermath anytime soon, how badly will the patch affect any Alpine plugins or mods I want to use? Thanks guys Boomer
  6. Just out of interest Alarez are you planning on doing a "Naked" Version of the next Rebalance Mod? The current mod is awesome and especially in the "Naked" state it's brilliant to run alongside other mods like the sound and musicmods. Cheers mate
  7. Hmm.....you're right Fulby With no mods I still get the UNIT_M bits......not good Any suggestions anyone? (Oh and it might be worth moving this thread since it now has nothing to do with the mods )
  8. Using Alpine 2.8.1 and v1.3 I have the following installed More Recruits Naked Rebalance 4.1b Gurkoz Sound Mod Music Mod Camera Angles Stun Rod Warp Bomb Considering these were working perfectly with Alpine 2.8 and v1.2 (Apart from the more recruits since I didn't have it at that time) and yes I started a new game when v1.3 came out and I reinstalled these mods. I stumped...... ???
  9. Hey guys. Long time no speako....sorry but been working nights and thus has screwed up my body clock and Aftermath playing time and most importantly of all drinking time Just a quick question. Having installed all this wonderful stuff now when I'm in UFOAM instead of the standard units on guns I get the .txt entry. I'll give you an example The standard Shotgun usually says something like: Dmg: 600 Max Range: Bugger all m Effective range: Even less m Weight: It's a shotgun kg NOW it says: Dmg: 600 (That's fine!) Max Range: Bugger All_UNIT_m (Huh?) Effective Range: Even Less_UNIT_m (Wha?) Weight: It's a Shotgun_UNIT_kg (D'OH!!) Help!! ??? Laters
  10. Deathbellows kill fast Psi equals NASTY Biomass 4 Life and finally FLAPPER OF DOOM!!!!
  11. Mystery Taxi along with beer goggles strike again No more booze for THIS MAN!!! (At least not until I come out with another randomly funny gem which gets turned into a mod )
  12. *sits down* My god what was I drinking for THAT to happen :dontgetit:
  13. Spoilers....... Speaking from soley an "easy" perspective since I ain't started Medium or Hard yet due to this lousy night job not ALL the Retty's even in the final missions have Bio Armour. On the moon's surface I think i even saw some REALLY crappy armour (not even Sun Armour) or that could have been my lappy's monitor confusing me. Generally for me anything in Bio Armour got Psi'ed immediately as that generally means BAD stuff about to happen. The armour config seems a bit randoms since I've had my base invaded by ALL Bio Armour Rocket Launcher/Microslug/Warp Rifle/Psi Projector toting nasties, which I fought off with more than a couple of casualties and then when they attacked again in was Advanced Laser Pistol/Plasma Gun/Sun Armour wearing wusses.......wierd, what a waste of a Psi shot At the close quarters I found the EPG useful but not as useful as the Double barrelled machine gun (3 Rettys in Bio Armour w/o getting killed...now that's funny...thank god none of them had Microslugs, they cut through Heavy armour (well any armour) like it's butter. Not much is good vs Bio armour I'm afraid but I'm still a fan of the EPG as a non-wall destroying combat weapon since the sniper rifle just doesn't get it done indoors due to slow reloading time (although I'm not sure what the reload on an EPG is, can't imagine it's much better apart from using the REbalance MOd where the Plasam is 5 times faster than some of them ), the Heavy armour stuff REALLY wrecks maneuverability which sucks when rockets are flying (Or deathbellows are in the area but you shouldn't be wearing Heavy armour vs transgenants anyway), although I do like the "Stuff defence it's who can take the most damag wins" mentality, and all the other guns get you a bit too close for my liking. Really apart from Psi there's no perfect solution vs "Ultimate" reticulans....well maybe warp resonator ...but even that runs out of ammo and can't be reloaded ugh. (7500 one) Just get your own Bio
  14. Yeah the Plasma Shotgun sucks....even the enhanced one which does well over 1000 damage. If you want a short range weapon use the Warp Resonator (if u have it).....7500 dmg at a similar range to the Neostead without the potential of frying yourself alive like with the Flamethrower is definitely an added bonus Personally I love the Enh Plasma Gun. More damage than a Grenade at pretty decent range is definitely a nice touch. Usually I have 2 or 3 of my squad lined up with them. They can kill some of the nastier transgens in 1 shot. Don't get me wrong I like the Advanced Alien Laser Rifle too due to it's immense accurancy and pretty good RoF but for me it doesn't pack enough OOMPF (There I included OOMPF in a post ) for me towards the end of the game. You want stuff to die in 1 or 2 shots at the most before they can blow your head off with one of their stupidly powerful guns. Rest of the the config is usually one guy with the Heavy Warp weapon which straps to armour, a Warp Resonator or two, 2 Psi's with backup Rifles and the rest with Enh Plasma Rifles....all in Bio Armour or EHA of course If I have ammo for a Microslug that's always an added bonus as are the Alien Rocket launchers but i generally only use those when REALLY needed (I suspect they will be for the final missions) Still there's the potential to get mulched but i think that's the best config I've come up with so far...Psi feels so much like cheating
  15. Hey there Great job but I've had a problem trying to wrap the Naked Rebalance Mod and the Gurko's Sound mod (which worked under 2.4) I get a "Can't copy modtemp/loc/*.* error (At least that what I think it says) I've gone back to simply using the .cfg files in the main driectory but was wondering if you could offer any help Thanks
  16. YES YES YES!!!! *Dances* Goooo my brainchild Thanks Alarez!!
  17. HA HA HA HA IT'S ALIVE!!! IT'S ALIVE!!!!! (Nice continuation on the Frankenstein there I think) Congrats
  18. It's actually a feature of the Rebalance 4.1b Mod. It is a more "balanced" way of lvling since the Rebalance Mod makes the game slightly easier anyway. If you don't like this feature the "Naked" version of the Rebalance Mod has this feature taken out along with a few other things like the Ammo Manufacturing. It's even fixed the "Jumping Lines" problem I was having with Full 4.1b I'm currently running Naked Rebalance 4.1b, Gurkoz Sounds Mod, Warp Bomb, Stun Rod and Camera Mod (Extra Zoom) and there are no conflicts anywhere (Well at least none that I know of yet) Hope this helps *Disappears off to Night job*
  19. Hmmm, it worked better than I thought...... The "Naked Mod" has even got rid of the "Lines coming out the screen" graphics problem....... I do miss the Ammo Manufacturing but so far it hasn't put too much of a downer on a excellent mod
  20. Congrats Alarez You are a genius Got it working now with Music Mod/Sound Mod/Stun Rod/Warp Bomb Could tell the moment I saw the Handgun dmg Keep it up!!!!
  21. No shot at you Alarez, it was just a bit wierd first time round It prolly does make sense for exp to be divided that way since I was handling all missions perfectly well at lvl 7 (despite getting one of my guys PLasma Pinged at Area 51....the shame ) Bit worried about the Warp Targetter appearing as a normal weapon which you find at a base but I guess that could be just a minor conflict or it may be supposed to happen i dunno. (Fulby's Mod anyway) Oh and just a minor sidenote - it's 10400 total exp (i.e 7000 point climb) This could get interesting.........
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