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Doc Holliday

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  1. Nappy. I was playing a similar mission with the allies where the stipulation of "no civillian casualties" was in play. Sound like the same factory even. The only things I can think of in your situation is SOMETIMES, the game doesn't display explosions or weapon fire your characters can't see, as well as allies and enemies. If you happened to blow anything up earier in the battle, you may have wounded an ally engineer but not killed him.(They seem to hunker down next to the nearest highly explosive component in their factory they can find!) If so, he could be slowly bleeding to death somewhere, whereby on the Allies turn (because all characters take bleeding damage at the end of their turn) he just bleeds out and dies. Could even take several turns. This is the only plausible case I can think. But to either reload the mission and be REALLY careful not to blow stuff up, or try to find that injured engineer can heal'em up. Good luck.
  2. My first run through S2 has been with a Medic main character for the Allies side. I dig it, but what I can't understand is that it seems impossible to revive a fallen comrade. I've got most of the medical tools down and even play with some of the drugs from time to time (my character, I mean, no me personally, heheheh) but I have yet to figure out how to rouse an unconscious comrade. My wasted buddies are absolutely unselectable once they're down. Is my Med skill not high enough for the good stuff? (I'm 13th level) Am I missing some equipment (Pheonix Down, anyone?)?
  3. Dthfrmalarnd, maybe I'm wrong, but I believe this frustrated fella' is referring to his SQUAD Base, not some random mission base. You won't want to go blowing that stuff up would you? Well, some of us would, but I digress.... Zaza, the only advice I can give if this is happening in your own base is to reload, re-exit the last mission and try again. This same thing happened to me a mission back. After I reloaded and did it over again it was fine. I think the game freaked out because I was supposed to have some PKs with me but I didn't. But I'm not too sure that was the case. My game has also been "hanging up" for path calculations recently, only to free up shortly after the warning. If you are screwed on the save game/reload idea, maybe just being patient and waiting might help. As a last resort, I believe the Op on this board (Biggles?) knows how to send a saved game to Nival for evaluation. They might be able to help you. Good luck, hope this doesn't stop you from playing this great game.
  4. Thanks for the reply. I tried crushing the PKs near the ladder but that didn't seem to work. I'll give it another go though. I'd really like at least one guy runnin' around in a PK so early in the game. I have the exact same issue with the LEAVE button as you do. And like you, I took all the time to blow up every possible locked crate just to find the clue. Nothin'. Strange. BTW, are you running the 1.2 patch now? Could be the problem for both of us. <EDIT> I tried your idea of putting the PKs as close as I can to the ladder and made my way out with 3 of the 4. Good enough for me. Hell, I only wanted one. But the LEAVE button is still red and I'm not sure why. If you figure something out, let me know.
  5. I'm playing through the Allies campaign on Normal and I seem stuck on a level. This has probably been covered here before, but its an underground warehouse mission. I slaughter the opposition in a tight corridor near the entrance and preceded to an office area where I killed two more. I turned off the generator protecting the Panzers. I've collected three clues and my objectives list is all compeleted. I found the Panzers in the basement. The strange thing is that my Leave button is still red. I ran around looking for a straggler but didn't find anyone. Do I need to get the Panzers out? Can I even do that? Any other ideas? Fooled around a bit more. If I go topside, I can leave the map. I noticed in an earlier post something about starting an elevator. I'm not sure if it was referencing this map, but I turned the power back on with the generator and played with the alarm in the office a while. No dice on changing the Leave button. Did make the lights come on, though Can I get those Panzers on the elevator and back to home, sweet home? Or is this just a chance to get a taste of those metal monsters before I come face to face with them?
  6. Whoopie! It's here! My full game of S2 arrived yesterday and my eyes are all bloodshot from playing all night. One question, however. I heard on the forums about the built-in mods of Iinventory AP Cost and the Critical Head Damage, etc. How exactly do these mods work? I looked in the manual (what a beast!) but didn't find any info on it. Do you need to restart a "custom game" with the mods active or will they take effect in current games? Do any of you out there use any of the mods for campaign play (The head popping one sounds pretty fun)? One other thing, I've seen the model of the scout class dude with a mask on his face, but is he selectable as an outfit? I looked around for a while through the different uniforms for my custom character but I don't remember seeing it. Most important...is there a female version? Can all this be adjusted in play with the editor? Enough time writing... More time playing! Wheeeeeeeee!
  7. I made my order from SPS air-priority too, but they haven't really contacted me yet of if it's even been dispatched yet. Getting kinda nervous. But your confidence in SPS helps. Thanks.
  8. I'm absolutely drooling for my copy of S2. The days crawl like soldier on the bellies. I'm tossing around the idea of my first Allies/Axis characters. I know everyone loves Scouts and Snipers, but I was thinking of a Medic. Anybody try one out yet? I skimmed the abilities at high levels and I like the "Rally the Troops" feel. How many abillity points can one expect to earn through the game? Can you get all the abilities or do you REALLY have to choose a path? Any comments?
  9. Two weapon slots left me guessing. It did feel kinda cheesy to me, which is why I asked. I always loved my twin-SMG guys from X-Com way back. Couldn't hit for crap but who could with SMGs anyway. Thanks for the feedback all...
  10. This may have been posted before, but... I noticed in the demo that two "quick" weapon slots are available? Is there any difference for two-handed weapons (MGs) as compared to pistols? Beside the advantage to delay reloading, why not have two HMGs? In X-Com there was a penalty for using a two-handed weapon one-handed? How about S2? Tried it in the demo, but didn't find too much of a difference.
  11. New to s2hq, but not Silent Storm. I've been addicted to the Demo for weeks now. Ordered a copy from "Strategic Plus Software," (?), some UK game store. God I hope I can trust 'em! Just 10 days man! Wish I had checked gameplay.com first if it's better... crap....looks like somebody got it SPS, though...
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