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firebolt5

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Everything posted by firebolt5

  1. You're correct, separate uniform items don't exist in the original S2. The mod you're talking about on the tripod site only adds more uniform choices for your character before you start the game.
  2. Glad to hear Blunter can continue his work. I finally got around to playing v2.4 and just want to post some bugs I've seen so far. I'm not sure if they've been posted already; I got to get around reading the last couple of pages of this thread. http://imgur.com/a/TRy3a First bug is from the Missile Prototype mission in the tunnels. Apparently there are enemies on an invisible 2nd floor. They managed to get down from there and I managed to find were they were dropped down from (second pic). I don't think I ever encountered this bug in the vanilla version of the game. The second bug I found is after the first Soviet Intel subplot mission (Counterfeit, I think, and debriefing). When I try to talk to the bank clerk or anyone else in the base, there are no dialogue options. The last pic shows a message I get from the console, if that helps. I also completed the mission right before starting the second set of missions in the Soviet Union. Edit: I think I fixed it. I just had to choose a mission back at the base. Then I left the base, camped out in a map, came back to the base, and now I can see the dialogue options.
  3. I can't help with those old threads. You may have to use the Wayback Machine to find them. As for that graph, it's on actually on this site. If it's the one you're referring to. http://www.strategyc...e-plot-diagram/
  4. 1340031-sawn off smle 1340036-sawn off mas 36 1340037-sawn off mauser 33/40 1340061-sawn off M1 Garand You can find the rest of the H&S items here: http://betagam.etnew...%2F%C8%F9%C6%AE
  5. "Our goose is cooked" is pretty worthy of being mentioned. My jaw dropped after hearing this the first time in the game because of its ridiculousness and the bad voice acting made it funny as well.
  6. I don't think we should get too far ahead of ourselves here. There's plenty a lot of modifications that get made for games that don't make it retail/require to pay.
  7. Andrew and Jannie? I don't believe you could recruit them.
  8. I think Sigmund sells Allied weapons. As for the safe, sneak into the house at night.
  9. You can use lockpicks to open the locked doors. As for the hangar door on that level, it's mostly likely a bug on the Axis campaign with that laser animation cutting through the door. I just tested it by throwing grenades at it and a piece of the door falls off. There's nothing interesting behind the door. It's mostly likely a bug on the Axis campaign because If you play the same level on the Allies campaign, you'll see why that laser animation occurs.
  10. That's weird, he had a Walther P38, a couple of magazines, and some basic first aid items in his inventory when I played it.
  11. I think I was able to get the through the entire encounter with no crashes. However, it did crash for me as well near the end when I went to replay it again by loading an earlier save of the encounter. Maybe due to all the zombies on my screen at once. Regarding Durand, I was able to get him down using this route. Plus in this situation, the ladder was destroyed becuase I set up a sniper crouched right in front of the ladder. I guess he destroyed it while shooting down at the zombies. http://i.imgur.com/Txzxk7f.jpg
  12. From some testing I think the bug I mentioend about critical hits has to do with the game and mods itself. So the following is under my vanilla profile: I loaded a saved game and inflicted a critical hit against an enemy and it was stated, "AP reduction" I loaded the same saved game and inflicted a critical hit too Then I quit the game, started it back up again, and loaded up my profile with your mod, v2.1. So I had a saved game from Border right before the large group of partisans showed up. I had one of my characters throw some grenades at the group and inflicted multiple criticals, bleeding and AP reduction. Then I loaded the same saved game and did the same thing. No critical hit messages showed up against the enemies. I also opened the profile of my character who threw the grenades and his critical hits inflicted stat did not increase. Then I quit the game, started it back up again, and loaded up my other profile with the RandomStorm mod and some other small mods (not including your mod). I loaded a saved game from that profile and inflicted a critical hit against an enemy. I loaded the same saved game and no critical hit messages came up either. I loaded the saved game multiple times to test it out and no critical hit messages came up for either against my enemies or my character. I shot and threw grenades at the enemies, but no critical hit messages. I think I noticed this odd bug with the RandomStorm mod when I used it a few months ago regarding critical hits and saving/loading a game. So I guess it's a problem with the game and mods itself.
  13. I think I found a bug regarding critical hits. It seems if you save during a game and then load the saved game again, it seems as if critical hits/status effects are not stated if you inflict one against an enemy. It also seems like enemies can't inflict critical hits upon your team either. The only way to fix it is to quit the game and then load the save again.
  14. No problem. Good to hear you've found the problems. Also, yes, I was using v2.1.
  15. Hmm, the Godfather, Corrupt Official, and Pen missions all crash to desktop when starting them. Border seems fine though.
  16. I also just remembered I had earlier saves on my profile. I loaded a save after the failed Scientist mission, then I chose the Archives, but it still crashed when trying to enter the mines.
  17. I'm only using the All Uniforms mod and I think I found another bug with the mod regarding the first set of missions. So I failed the Scientist mission, but successfully completed Snitch and Prototype Missile missions. Then I went back to base and picked Peenemunde Archives. The mission starts, but when I try to enter the mines, the game crashes, "sentinels.exe has stopped working." I tried lowering my video settings, decreasing the amount of mercs to send to the mission, etc, but nothing worked. Then I decided to start a new vanilla game with no mods at all. I got to the first set of missions and picked Peenemunde Archives as my first mission. The mission starts and I was able to enter the mines with no problems. Maybe if someone else wants to recreate the bug by failiing the Scientist, but completeing Snitch and Prototype Missile and then trying Peenemunde Archives we can confirm if this is a bug with the mod. Or if someone wants to go straight to the Peenemunde Archives with the mod on and see what happens.
  18. Yeah, that's what I had in mind. They look better without the glasses. Also, regarding the Penetrator, how does the "handling" stat work? I'd imagine handling a large and cumbersome weapon would be hard.
  19. What's everyone's thoughts about the eyewear of the Axis soldier class mercs like Mike and Fritz? Personally, I never liked the eyewear for the Axis soldier recruits ever since playing the original S2. Plus, in the mod, if you get one of them to wear a uniform with a gas mask, they have their eyewear plus the gas mask, which looks odd. I personally like seeing the faces of the mercs. I always think of them as blind soldiers wearing those thick black goggles, especially with LA. Maybe remove the eyewear from the Axis soldier mercs and LA?
  20. I think this bug was already stated earlier in the thread regarding the recruit page. Apparently there is one merc labeled "Guards Commander" that can be hired for $100 if you click on Zinaida's profile. She can be recruited with no problems though. I'm not using any other mods. http://i.imgur.com/RH0oEVz.jpg http://i.imgur.com/A6Nxx1U.jpg
  21. Great mod. Even though I haven't tried it yet, I can tell this mod has revitalized the game for me. Also, regarding the mod name, will it still be called "All Uniforms" mod with later versions? Just wondering because this mod looks like it's shaping up to be more than just a uniform mod. I'm looking forward to what else you'll cook up for the mod.
  22. Heh, I found about jefmajor a recently and I finished watching his S2 Let's Play a few months ago. He really is hilarious and his tactics he used in the game were funny. You can even read the comments on the videos and you can tell users are raging by tell him to do this and that. Are you watching his Sentinels Let's Play? Oh man it was hilarious watching him redo the UN mission so many times. Sorry about the off topic though! As for this topic, I'm glad to see a new thread in the S2 section of these forums and reading up on this AAR. Keep them coming!
  23. A year or two ago, I played Jagged Alliance 2 with the 1.13 mod and added a lot of features such as suppression fire. If I recall, if you had your character fire at an enemy or use the spread fire mode to shoot at multiple enemies, the enemies would change their stance and lose some of their actions points the next turn. This is to represent suppression fire and the inability to fire back at the enemy while under fire. As a result, this makes the player be more encouraged to flank the enemies that are suppressing your characters and trying to save them. This makes the game slightly more realistic (if you were being shot at, I highly doubt you'd want to stick your head out and fire back). In Silent Storm, you can have a machine gunner fire a ton of rounds at a single enemy and they would just stand still (I know, it's turned based, haha) and either fire back at you or just run towards you without any regard for their own life. The problem I see with a suppression fire system in Silent Storm, is the game would be way more difficult (imagine enemy PKs with machine guns pinning down half your squad...) In JA2 1.13, the suppression fire makes the game challenging and the system is more complex than I thought. For example, a character can be suppressed by fire so much that they start off with 0 action points the next turn completely making them useless and characters can lose accuracy and loss of sight. You can read more about it in the following link and how it works in the game: http://ja2v113ham.wikia.com/wiki/Suppression_Fire_in_HAM So would a suppression fire system be possible in the Silent Storm series of games? From what I've seen and read on sites and forums relating to Silent Storm, I don't think this has been talked about. I'd definitely like to read up some opinions on this.
  24. According the description of the hard difficulty in H&S, you can't save during combat. So you should be able to save the game. Maybe you used the custom difficulty settings?
  25. Yeah, it's a shame the Nival forums don't work anymore... It had a ton of info on the Silent Storm series.
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