Posted 20 November 2003 - 06:16 AM
Rebalance 4.1 Updated Report:
First the good news. I finally got Rebalance 4.1 to work.
Starting with a fresh original copy of gamedata.vfs without the MusicMod in it, I was able to get Rebalance Mod 4.1 to actually create a new game without crashing to the desktop while accessing the SQUAD screen. It seemed to create and Aralez_3_3 Profile which I deleted. Then created a new game. I don't know what's going on, but with a fresh creation using a pure gamedata.vfs, I was able to get a game that didn't crash when going into the SQUAD screen. Don't know if the process is duplicable.
Then I played the game. The newly created 4.1 Rebalance game gave research for Basic Ammunitition Manufacturing, new Conventional Armor, and an additional type of ammunition for the guns. The new features were showing up.
BUT after creating a game with Rebalance 4.1, this is what Rebalance 4.1 took away:
There was no grand influx of recruits, no endless supply of soldiers. No Retihalf showed up ever, even after running through days of time. No Grayhalf. No Cyborgs. I got the usual two or three recruits at the start of the game and that was it. All the cool surprises of Rebalance 3.3 were gone, and no cyborgs ever came to my rescue.
And, now with the Rebalance 4.1 announcing on the Save and Play screen that it is in control, the chopper was back to being very slow, taking days to get places, instead of going there instantaneously as in 3.3. Changing base types is now back to 24 hours of time instead of the 13 hours of time in Rebalance 3.3.
I don't know whether Rebalance 4.1 is buggy, or whether they took out all the good features that were in Rebalance 3.3, but even when I got 4.1 to work, it didn't satisfy like the previous one did.
So far, the best combination I have had for modding is the Aralez Rebalance mod 3.3, combined with the GurkoZ Sound Modification and the Music mod. It seemed to be a solid combination, and I liked the result.
The old Aralez Rebalance 3.3 used files, the MusicMod targeted gamedata.vfs, and the GurkoZ Sound used cfg.vfs to work its magic. They each used three different methods to accomplish their goal, so combined together, they didn't seem to step on anyone's toes. And the Chompers with the GurkoZ Sound Mod actually make a sound when they attack. The 4.1 Rebalance uses cfg.vfs so the GurkoZ Sound Mod which also uses the cfg.vfs has to go away so that the less satisfying 4.1 Rebalance can take its place. I like the old combination better.
That's what I am going to go back to now -- the Aralez Rebalance 3.3, the MusicMod, and the GurkoZ Sound mod all combined together. It seemed to be stable, and it seemed to work. I'll have to do without the extra ammunition and the dreams of Cyborgs for now.
I have been very impressed and deeply respectful of the 'magic' these people have accomplished in the past, so I had to give Rebalance 4.1 a serious try. But, even when I finally got 4.1 to work, it didn't work, or it didn't work as well as 3.3. It didn't have as many features. Rebalance 3.3 got rid of many of the complaints against ALTAR's original creation, and Rebalance 4.1 seemed to re-introduced them. Or, if that was not the intent of 4.1, then 4.1 is seriously buggy. Either way, I regretfully have to return to Rebalance 3.3. It just plain works better.