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Using roadwar mod

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I'm going to use roadwar mod but the part where it creates the ground disrupter weapon doesn't seem to work with the replaced weapons I've tried. Is it just because I'm loading an old save file or is there a specific weapon to replace the will work?

Making alien weapons work for ground vehicles would probably be fine anyway.

Actually the version in the files section is quite outdated, and there was a bug that prevented the new disruptor cannon from working properly at all.

I was gonna bug Zombie to update it but then I started porting it to Freebasic instead. (Directx requirement for roadwar is quite ridiculous ;) ) it should be ready sometime this year :laugh:

  • Author
Actually the version in the files section is quite outdated, and there was a bug that prevented the new disruptor cannon from working properly at all.

I was gonna bug Zombie to update it but then I started porting it to Freebasic instead. (Directx requirement for roadwar is quite ridiculous ;) ) it should be ready sometime this year :laugh:

 

I did notice that the forum topic about roadwar said v1.00 but the file said v0.93. I didn't bother commenting there because the last post was two years old. So I guess I'll run it again and this time leave out the ground disrupter, and increase the speed of ground vehicles again, because they still don't get anywhere.

Note that roadwar can't revert changes, to do that you need to restore a backup of UFO2P.EXE (it creates one automatically).

I actually find that increasing the speed of ground vehicles doesn't really help that much (bad pathfinding), the best way to make effective use of ground vehicles is to park them in buildings near the dimension gates.

  • Author
Note that roadwar can't revert changes, to do that you need to restore a backup of UFO2P.EXE (it creates one automatically).

I actually find that increasing the speed of ground vehicles doesn't really help that much (bad pathfinding), the best way to make effective use of ground vehicles is to park them in buildings near the dimension gates.

 

Well when starting roadwar it asks if I want to restore the backup so I'm not sure how that's not reverting.

I've created another problem though. I mistakenly set the stormdog to 300 instead of 3000 and roadwar can't restore that after a save game is created so I have to see if Apoc'd can change it.

  • 3 weeks later...
  • Author
Something has occurred to me. roadwar might make the Overspawn very ineffective. If roads can't be destroyed then wouldn't the Overspawn get stuck in one area with the roads blocking it from moving?

Overspawn appear to just trample though anything they come across - I don't think it'll care about armour levels of the road.

 

I used XED to give me control of one at one time and it just ploughed through anything it wandered into, such as the city barrier walls and pretty much any building (has an auto-wander function that makes it take a step in a random direction at various intervals). Hurts itself every time there's falling debris though - so it's just as susceptible to killing itself as in the plain vanilla game.

 

Still, worth checking out how it'll behave if you get a chance.

 

- NKF

Overspawn can walk over the roads, they don't destroy them so there's no problem there. But IIRC this older road fix did cause the overspawn to walk through some building tiles without destroying them, perhaps those were inadvertently set to invincible?

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