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New version uploaded, and a question
- Gibmaker
- 12/15/2012 12:22 AM
- 2606 views
No new chapters added, but I fixed some of the long-standing problems. Particularly item distribution. Originally there were separate "decks" of items that were used to dish out items both into the world and into replicator menus, but because these decks were static it became prohibitively tedious to continually adjust them by hand based on how advanced into the game you were. Hence, there tended to be a persistent plenitude of all the primitive items (like bullets) but none of the more advanced items that you actually need in the later chapters (like shotgun shells).
Now, all possible items are dealt from a single deck, but the deck is automatically skimmed based on the chapter, with certain types of items only becoming "available" after a certain point. Also, each item is randomly assigned a "value", which in most cases determines the quantity of the item in the stack, and as the game progresses the baseline "value" increases, so that you will start to encounter larger pools of bullets and nanites even while other advanced items start to make an appearance. (The value is randomized logarithmically, so there's always a tiny chance of encountering a ludicrously valuable find in an early level.) (And anyway the point is that this is all now done automatically by the game instead of me having to do it by hand every time.)
Replicator menus are also generated by pulling from the items deck, assigning a random quantity and then assigning a price based on the quantity.
With this update all semblance of balancing has been forcefully ejected from the premises. Although I suspect it's still too easy to get slathered in nanites. And unfortunately these changes only apply to new games that are started and generated from scratch. Anyone who imports a save game into this version that all ready has five chapters built won't actually notice a difference.
And a question: Does anyone know any good downloadable (standalone) software for adding reverb effects to sound files? I have a crappy free program that doesn't support plug-ins, and its own software reverb is crap.
Now, all possible items are dealt from a single deck, but the deck is automatically skimmed based on the chapter, with certain types of items only becoming "available" after a certain point. Also, each item is randomly assigned a "value", which in most cases determines the quantity of the item in the stack, and as the game progresses the baseline "value" increases, so that you will start to encounter larger pools of bullets and nanites even while other advanced items start to make an appearance. (The value is randomized logarithmically, so there's always a tiny chance of encountering a ludicrously valuable find in an early level.) (And anyway the point is that this is all now done automatically by the game instead of me having to do it by hand every time.)
Replicator menus are also generated by pulling from the items deck, assigning a random quantity and then assigning a price based on the quantity.
With this update all semblance of balancing has been forcefully ejected from the premises. Although I suspect it's still too easy to get slathered in nanites. And unfortunately these changes only apply to new games that are started and generated from scratch. Anyone who imports a save game into this version that all ready has five chapters built won't actually notice a difference.
And a question: Does anyone know any good downloadable (standalone) software for adding reverb effects to sound files? I have a crappy free program that doesn't support plug-ins, and its own software reverb is crap.
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Audacity should do the trick. I've not spent a lot of time with it as my audio skills are limited to basic cutting and converting, but I'm pretty sure that either the baseline software or one of its many plugins can be used to add reverb effects.
author=zomgfoo
Audacity should do the trick. I've not spent a lot of time with it as my audio skills are limited to basic cutting and converting, but I'm pretty sure that either the baseline software or one of its many plugins can be used to add reverb effects.
YES GOOD 8)
In this new version, I hacked a Level 1 security crate, and one of my rewards was 0 Sedation Hypos. Then on another game, there were 0 Portable MedKits in a Level 2 security crate. Also, when generating new worlds, I sometimes get error messages that pop up saying "0...4, 6...11, 30...40", "4,5,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28", stuff like that.
author=Proffessor_Buglean
In this new version, I hacked a Level 1 security crate, and one of my rewards was 0 Sedation Hypos. Then on another game, there were 0 Portable MedKits in a Level 2 security crate. Also, when generating new worlds, I sometimes get error messages that pop up saying "0...4, 6...11, 30...40", "4,5,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28", stuff like that.
OH CRAP. The 4,5,11,12 thing isn't an error message, it was just a developer alert that I forgot to remove. And sorry about the 0 hypos. :X BTW, if you pick up a 0 stack it probably just disappears, but if you press 'A' to quick-use it you will probably get the benefits before it disappears. :3
Script 'Z - Window_Inventory' line 80: TypeError occurred.
cannot convert nil to String
Got this when attempting to loot a creature in Chapter 3.
cannot convert nil to String
Got this when attempting to loot a creature in Chapter 3.
author=Myotis
Script 'Z - Window_Inventory' line 80: TypeError occurred.
cannot convert nil to String
Got this when attempting to loot a creature in Chapter 3.
Sorry to hear it. :( Was it the first time you'd entered the room with the creature?
Yes, the first room in the Executive Wing. I tried it again and got the same result. There are three creatures in that fight, though, so I'll try and see if the same happens with them. Otherwise I guess I'll just keep going.
EDIT: Tried it, the others were fine. The one that didn't work had a blue uniform and was unarmed, if that means anything.
EDIT: Tried it, the others were fine. The one that didn't work had a blue uniform and was unarmed, if that means anything.
Can you send me your last save file before encountering that group of creatures so I can inspect it? If you haven't saved over yet. :X
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