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@ R@S: after installing the "12 Merc GUI" must i start an new game? |
@Kyle
It's very disappointing that you haven't played the game more, then you's have known about the Boblings and their gun smuggling business. @Casper I did try it and it seems they are not compatible, the gane engine has evolved too much. @Melthorse No new game is required for the new GUI, you can even increase the merc number in the BlueSunMod.ini without restarting your current game. And it's very nice to see you all come back to this game, I guess the news about Bia sparked your interest again:) |
"Man of Prey" locales, and 12 man GUI installation...
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From the Google keyword search that I did, it looks like someone used Google Translate to translate the Russian text into English, although he warns that in spite of his best efforts, a good deal of it doesn't make any sense. The translations were done well enough that one can successfully interface with the game and play it, although the translator of the English Pack warns that the title is extremely hard, even on the Easy setting. No, I did NOT download the game, just the pack (it was only 2MB in size so I knew I wasn't getting the title). From the very recent and non-legitimate means of acquiring the game in English, I'm going to make a haphazard guess that the "English" version of the game are majorly-good translations, or...? R@S, the HLA team, did they port over their new bodies over from Man of Prey, or...? The U.S. troops in MoP look...weird...with the red lenses. The look of the full-head helmet doesn't bother me a bit, as the game is set in a fictional universe and they probably went with the whole "Land Warrior" concept the Pentagon was pimping for a while. If that red lens was made clear or honey-colored, with a couple of light-blue colored HUD projections on it, that would then fit me perfectly fine. I've done several keyword searches for the game to legitimately buy it, but have had no luck. Does anyone know any differently? I wouldn't hesitate to buy it if I could, especially since it looks like the developers of the game made the StarForce protection optional in the patches. I hate StarForce, and there's no way I'd purchase it if it couldn't be fully disabled/removed altogether. I'm a big supporter of DRM-free titles. This Christmas I purchased all of the classic isometric Dungeons & Dragons RPGs through GOG.com at an extra cost of $5 more than buying all of them collected together on a special 2 disc DVD collection available at the mall. I'd rather see GOG.com get my money. But back on target... The world of Man of Prey looks a lot more fleshed out than 7.62. There's a great deal more furniture to contend with, and it looks like one can actually move through piles of junk and debris, and, better yet, use it for concealment and cover. In 7.62, it frustrates me to no end to see the hurricane ravaged portions of the region, and one can't even walk over the debris, let alone actually use it tactically. The same goes for the wrecked buildings too, and that holds true for even the buildings that are lightly damaged. In any case, it would be great to get those maps into BSM, although I'd strongly consider clustering them together into their own region, either far north or far south where the climate could be more plausibly explained as being temperate in nature. Who knows, maybe a large slavic community settled there in a fashion far more benign than how Nazis were smuggled out of Germany by the U.S. and the Vatican to Argentina, Brazil, and the like. Maybe all of those immigrant Central/Eastern Europeans think that their vodkas taste supremely better with the larva from the hypopta agavis moth floating in them? A slavic-form of "tequila?" :grin: Seeing all of that European architecture lit by the tropical sun might be a bit surreal on the eyes too - hey, I want to see it! Has anyone here played Man of Prey? Is the tactical gameplay as solid as 7.62's, and is its storyline more engrossing? The GUI looks really stripped down, but that doesn't automatically mean that it's tactically inferior than 7.62. Any opinions...? Oh, and R@S, how does one get the 12-man GUI installed in BSM? Do I have to start my game allover again, or can I keep using my Saves, or...? |
Oops!
It looks like you replied to the earlier posters' questions as I was writing up my own! :grin: Yes, I did get as far as the rather bizarre (yet refreshing) Bobling brothers and their smuggling trade at the port. I like them. :-) I still need to know how to install your 12-man GUI though. Too bad that the engine's changed too much to integrate those maps into 7.62's universe. My other questions above still stand though. Any answers to them in regards to the quality of Man of Prey and sites to legitimately purchase it would be greatly appreciated. :) |
Extract the archive to you game installation folder, it should add a BMP folder to your game diractory if all goes as it should. But to be sure it works it is better to extract it to a temporary folder first, then copy the BMP folder to your 7.62 folder.
And while I am posting, there was a question about the new CheyTac intervention system over at Taktikzone.de that I wanted to answer, so if there is anyone reading this with an account there, please pass on my answer to GNU. The sniper must use a weapon from the list below and stay within 5 meters of the spotter. The spotter must have the Vector 21 laser rangefinder in his hands and the CheyTac Advanced Ballistic Computer in his inventory. Right-click on the ABC(CheyTac Advanced Ballistic Computer) and select "Calculate Input" and the sniper will get a boost in Sniping and shooting skills. If the sniper or spotter moves away, or any of them removes the items they are holding in their hands, the boost the sniper got will slowly turn back to their original settings. Weapons included in this system: - CheyTac M200 (.408 CheyTac) - Gepard GM6 Lynx (.50 BMG) - Accuracy International AS50 (.50 BMG) - Barrett M107 (.50 BMG) - Barrett M90 (.50 BMG) - Barrett M82A3 (.50 BMG) |
@ R@S : ok too bad it's the only thing interesting in the game.
@Melthorse @ivanra78 : you don't want to know. I love 7.62 and I love it much with BSM but Marauder is a very shitty game. It's only a series of missions and all the good things of 7.62 are gone. There are also ridiculous bugs, for example you can't get to the settings menu, it crashes the game... If you still want to know, it's published by Buka in english. |
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Looks like I'm giving up buying the thing. It would be interesting to hear how the production went so poorly... Thank you R@S for the installation instructions. I'm going to wait on implementing it now, as I started a new game, and won't be needing it till I build up enough money to recruit beyond six. |
BSM questions
Hi, I have a question about BSM.
OK one of the main things that puts me off about 7.62 is your allies going hostile from accidental damage especially since they don't mind grenading or outright shooting my guys in the back. I've used GuineaPig's ini which gives you some leeway on harming civilians but has anything been done in BSM to keep your allies from going berserk from a single grenade fragment? |
Neutral AI too sensitve to Player's squad but not to enemies...
It's funny that you bring this up when you did, because last night I escorted Miguel to prison, and we then get ambushed by 8 smugglers. Since there's only one entrance point to the prison, I set my three men up to triangulate and concentrate their fire on the single doorway.
During the course of the battle, the smugglers threw three grenades at the prison, none of which cleared the wall. One exploded immediately in front of/slightly below the guard tower, another detonated right near the exterior entrance of the gate control booth, and the third sounded like it exploded right up against the base of the wall, where two guards were no more than 7 m. away. One would expect the prison guards to start unleashing righteous lead on the smugglers assaulting their prison, right? Wrong! :evil: Instead, they just kept on calmly doing their sentry duties. That is until I sent Pquito up top in the guard tower, he was easily 2 m. to the side of the guard, and every time he opened up on a smuggler, all of the prison personnel became hostile to my men, even though no one was directing rounds their direction! When I exited the prison, I discovered that one of the guards by the gate control booth was bleeding out, and doubtless due to receiving shrapnel from a smuggler's frag. I can understand why guards native to an area would have to be "immune" to the incoming rounds of enemies, so that it would prevent the Player from gaming the system by deliberately placing men immediately behind guards to use them as human shields and in the hopes of provoking them to align themselves to the Player's cause, but what happened last night was ridiculous. Two grenades should be more than enough to compel the sentries to respond. Is there any way to make adjustments to the neutral armed AI that are more reasonable? |
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