Combat AI. Maybe its my combat style, but i didn`t feel much difference, even with new enemy abilities like invis.
Game balance. Vanilla had ridiculous amount of tools and OP Trained Hacking, but otherwise i was swimming and breathing through aqualungs just fine, i have a feeling that you overthink some things a little.
Arguable:
One thing i still think biomod did better is augmentation power usage. It was more consistent to the lore. Throwing 200kg boxes and hitting people with power of a freight train isn`t using any power, but running really silent does? That looks strange.
Another bug?: When troops attack your meeting with Illuminati guy in Hells Kitchen, they magically know your position on a map even if you use cloak, almost impossible for stealth players. At first i thought that might be a feature, but than it happened again when you`re destroying a ship, where it doesn`t make sense at all.
Far-fetched:
I`m not a photoshop wizard, so sadly i cannot help with mosaic texture, but i still want to fix at least some of NV and HDTP related problems, but i really dont know anything about DX modding. I`ve read that NV uses some fancy packing technique and u cannot just take textures out and the pack them back. Is that true? What do i do then?
Yeah but I imagine those are passive because the energy cost is negligible. Augmenting physical abilities is another story.Additionally, there is no conflict with lore. Vanilla had passive augs: the IFF and Infolink augmentations.
The thing is, they know your position right away and never lose it. I climbed to the top of a building and they kept circling around it to aim at whatever border I was standing on.Vanilla. I don't intend to change it. The ability to go invisible on demand is extreme. It being ignored by AI in the combat state is soemthing that while illogical from a realism POV, makes sense for game balancing.
Can't you make the troops in this case not start in combat state but rather just make them aggressively move to search the building?Vanilla. I don't intend to change it. The ability to go invisible on demand is extreme. It being ignored in the combat state is one thing that while illogical from a realism POV, makes sense for game balancing.
The improved AI, definitely, as it addresses what is perhaps the most obvious flaw of the original game.What's your favorite thing about GMDX?
Jaedar said:Can't you make the troops in this case not start in combat state but rather just make them aggressively move to search the building?
I don't think you understand what we're saying. They all already spawn in combat and tracking the player position.Even it can be argued that passive augs (like say, energy shield) do conflict with lore, I'd happily ignore the problem in the name of game balance and a much better aug system.
Jaedar said:Can't you make the troops in this case not start in combat state but rather just make them aggressively move to search the building?
Nah. Firing your gun while cloaked, or cloaking in combat should be overridden/ignored. Invisibility on demand is just too extreme and I appreciate that old school standard of ignoring it in combat.
agreed.The improved AI, definitely, as it addresses what is perhaps the most obvious flaw of the original game.What's your favorite thing about GMDX?
I think it fucks up their hitbox, or we hit the chair instead.Something that remained from vanilla, what's up with sitting enemies being weirdly resistant? You can KO unsuspecting commando with a baton (with untrained low tech) but an unsuspecting sitting grunt will take more than that.
They all are nice little changes, but in overall chaotic and fastpaced combat most of them aren`t noticable. Except melee, yeah, melee`s cool. Too bad player don`t have it.Combat AI is more improved than stealth AI
You also may want to save smuggler.you don't have to fight them, just rush to the helicopter.
They all are nice little changes, but in overall chaotic and fastpaced combat most of them aren`t noticable. Except melee, yeah, melee`s cool. Too bad player don`t have it.Combat AI is more improved than stealth AI
got this when tried to load the game.
Making this aug a "passive" one was a very good idea, but it still should consume (very little) energy with time while you're carrying heavy objets (the ones you couldn't carry without the aug). After all it consumed energy with time in vanilla. I like it as it is now since I use it a lot, but I feel a little guilty each time I do...Ash said:Throwing aug now drains bioenergy per throw in v9.0.