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[Mod][1.10] Balance Rethink 1.6 http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=2400 |
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Author: | Matricaria [ Mon Jun 29, 2015 4:32 pm ] | ||
Post subject: | [Mod][1.10] Balance Rethink 1.6 | ||
I put this rebalance together for my brother and I to play as I felt this game was geared too much to multiplayer, I set out to create a more satisfying singleplayer experience while also increasing the 'tactical' element of the shooter as best I can. Features
Strikes totally redone, you now have 3 situation-specific strikes You may now call in 'specialists' (whom also spawn naturally) that have a cash/XP level somewhere between a soldier and a general, with the superior AI and weaponry Fewer soldiers standing around taking up space, more generals leading pushes, better general/specialist AI to enhance survivability Redone vests system, vest1 is flak jacket, 2 only protects you from bullets, and 3 and 4 are mixtures of the two to differing degrees Totally reworked rank requirements, which were geared for online play All smgs are secondaries (Sorry, made this change before secondary smgs were a thing) Most rare weapons integrated into armories, with a few national restrictions, all new xp requirements for unlock Balanced nation vehicles a bit, increased mass to account for additional debris Made AI more 'entrenching' than 'pushing' by increasing deployable frequency and AI counters Much, much more I've forgotten about in the months since I made this I'm not entirely sure if I succeeded but at the very least one may enjoy the new calls and ability to purchase 'special' weapons anywhere and anytime and a slightly more complete campaign experience (Sorry if you enjoyed unlocking weapons through sidequests, I did not ![]() I encourage those who do decide to try it to attenuate it to your specific uses, I tried to retain as much of the 'useless' information on the things I added to keep it looking like the vanilla format so as to prevent confusion. While it is unlikely that I will work much on this as I felt 1.6 was a stable release, if there are major problems please post here and I will try my best to sort it out. If for some reason you feel a specific nation is unbalanced (keep in mind I tried to retain what I felt was nation doctrine for weaponry) feel free to post here, I may have time to sort it, or if you feel adventurous, make the changes yourself and post them here, or elsewhere if you'd like. Thank you so much Modulaatio for making the context of their external data simple to read and modify, the second i saw it i started intuitively making changes excitedly more often than I actually played the game. Screenshots Mirror 1 ![]()
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Author: | Ramsoos [ Mon Jun 29, 2015 6:41 pm ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
This looks wonderful. Going to try it out, will report back with my thoughts. EDIT: Excellent job. Definitely more single player oriented than the vanilla game. Nice to see AIs driving the spawn truck, and they feel smarter in general. Took some pointers from this for my own mod. Again, great work. |
Author: | tsarfeck [ Sun Jul 05, 2015 2:40 pm ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
I thought it would be fun to make a little pros and cons thing (good) 1. AI calling 8 soldier reinforcements is a really nice touch now lone rangering the crap out of a base is less of an option making it a more relying on your squad to help out kind of thing also giving more use for the radio 2. stat variated rares are added in the armory also faction based aswell (ak 74u is only for the brown) now that is awesome more variations of the sniper hooray! 3. more elites, its pretty funny i just stepped one foot over the enemy base and i got shot in the face by rambo also a nice touch also makes me more reliant on AI friends 4. air drop armory, now that is awesome feature you can crush your enemies with more airdropped vehicles. never really found the use of it but hey, thats me. I usually gear my young little player for the battle ahead, send him to the battle and get shot in the face by rambo, rinse and repeat. 5. SMG's in the secondary weapon slot, now that is awesome but not necessary, given it is better for sniper missions but the machine pistols seems like a more realistic option in my opinion, but it is still fun being armed to the teeth with an accurate primary weapon AND secondary weapon, no spraying and praying for me. (bad) 1. friends can drive the spawn truck??? ok i dont have proof of that i just read the other comment, if it is true, its not exactly a big deal but whenever i want to go on lone sniper mission i rely on that truck and if i walk up to and i see someone jacking it even if its my team mate i am flopping out the rpg and blowing it up, if i cant have it no one will |
Author: | Ramsoos [ Tue Jul 07, 2015 2:21 am ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
Quote: 1. friends can drive the spawn truck??? ok i dont have proof of that i just read the other comment, if it is true, its not exactly a big deal but whenever i want to go on lone sniper mission i rely on that truck and if i walk up to and i see someone jacking it even if its my team mate i am flopping out the rpg and blowing it up, if i cant have it no one will Spoiler: |
Author: | tsarfeck [ Tue Jul 07, 2015 2:30 am ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
Ramsoos wrote: Quote: 1. friends can drive the spawn truck??? ok i dont have proof of that i just read the other comment, if it is true, its not exactly a big deal but whenever i want to go on lone sniper mission i rely on that truck and if i walk up to and i see someone jacking it even if its my team mate i am flopping out the rpg and blowing it up, if i cant have it no one will Spoiler: I never Bring flares, I am gear with impacts and 4 sets of vests ![]() |
Author: | minstones34 [ Mon Jul 20, 2015 10:56 am ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
I can't play this mod with campaign. i selected balancerethink in setup custom campaign, but it's just original rwr. but it is work very well with quick match. can you fix it? |
Author: | JeZeus [ Mon Jul 20, 2015 11:04 am ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
Thank you for this awesome mod! It really gives you a great new experience playing RWR. I don't know if its just me, but I can't seem to get the mod working for the campaign. I am at least unsure, because when I start up a new campaign it seems completely like vanilla e.g. the armoury doesn't display achievable unlocks and there are no new vests to see. I've attained the rank of SGT. First Class and it still shows the same radio calls and armoury like vanilla. In quick match, the mod works fine for me though. Are you guys having the same problem? Thanks in advance. |
Author: | minstones34 [ Wed Jul 22, 2015 3:13 pm ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
JeZeus wrote: Thank you for this awesome mod! It really gives you a great new experience playing RWR. I don't know if its just me, but I can't seem to get the mod working for the campaign. I am at least unsure, because when I start up a new campaign it seems completely like vanilla e.g. the armoury doesn't display achievable unlocks and there are no new vests to see. I've attained the rank of SGT. First Class and it still shows the same radio calls and armoury like vanilla. In quick match, the mod works fine for me though. Are you guys having the same problem? Thanks in advance. I find the way this mod play in campaign. just paste all files in balancerethink folder to vanilla in pakages folder. (pakages folder in media folder like overlay) and play vanilla campaign, and you should check Amory nearby. you can see rare weapon in armory, it works well. but this way also have a problem. it say "camo suit". In quick match, we can't buy camo suit by armory, but campaign is different. if you will use that way, you can enjoy this mode in campaign, you also can't buy camo suit by armory in campaign. but don't worry. you can solve that problem. Solutions is simple. first, you must open "all_carry_items.xml" in item folder through wordpad. and add just one sentence like that. <carry_item file="vest3.carry_item" /> <carry_item file="vest4.carry_item" /> <carry_item file="camouflage_suit.carry_item" /> <- you add this sentence here you did it? second, go and enjoy RWR with Balancerethink mod in campaign! p.s. sry for my ugly eng. |
Author: | elantzb [ Wed Nov 11, 2015 11:47 pm ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
I may have successfully made this work for campaign. I have not yet tested multiplayer by having a friend join me, but will do so tonight. I added a set_include_path() to start_campaign.php, and removed the ! from the test_parameter() condition: Code: <?php chdir(dirname(__FILE__)); set_include_path("../../../packages/vanilla/scripts"); // ADDED include_once("gamemodes/invasion/gamemode_invasion.php"); include_once(get_include_with_fallback("server_settings_invasion.php", "server_settings_invasion.example.php")); // -------------------------------------------- $metagame = new GameModeInvasion(); { $s = &$metagame->user_settings; $s->team_kill_penalty_enabled = false; if (test_parameter($argv, "single_player")) { // REMOVED THE "!" $s->overlay_paths = array("media/overlays/BalanceRethink"); $s->completion_variance_enabled = false; } } $metagame->init(); $metagame->run(); $metagame->uninit(); _log("ending execution"); ?> And then I commented out the second line in overlay_config.xml: Code: <?xml version="1.0" encoding="utf-8"?>
<!--<overlay user_selectable="1">--> <overlay campaign_entry_script="start_campaign.php"> </overlay> |
Author: | Warlord33 [ Sat Nov 21, 2015 12:44 pm ] |
Post subject: | Re: [Mod][1.10] Balance Rethink 1.6 |
Very fun mod. I use it for most of my quick matches. I don't know if you are still active, but I just request that you add in the call for a buggy and also E.O.D armour. Having at least one of the extra snipers to respawn with would also be nice and much appreciated. I love the SMG for a secondary, I think it is a really nice touch. More things like that would be cool. Not sure if you have ever played it, but in Urban Terror you (at least used to, havent played in a while) could have three weapons. A Primary, Secondary, and sidearm. Not sure if you could do that, but it was Assault rifles/grenade launchers/snipers/etc for primary, Secondary you had a choice of UMP/MP5K/Spaz 12 and for sidearm it was Barretta or Deagle. What I am trying to get at, is if you could either have more weapons for the secondary slot or add a sidearm slot, but I doubt you could do that. Although, I had an idea. Maybe you could do some sort of quick-draw pistol instead of a grenade. Just an idea though, dunno if it would work. More grenades, respawnable flares, etc. Melee handheld weapons, being able to do a full run with certain weapons, the javelin rocket launcher, throwing knives, and others. I know this mod mainly adds stuff that was already in the game to the other parts of the game, but it would be cool if you could add these. Oh, and finally, if you could add a call for proximity minefields, that would be epic. Thanks for this awesome mod dude, and if you could add these things I would love you! |
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