Hello stupid bots! abuse+1283956563@107.191.115
Welcome to SMA. We have
no compulsory registration.

17 Guests, 1 User
jorseonnorse
Stats: 10972 Posts in 1165 Topics by 453 Members & Guests.08. September 2010, 15:36:03
gfx* Home Help Search Chat gfx
gfx
gfx
0 Members and 1 Guest are viewing this topic.
1 ... 4 5 [6] 7 8 ... 10
 
SS2 AlyaMod 2
Read 21452 times
Rainalkar
Re: SS2 AlyaMod 2
01. July 2009, 17:50:55
ReplyQuoteReport#125

thanks :)
psikoticsilver
Re: SS2 AlyaMod 2
06. September 2009, 22:55:19
ReplyQuoteReport#126

Hey Rain... Yusef and I are contemplating another SS2 Multiplayer runthrough and we'll most likely be using your mod.

Is there anything in particular you'd be interested in us testing for you?  Any juicy betas, perhaps? :)
Rainalkar
Re: SS2 AlyaMod 2
07. September 2009, 20:42:14
ReplyQuoteReport#127

:) So far it's been tested really thoroughly, I presume should be ok on that side. Play as you like, mention whatever comes to your mind(s). As for betas... The idea is to make a full randomization of the game, but that will have to wait, probably a long time. The only thing that could come sooner is the improved graphics by ZB. The SS2 scene isn't that deep, as you know, and sometimes it's hard to get help for what you do... But, time will tell ;)
psikoticsilver
Re: SS2 AlyaMod 2
07. September 2009, 23:07:16
ReplyQuoteReport#128

Okey dokey, I was just checkin to see if I could be of more help.

I'll just let you know if we find anything.
Rainalkar
Re: SS2 AlyaMod 2
07. September 2009, 23:35:54
ReplyQuoteReport#129

Always appreciated. Have fun mate. Or not, it's SS2 after all ;)
psikoticsilver
Re: SS2 AlyaMod 2
08. September 2009, 02:06:16
ReplyQuoteReport#130

It's always fun.  ^^

It's one of those games that never gets old for me, unless I beat it to death with the EVERYDAY stick.
Populism
Re: SS2 AlyaMod 2
05. November 2009, 07:59:07
ReplyQuoteReport#131

Wow....You've come along way Rain...congratulations brother. This mod sounds fantastic...only wish I still had a copy of SS2 :(

P.S Thanks for the credit on your first page ;)
Rainalkar
Re: SS2 AlyaMod 2
05. November 2009, 17:30:52
ReplyQuoteReport#132

Ahh, long time no see :) How is it going mate?
Pixel
Re: SS2 AlyaMod 2
06. November 2009, 15:35:44
ReplyQuoteReport#133

Going to play ss2 co-op with AlyaMod 2 today. Are we still need the mis file from this post http://www.systemshock.org/index.php/topic,1061.msg4879.html#msg4879 (more than 1 year old) or fix included in most recent release?
Rainalkar
Re: SS2 AlyaMod 2
06. November 2009, 21:25:37
ReplyQuoteReport#134

Just download from page 1, all fixes included.
Pixel
Re: SS2 AlyaMod 2
09. November 2009, 16:46:30
ReplyQuoteReport#135

OK then.
Do you want a bug report after we're done?
Rainalkar
Re: SS2 AlyaMod 2
10. November 2009, 09:37:43
ReplyQuoteReport#136

Sure thing :). Have fun
DBuilder
Re: SS2 AlyaMod 2
09. January 2010, 01:44:41
ReplyQuoteReport#137

I don't know if anyone still comes to this site, or if anyone still uses this mod, but I thought I might as well give it a shot anyway.  This is the first time I've used this mod and so far I gotten all the way to Hydroponics, but I still can't find the final vial of toxin A.  If anyone knows the randomized locations (or possible locations if you don't know the exact ones) PLEASE tell me.  I do not want to cheat my way through this. 
Kolya
Re: SS2 AlyaMod 2
09. January 2010, 03:04:31
ReplyQuoteReport#138

Rest easy. You can't summon plot critical items anyway.
The randomising of these items is taken from Zygo's Randomiser mod btw.
Enchantermon
Re: SS2 AlyaMod 2
09. January 2010, 04:17:45
ReplyQuoteReport#139

I definitely don't recommend it, but I thought you could summon a working Toxin A.
DBuilder
Re: SS2 AlyaMod 2
09. January 2010, 19:56:35
ReplyQuoteReport#140

I've tried different SUMMON_OBJ commands (ie: toxin a, anti_annelid toxin, AAT) but they don't seem to work.  I've also read on here that summoning plot objects is not good for the game, so I tried looking in the places (and surrounding ones) where the vials could be.

I managed to find three toxins and place them in three regulators.  I saved one regulator in the main sector of hydro for last, mainly because its closest to the elevator.

One vial was in a desk in the biological survey lab, one was ON a desk in the admin offices left of the elevator, and one was tucked behind a crate in the storage area of the sector where the cultivation cells are. 
Zygo
Re: SS2 AlyaMod 2
10. January 2010, 00:01:34
ReplyQuoteReport#141

You want "summon_obj anti-annelid toxin". I cannot recall offhand where I placed all the toxins and don't know if Rainalkar switched any positions around, though I'm fairly sure I left it so that there is still one more vial than is needed (ie you've technically missed two vials rather than one).

If you've had a good look around and still can't find one just summon it as a bug cannot be precluded.
Rainalkar
Re: SS2 AlyaMod 2
10. January 2010, 00:32:56
ReplyQuoteReport#142

DBuilder you want me to pm you the locations?

Kolya, I don't think I randomized it the same as Zygo, although without his abundant help I surely wouldn't be able to randomize anything at all :)
DBuilder
Re: SS2 AlyaMod 2
13. January 2010, 01:07:59
ReplyQuoteReport#143

i did get your message btw.
I still cannot find the fourth or fifth one on the hydro deck. i have three right now in my possession.
Rainalkar
Re: SS2 AlyaMod 2
13. January 2010, 11:56:49
ReplyQuoteReport#144

Ok, pm
DBuilder
Re: SS2 AlyaMod 2
31. January 2010, 00:41:02
ReplyQuoteReport#145

Its over!  Dear GOD, that was hard.  I almost didn't get through the body of the Many, and I came really close to losing to SHODAN.  This is one tough mod.  But thanks to everyone who responded to my posts and for helping me out.  If you make a newer version of this mod, maybe you can put in Delacroix in the shuttle cargo bay maybe.

Long live the UNN.
Rainalkar
Re: SS2 AlyaMod 2
31. January 2010, 15:14:48
ReplyQuoteReport#146

:) Who knows? We'll see
ProAken
Re: SS2 AlyaMod 2
14. February 2010, 09:00:02
ReplyQuoteReport#147

just finished AlyaMod 2 and I have to say it was the hardest run of SS2 I've played to date, the improvements on nearly everything were excellent, security was actually a challenge for once, rumblers were hard as nails for me to take down, limited nanites most of the time forcing me to use the Recycler then eventually Molecular Transmutation and shodan (I have to admit) was troublesome to finish off. Personally I hated the randomiser since I have had trouble with that mod a few times before but it didn't give me much hassle this time around   

the problems I found with this mod though
the new section on the Rickenbacker was awesome to have a wonder through although I can see outer space through the sides and underneath the Energy Replenisher also the section that you cant gain access to because its "pressurised" I could, I just walked into the door and went through it lol, which brings me onto another problem

DARKNESS... everything is so dark, too dark...I mean he has R-grade implants going on surely his sight has been augmented also :/, even with the brightness at max in game I couldn't see anything at times in areas lacking light  :suicide: reading about someone saying that inside Many was annoying due to this I decided to invest into Localized Pyrokinesis for the luxury some limited light source (the laser reapier didn't have any glow off it making it useless for me :( )

but besides that, great fun :D

Rainalkar
Re: SS2 AlyaMod 2
14. February 2010, 13:36:11
ReplyQuoteReport#148

I don't understand the remark on the randomizer? There is nothing randomized in Alyamod beside most quest items. However, that will change 8), it's just it's such a massive work way I imagined it, it will take a long time.

-What do you mean that you can see space underneath the Energy replenisher?
-Lol, you can pass through that door? That was really easy to miss, I didn't notice, I will fix it.
-There are a few areas where you can't, literally, see anything, but this should be logical - if there are no light sources at all then you cannot see anything no matter the technology. But for the most part it wasn't that much of a problem for me. Yes, BotM is in average much darker then the rest of the game - you can see through, but it is tough, and this was intended. Agreed, in general, it is dark, but consider it a feature ;)
 
Derek
Re: SS2 AlyaMod 2
27. February 2010, 19:17:27
ReplyQuoteReport#149

Hey, could you PM me the full list of the randomized locations, I'm having a little bit of trouble finding the Cargo Bay 2A/2B access card.  I'd really appreciate having a "cheat sheet" to refer to if I get stuck.
0 Members and 1 Guest are viewing this topic.
1 ... 4 5 [6] 7 8 ... 10
 
gfx
gfx
gfx
 
gfx

+ Quick Reply

With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post.
Name:
(?)
UNN starts with:
gfxgfx