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Brigade E5 Scenarios and MODs Discuss map making/editing and talk about custom mods.

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  #101  
Old 2007-7-12, 15:11
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I made so far 4 main missions and its getting really, really hard. I did manage to buy the chopper and 2 other mercs that cost me around 4k each. But i have no chance, when ambushed i meet 7-8 black ninjas that shoots way to good, much better than my main char at least and they kill me off in 2-3 minutes after the battle start.

But on the other hand, I'm not so good at this game [img]smile.gif[/img]
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  #102  
Old 2007-7-12, 15:20
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Caserbob: I removed the gold from the vaults, in an attempt to stop the inflation due to new weapons. You will have enough money anyway, dont worry about that mission.

Mickey: Dont be that scared, the ninjas are only a bit better than the best soldiers, they are not super humans [img]smile.gif[/img] . After a while you will smash them too.

[ 07-12-2007, 03:20 PM: Message edited by: afp ]
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  #103  
Old 2007-7-12, 17:18
Morgirth Morgirth is offline
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First off, I want to say what a wonderful job you guys did with this mod (ver 2.05). It takes the game to a whole new level.

Ok, on to feedback. I have a merc with an AK-101 with a GP-30 grenade launcher attached. After practicing with the grenade launcher (Used:14%), I was unable to clean it with the cleaning kit. I tried with it attached to the AK and separately with the grenade launcher in my pocket.

I found a bug, but I don't know if it is fixable. When you sell empty ammo boxes back to the store keeper and exit the store interface and then go back in, the empty ammo boxes are for sale and they are now full . Nice for those occasions with rare ammo.
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  #104  
Old 2007-7-12, 17:58
el_Gato el_Gato is offline
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Quote:
Originally posted by Morgirth:
I found a bug, but I don't know if it is fixable. When you sell empty ammo boxes back to the store keeper and exit the store interface and then go back in, the empty ammo boxes are for sale and they are now full . Nice for those occasions with rare ammo.
Been around since original BE5. Also works with empty mags. I actually find it useful: When I pick up a rare weapon, it insures that I have ammo for it when nobody is selling any.

afp: I see that there is now a weight difference between composite / wood stock weapons. Unfortunately, it seems that wooden stock weapons are now lighter than the plastic versions. Shouldn't it be the other way round?
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  #105  
Old 2007-7-13, 00:14
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Did I? I must be sleepy when doing it...I will fix it for the next version...
EDIT: found the bug, it was only for BAR, as BAR 2 is the wooden version...

[ 07-13-2007, 12:17 AM: Message edited by: afp ]
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  #106  
Old 2007-7-13, 03:40
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Dodger Bullet Dodger Bullet is offline
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Good job on the mod. Got some interesting firefights. This mod is definitely making e5 close to 7.62. Assuming the latter is gonna be kickass, which is never doubtful.

Right you are. Not really a bug, but more of a request that always niggles me --

When UNSEEN FOES are shooting at you. Why don't you hear their gunfire? Is there a way to enable ALL GUNSHOTS, save for silencers, to be heard by the gamer? Really ruins the atmosphere/tension when all you hear is PING PING and the tango's 3 feet behind you.

Good job on the mod once agian.
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  #107  
Old 2007-7-13, 04:13
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Nothing to do, I know that the buggy sound ruin the feeling sometimes... It depends on camera direction, sometimes after a game restart it works better etc
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  #108  
Old 2007-7-13, 04:43
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Dodger Bullet Dodger Bullet is offline
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Ah drat that... Oh, by the bye, I have to give big props on the AMBIANCE sound you did.

It's relaxing after a tensed battle I just eked out, and it's way ahead than the vanilla one they had. The battle I had consisted of them men in black. They had me PINNED behind a boulder, everytime I peek out -- RELOAD. Even running away -- bang, RELOAD. I had two mercs, one with the UZI and the other with a trusty glock. So I figured -- distraction is the only best way out of this. I had the Uzi guy run out to the LEFT SIDE of the bolder, spraying, hosing like bat outta hell. The foes naturally aims for them -- then I had my glock guy, come out of the right side, the otherside of my UZI -- sniping with deliberate candor. BANG! BANG! No reload. Awesome, this game forced me to play it with a brain to spare, and panache as a reward.

Anyways, is there a way to make AKs available right from the start without messing with the cgl (maybe the bandit leaders carrying even AKM kinds, but really dilapidated, to balance it out etc.)?

And I've not played this game in a while -- what was the protocol on dirty guns again when it's dirty? By that I mean, when is the best time to clean it -- when the dirt degrades to 10, 20, 2%?

Cheers!

[ 07-13-2007, 04:53 AM: Message edited by: Dodger Bullet ]
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  #109  
Old 2007-7-13, 07:45
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You can make only for yourself AK available right from the start by editing ItemLevels file, put there CGL 1. You will find it in stores, but it will mess the game balance a long time, you will smash everything in your way for many levels.
Ussually clean your guns after battles so you have them right before the next one. Very rarely you need to clean them during combat, to avoid a high value of dirt that leads to degradation.

[ 07-13-2007, 07:46 AM: Message edited by: afp ]
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  #110  
Old 2007-7-13, 11:48
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I'm starting to love this MOD. Great everything! Nice job.

I found 2 bugs, dont know if somebody reported it already but here it is:

Sometimes when i got ambushed one of my mercs get stuck when i enter the map. He floats around 30 ingame cm above the ground and I cant do nothing.

Also, the most irritating bug must be the chopper; there is almost on every map a spot that when u enter the chooper get over your mercs and you cant move them.

If that cant be fixed, I strongly suggest that the chopper wont be shown on the map. I can live with out that one as a cover [img]smile.gif[/img]
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