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Messages - swampzero

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1
General / Re: [Spoilers] DLC Timer savegame editing, need help.
« on: September 22, 2019, 08:10:44 pm »
I'm trying again, this time with a "05" value that is higher than even my first save in expedition had (it had "04") and this time it didn't revert, but it did drop from "excellent" to "satisfactory" very fast.

EDIT:
I'm now trying with "FF" value and it's also very-high, and hasn't dropped to satisfactory yet. I think this method actually works, as long as you do the edits on a savegame that is currently INSIDE the black sea.

EDIT2:

After walking around and sleeping once, I re-checked the flag values I had set at "FF" and they're now "FD".

2
General / [Spoilers] DLC Timer savegame editing, need help.
« on: September 22, 2019, 07:47:05 pm »
Has anyone here managed successfully to edit his expedition savegame to increase the medical/tech/weapon supplies, number of jetskis and soldiers?

I tried it and found some flags:
faction_xpbl_expedition_jetSkiStrength
MedicineSupply
TechSupply
WeaponSupply
SecSoldiersAvailable

that do control those numbers, and they indeed made Briggs report "very-high" counts on all of them for a briefing, but a few minutes after he switched back to the very-lows and, after inspecting the new savegame, the values on the flags had also reset. However, the soldier count remained at the edited value (35) and didn't revert.

I also made a steam thread here:
https://steamcommunity.com/app/250520/discussions/0/1629663905423135138/

Did any of you manage to do this successfully?

3
It's really not that bad.

120% cost is completely unplayable I agree with you, BUT you can reduce cost in other ways and stay under 100% even with psychosis.  In fact, the cost-effectiveness ratio of Psychosis is much better than what you would get from a psi-headband, and the dps increase is really big.  It's additive 15% btw, it will put you at 20% BASE chance.

Using headband ratios (if you choose the manacost addition instead of the crit), you would have had to trade off 27% cost if you wanted 15% crit.

4
General / Re: Stupid question of the day
« on: January 10, 2016, 10:47:18 am »
put your mouse over  the vertical gauge on the bottom right part of the screen during combat. Or if you're asking about base, it's always 50.

5
General / Re: Easy way to defeat end boss(mega spolier)
« on: January 08, 2016, 07:11:09 pm »
how many mutagens are there for this. Do all of them go up to 4, or just [Echo]. Other than it, I have found most of them up to 3, then [Solis] up to 2.

With just them however I'm missing some negative words, which makes some other ones unusablewhich pretty much makes it unsolvable so I'm sure I'm missing a mutagen or two

6
General / Re: Easy way to defeat end boss(mega spolier)
« on: January 08, 2016, 06:08:18 pm »
Ai ai ai aiii  ! !

7
General / Re: deep caverns help (spoiler)
« on: January 08, 2016, 07:59:57 am »

you and me both buddy i'm holding out for 1.0.0.8, hoping it fixes or clarifies the mutagen puzzle so i can solve it properly

8
Bugs / Re: Save size and number of files exploded at late-game
« on: January 08, 2016, 07:57:11 am »
that's cool! Speed is more important than size

9
General / Re: Easy way to defeat end boss(mega spolier)
« on: January 07, 2016, 01:22:45 am »
can someone confirm that the mutagen code needs to be in the right order or not?

I made exitus-1 but scrambled and nothing happens to the boss, but im not sure if i'd have to pop the mutagen tanks first

10
General / Re: deep caverns help (spoiler)
« on: January 07, 2016, 12:53:04 am »
the entire tchort ranking system is bastardized oldish greek its pretty cute.

11
I understand why you didn't want a hub down there thematically and instead had warehouses. It's supposed to be a cut-off hellzone, and shipments can't come down to it.  But from a gameplay perspective, the zone is too big to be done without a hub.

12
I agree with everything.

As for the POV of a Psionics character:


The enemies themselves are HP sponges, but not impossible. I enjoyed the difficulty of fighting them, and since it didn't cost me resources to do so, I could explore at a decent pace ( i didn't even realize eye of tchort and tchortlings were connected, because i was just killing stuff as it came). But then again, I went into DC way overleveled, most likely

however, the sense of limited luxury resources (hypos for health instead of relying on my regen armor) really broke my exploration experience.  An RPG with such a big section where you can't buy/sell/restock is like trying to hold your breath for 2 hours. I can't imagine how bad it must be for ammo classes either.

Add to that the frustration of vague directions, no zone names, and respawning trash mobs (Burrower respawns? really?) and yeah.



Deep Caverns is a good zone imo. All it needs to be fun is a good vendor hub so we can restock.  If we have vendors and resources, we could explore at our own pace, have fun with it, and maybe use the 30.000 charons we stocked up just for the endgame.  If you're gonna change it, don't change too much about it. I really think the difficulty and respawning enemies and maze-like structure would be fine if we had resources to explore (well maybe not the respawning burrowers, fuck those)


13
General / Re: deep caverns help (spoiler)
« on: January 07, 2016, 12:12:11 am »
That said, can someone give me a hint about the mutagen puzzle?



highlight to see spoiler:
I have figured out I need to make Exitus-1 from plus/minus genes or proteins or whatever, and I did successfully made it, but is it order-sensitive? Is EP JP etc different than JP EP?  If it isn't, and my sequence was correct, how do I even tell it worked. I see some mutagen tanks in the boss room, but they're so far out of the way that It would be almost harder to get to them and destroy them (to release gas??) than just killing the boss itself by cheesing the tentacles from the little hut
-end of spoiler

14
General / Re: deep caverns help (spoiler)
« on: January 07, 2016, 12:06:36 am »
pleas help me with deep caverns. i have played this part >20 hours and no i am brassed off. the game was wonderful but now
it is only frustrating. not hard, frustrating. i can handle the enemies but unlimited enemies suck.

the reasons:
* unlimited enemies. no game of this type i played in the past had this game mechanics. why? because it breaks the entire
  game mechanics. resource management is useless, experience system for killing enemies also -you get unlimited points.
* if you not handle the stuff in a limited time (the time you have resources) -you lose and have to retry the entire
  thing (20 hours for nothing if you are out of luck).
* no healing items. in combination with the unlimited enemies -yummy.
* no hints what to do or where to find some stuff (i.e. for repairing the hydraulic door)
* no area are named, i dont know where i am. i have to save the game and then look to the savegame description to figure
   it out. even if i get a hint "go the area x" i dont know where that area is because of that.

can you tell me where i can find

* the 3. hydraulic canister? have 2 found in the warehouse.
* the control valve?
* the exact procedure to get to door clean of this slime?
* i also need a key card to open the door? marias card? where to find?
* it is right that i must power up the door-section? if yes, which is the exact name of this area?

in fact i need a detailed walktrough for the deep caverns because i have no more passion/energy to do it myself.

please disable this unlimited enemies and add a map with fast travel system to the areas you always visited. the entire
game would imho me benefit from that.

p.s.
the forum software seems to be dont support apostrophes of any kind. if such character applies in the text, the rest is cut off. i had to rewrite 90% of this post because exactly this was happen after posting the text.

Leo, the guy in the hut, gives you some hints on where to find some tihngs (he tells you about how to kill the bio-growth, and tells you the location of some *important* things. Agreed about the zone locations tho.

I think the hints, by themselves, would be enough if we had the time and resources to properly explore the zone without worrying about a game-over state. When you're counting hypos, obviously you're gonna miss a bunch of hints 

15
General / Re: Deep Caverns Are Poop: issues [minor spoilers]
« on: January 06, 2016, 11:11:57 pm »
Also its kind of unfair I guess to make a single thread about bad stuff when I've been playing this game nonstop for 60 hours and like it as much as the A+ titles that came out, but deep caves really need some tweaks!!

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