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Messages - reinhark

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151
General / Re: Gate mechanism help
« on: April 15, 2016, 02:37:20 am »
Quote from: wiki
TG-44HD Service Manual is a plot item in Deep Caverns, found on a locker near a second ruined gate mechanism.

Which second gate is the wiki referring to?

Aha... found it.

At the basement of the Tithonus Laboratory,


DISREGARD ABOVE MESSAGE, I AM IDIOT.

Go to http://www.underrail.com/wiki/index.php?title=Maps and get ghostdog's map.
There is a place called "bio facility" near the gate you need to repair.  there is a second gate. Also broken. I think you HAVE to go there to obtain necessary part for the gate repair, as well as access to the Gate repair manual.

152
General / Re: Gate mechanism help
« on: April 15, 2016, 02:00:15 am »
I think you have to interact directly with the door thing while holding the parts.

Speaking of which... Did you read the door mechanism manual?(I think it was in the lab name started with "titan" or something)

Didn't realize I needed the manual even if the repair bot is the one doing the fixing.

There are 3 ways of fixing the door. By the manual, By using the bot, and by having immense knowledge of mechanical skills and doing it yourself.

I never did bot path before... so I am unsure about this one. I think bot need some kind of one of 3 colored chip you can get from... was it ark power station? Other than this information I have no clue. (Perhaps you can repair the gate by interacting with the bot while holding the parts?)I will try bot repairing path on some other time, after I reach DC.

153
General / Re: Gate mechanism help
« on: April 15, 2016, 01:55:16 am »
I think you have to interact directly with the door thing while holding the parts.

Speaking of which... Did you read the door mechanism manual?(I think it was in the lab name started with "titan" or something)

154
Please?

Thank you for listening.

155
I guess it would be useful to know, how much more is there to Upper Underrail than what we see in game, and does it span both North and South? Because if it did then that would make sense, except of course it would then make no sense for anyone to assume that the Faceless blockade would in any way inhibit the Protectorate from doing anything.

It is pretty big, possibly bigger in the world shown. You can see beyond glasses as you fight some mutants in the Tchortist building, newly discovered sector(I think it was bio-hazardous material processing plant of the biocorp?). along countless vents blocked. So if someone wanted it, it would be pretty easy to knock down some walls and make a tunnel connecting to the northern part.
Since biocorp ruled entire underrail, it is plausible that upper underrail too, spanned up from north to south.(although, it doesn't matter much in this case.)

...However, along with it were courses left behind, some lunatics and tons of stuff that does bio damage(along with mutants). Only biocorp knows what else is buried behind the walls. Even those crazy Tchortists knew to wall in the part of the section connection to the old facilities. Hell, we only took few step to the north and found 2 alien artifacts, deadly one and more deadly one that is alive.

My point is that southern part of Upper underrail, at least areas that are unoccupied seems more hostile place to live than the rest of the underrail.(other than DC of course) I presume legacy of the biocorp prevents protectorates from linking the upper underrail.

156
I guess it would be useful to know, how much more is there to Upper Underrail than what we see in game, and does it span both North and South? Because if it did then that would make sense, except of course it would then make no sense for anyone to assume that the Faceless blockade would in any way inhibit the Protectorate from doing anything.

It is pretty big, possibly bigger in the world shown. You can see beyond glasses as you fight some mutants in the Tchortist building, newly discovered sector(I think it was bio-hazardous material processing plant of the biocorp?). along countless vents blocked. So if someone wanted it, it would be pretty easy to knock down some walls and make a tunnel connecting to the northern part.
Since biocorp ruled entire underrail, it is plausible that upper underrail too, spanned up from north to south.

...However, along with it were courses left behind, some lunatics and tons of stuff that does bio damage(along with mutants). Only biocorp knows what else is buried behind the walls. Even those crazy Tchortists knew to wall in the part of the section connection to the old facilities. Hell, we only took few step to the north and found 2 alien artifacts, deadly one and more deadly one that is alive.

My point is that Upper underrail, at least areas that are unoccupied seems more hostile place to live than the rest of the underrail.(other than DC of course) I presume legacy of the biocorp prevents protectorates from linking the upper underrail.

157
Bugs / Re: [1.0.1.8] Opening a door and then initiating combat
« on: April 14, 2016, 04:47:57 am »
Because it uses the turn system, I think. force initiating combat forces the game to... well, combat, in the middle of the turn.
Even if you are not in combat, you are technically in a turn. You can actually experience this better in the Tchort's eye area(+1 debuff ticks per turn), but here is bare bones example.

1. Turn starts. You get 50AP!
2. You open door, you spend - say 20 AP to open a door. You now have 30AP!
3. Initiate combat.
4. You still have 30AP!
5. shooty shooty  bang bang etc.
6. Turn ends.
(this also means that any action other than moving potentially cuts your combat initiation AP.)

This can be migrated by waiting few seconds before action starts.(I think 1 turn consists as 6 seconds, so waiting 6 seconds before going all out is pretty good idea)

However I still want the system to be fluid, and therefore want stealth combat starting AP to be 50AP.

158
General / Re: Lenox quest
« on: April 14, 2016, 04:35:33 am »
Thanks Reinhark, it is Oskar, the vendor from CoreCity. That was my first reflex to visit him and the insignia became identified without noticing it...

However, it is not helping for ending the quest. I try to present all evidence but Lenox keeps saying that some parts are in conflict and it is too much information.

Is there a special combination/order to respect?

If unsure, double-check. Retrace everything once again....badge identified. consulted beautiful Jon, identified the document, read the morgue computer about the MEDICAL INVENTORY(if you really want to actually read the whole damn thing, focus on the missing ones..) and examine the body.

also, if I remember correctly, ONE OR TWO dialogue options when you present evidences are NOT true.(as epeli mentioned above) You must not talk about those, or quest line will end.. not so optimally.

159
General / Re: Corpses near doorways
« on: April 14, 2016, 04:28:13 am »
Try both normal and reverse highlight. One or the other should always work.

Wait, THAT is what reverse highlight suppose to do? I thought they all did the same thing. I will try that, If I come across something like that again.

160
General / Re: Corpses near doorways
« on: April 13, 2016, 04:05:14 pm »
You also cannot attack the small enemies behind the door sprite - like a mutated dog.(I had to use AoE kills)

Courpses can be accessed, but with great difficulty. You have to click anything that inches out from the door sprite.(Usually a foot)

161
General / Re: Lenox quest
« on: April 13, 2016, 04:02:57 pm »
Core city. Go to the certain merchant that says "Hardcore!" very often.

You MUST see the certain secret document while holding the badge to identify the badge's origin.

162
General / Re: Mushroom area in Deep Caverns
« on: April 13, 2016, 02:25:12 pm »
It is ambiguous on how to get down there. (Unless you talk to that one dude that is holed in the middle of frickin nowhere)

Since there is no Deep caverns guide(I just might make one on steam, If I can be motivated a little.), I will tell you directly. I spent +1 hour in that damned forest, sooo...

Obviously, SPOILER ALERT SPOILER ALERT READ AT YOUR OWN EXPENSE.
Hi light below area to see what is hidden!
****************************
You must inhale that max health reducing spore until you pass out.
****************************

163
It is true, Fort apogee's location does not seem to be logical. well, not as much anyways.

There are few benefits however.(weak case to strongest)
1. It allows protectorates a REASON to transpass core city.

Protectorates seems to be doing fine on their own... and even have strength to help railway crossing while this blockade has been going on. I would assume that they have all the supply they need from the local area, but what do i know?
However, I would presume that only supply they are getting from the north are high grade guns and armors - something I wouldn't call as life's essentials. But when the push comes to shove I assume protectorates wouldn't shy away from go guns blazing during their "transport" to take over core city.

2.as you mentioned, it is isolated nowhere.
There is literally nothing in upper underrail, other than a dozen scavengers and shady cult. Perfect place to build a fort away from lunatics, lurkers, beggers and junkyard hobos.

3. building elevator from the top gives protectorates unseen, undetectable troop movement benefits.
Which can be used for "militaristic unification" against smaller communities. Railroad crossing, junkyard, SGS.

164
I believe the answer would be obvious, especially after the Free drones questline.

Troop movements are - apparently - very important. Knowing troop movements allows ambushes like that supply trains or that ambassador I punched earlier.

And also I would think that oligarchy wouldn't think highly of them running through their city with well armed troops considering city's relatively puny defenses(compared to protectorate controlled areas) and... reputation of "militaristic unification" of protectorates.

165
Suggestions / Re: Model Customization
« on: March 11, 2016, 04:58:58 am »
We have no plans currently do add any form of customization to the character model and this is unlikely to change. As other have pointed out, the game uses pre-rendered graphics and the way we handle sprites requires every armor-weapon combination to be rendered for every animation. Adding another variable there (such as skin or hair color) would increase the number of combinations substantially.

So other than adding new visual armor types, we're unlikely to add new variables unless they'll provide some gameplay benefit in addition to the aesthetics.

But can we have option to switch to other 2d sprites for unexplicable reason?

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