Posted November 01, 2019
high rated
I'm happy to announce that version 1.2 of Augmented Mod is now available. After almost a year of hard work.
Main changes:
A. Global ones:
You can grab it here:
https://www.mediafire.com/?7ju1zd29lpyechl
!IMPORTANT!
This version should be used on top of a "clean" install (game + 1.120 Patch + 3dfx Patch). Some files were removed when compared to previous version of the mod (1.01), so clean install is necessary for everything to work as it should.
More info (screens, discussion) can be found here:
https://rpgcodex.net/forums/index.php?threads/archimedean-dynasty-augmented-mod-1-2-released.80707/
Main changes:
A. Global ones:
- All files and directories now use proper DOS 8.3 naming format system. This should fix problems reported by Linux users (Linux distinguishes between uppercase / lowercase filenames).
- Renamed all readme files using 8.3 format.
- Checked, cleaned and proof red mod's readme (Readme_m.txt).
- Changed mod info in main screen (removed version).
- Intro movie ("The Prehistory") is now viewable in the Movie Player.
- Renamed "Movie player" to "Cutscenes" to avoid confusion ("Movies" menu allows enabling / disabling of the "non-cutscene" ingame clips).
- Tweaked help screen (expanded abbreviations, made some options more clear).
- Tweaked some descriptions in "Weapon Store" menu (longer descriptions, split into two lines).
- Changed method of disabling the "Caution! System breakdown imminent!" audio message. Instead of replacing the audio clip (Coc09.pcm), I've disabled it in /Sfx/Snd/Smpmap.des via separate mod (1_mod).
- Tweaked the ATL-Scout (Atscout.des), increasing its turn speeds and generally making it a little bit more aggressive. Originally it preferred moving around to attacking, now it should fire at enemies more often. Still, it's basic PD is so low, that making it even more aggressive would lead to this unit being a cannon fodder (too weak to survive longer exchange of fire with stronger enemies).
- BNT-Bomber: PD further decreased from 150000 to 100000 (they still took too long to destroy).
- BNT-Gun-Turret: PD decreased from 56000 to 36000 (BNT-Scout has 50000), ED decreased from 9400 to 7000 (same as BNT-Scout).
- Fixed bad name (Armsdealer) @ Ajanta I.
- Created separate "Plasma turrets for ATL and SHO bombers during final missions" mod (2_mod).
B. Changes to conversation files (Txt\Dia): - Renamed all readme files using 8.3 format.
- Checked, cleaned and proof red mod's readme (Readme_m.txt).
- Changed mod info in main screen (removed version).
- Intro movie ("The Prehistory") is now viewable in the Movie Player.
- Renamed "Movie player" to "Cutscenes" to avoid confusion ("Movies" menu allows enabling / disabling of the "non-cutscene" ingame clips).
- Tweaked help screen (expanded abbreviations, made some options more clear).
- Tweaked some descriptions in "Weapon Store" menu (longer descriptions, split into two lines).
- Changed method of disabling the "Caution! System breakdown imminent!" audio message. Instead of replacing the audio clip (Coc09.pcm), I've disabled it in /Sfx/Snd/Smpmap.des via separate mod (1_mod).
- Tweaked the ATL-Scout (Atscout.des), increasing its turn speeds and generally making it a little bit more aggressive. Originally it preferred moving around to attacking, now it should fire at enemies more often. Still, it's basic PD is so low, that making it even more aggressive would lead to this unit being a cannon fodder (too weak to survive longer exchange of fire with stronger enemies).
- BNT-Bomber: PD further decreased from 150000 to 100000 (they still took too long to destroy).
- BNT-Gun-Turret: PD decreased from 56000 to 36000 (BNT-Scout has 50000), ED decreased from 9400 to 7000 (same as BNT-Scout).
- Fixed bad name (Armsdealer) @ Ajanta I.
- Created separate "Plasma turrets for ATL and SHO bombers during final missions" mod (2_mod).
- Reintroduced old ranks for Akira & Cox (generals) and Lopez (major). Let's not mess with the lore...
- Checked and tweaked conversation files AGAIN (punctuation errors, better flow).
- Introduced a couple of major and minor fixes (more info in Readme_m.txt)
C. General changes to mission files (Vfx\Scenario): - Checked and tweaked conversation files AGAIN (punctuation errors, better flow).
- Introduced a couple of major and minor fixes (more info in Readme_m.txt)
- Tweaked models, guns and torpedoes of boats and turrets. Generally, these are now related to difficulty level (if possible) - units with "diff = 1" or "diff = 2" settings have stronger guns / torpedoes than units appearing on all 3 difficulty levels ("diff = 0").
- Tweaked "patrol" coordinates (x/y) of almost ALL units in the game to avoid units using the exact same coordinates, which could've led to "overlapping".
- Reduced number of objects using "sle = 1" setting ("object can only be targeted when in Flint's sonar range"). Using it often feels wrong in case of boats, as you can't target something clearly visible, or keep loosing your lock-on ("target lost!"), or can't target an enemy, who's targeting you (bombers!).
- Unified "car = X" setting of turrets, using "car = 10". This setting determines the "FOV" of a turret. If set to 0, turret can only "see" the enemy when it is directly in front of it. When set to 10, its' FOV is equal to 360 degrees. Lower values are mostly used in the beginning of the game, but still - enjoy. Makes some "allied" turrets more effective as well.
- Applied my naming format to GER names, using either original names or English names or google-translated names. Removed 3rd names ("inff = ") altogether.
- Removed 3rd COM messages ("rtxtf = ") altogether.
D. Changes to particular missions (Vfx\Scenario): changelog of this part has 645 lines. See Readme_m.txt. - Tweaked "patrol" coordinates (x/y) of almost ALL units in the game to avoid units using the exact same coordinates, which could've led to "overlapping".
- Reduced number of objects using "sle = 1" setting ("object can only be targeted when in Flint's sonar range"). Using it often feels wrong in case of boats, as you can't target something clearly visible, or keep loosing your lock-on ("target lost!"), or can't target an enemy, who's targeting you (bombers!).
- Unified "car = X" setting of turrets, using "car = 10". This setting determines the "FOV" of a turret. If set to 0, turret can only "see" the enemy when it is directly in front of it. When set to 10, its' FOV is equal to 360 degrees. Lower values are mostly used in the beginning of the game, but still - enjoy. Makes some "allied" turrets more effective as well.
- Applied my naming format to GER names, using either original names or English names or google-translated names. Removed 3rd names ("inff = ") altogether.
- Removed 3rd COM messages ("rtxtf = ") altogether.
You can grab it here:
https://www.mediafire.com/?7ju1zd29lpyechl
!IMPORTANT!
This version should be used on top of a "clean" install (game + 1.120 Patch + 3dfx Patch). Some files were removed when compared to previous version of the mod (1.01), so clean install is necessary for everything to work as it should.
More info (screens, discussion) can be found here:
https://rpgcodex.net/forums/index.php?threads/archimedean-dynasty-augmented-mod-1-2-released.80707/