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Alternate start not working
Alternate start not working






alternate start not working

No offence, I appreciate the effort you put into this work, I just think it was misplaced. For one, the devs clearly intended for there to be 3 distinct classes with their own training paths, so thinking that one knows better than venerable game designer is a little ludicrous. I mean, try figuring out THAC0!Īnyway, I was linked here from (that's the biggest and only russian-speaking deus ex forum in the known universe FYI) and I have to respectfully disagree with the positive feedback in this thread. You can always just imagine going on the training missions in your head, like they do in D&D - and D&D is clearly more mechanically complicated of a ruleset than SS2, so you can't say it's just make believe. Role playing is simply the act of assuming a different role. How would you feel if your older relative found a community dedicated to a hobby from his past and was treated like a nuisance simply for expressing his nostalgia?Īlso, your definition doesn't make any sense. The guy is clearly new to this, cut him some slack. What a way to introduce someone dealing with a technological barrier to this community. You role-play the decisions but not the training years.

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The character creation in SS2 is split in that regard. To answer your question: role playing in this context means that you actually engage in the actions within the game-world, instead of reading a skill tree or a summary of what happened. It's basic courtesy not making us wade through your stream of conscious less.

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I realize you posted that from a phone, but even then it's not too hard, to add punctuation marks and paragraphs. If someone disagrees with my thought process, it's easy to tweak the cyber module counts in sq_scripts\rsdAlternateStart.nut Rush Standard and Repair, or go all in on Hack + CYB, or focus purely on STR/END/AGI, etc. Instead, I want this to be something where people exercise some creativity and make early character builds that were previously impossible. In actuality the modded start with the same skill choices (Default Strength 2 + Hack/Repair/Modify -> Maintenance -> Research) is slightly worse, as you don't get a free Maint tool in your starting inventory. If the mod lets you make the exact same skill choices as that Navy route but with some modules left over, it's almost a no-brainer to go for the modded start over it every time.

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The reason I went with the lowest number of CMs possible for any class is that I didn't want to make the mod start objectively better than any vanilla start. No starting stats, skills, powers, or starting equipment - you truly start from scratch. The career choice is just flavor (since I can't remove it from earth.mis outside of just moving one of the triggers to the earlier hallway, which still means one of them shows up in the summary screen) I didn't intend for it to affect gameplay.








Alternate start not working