Search found 9 matches

by Virosa
Fri Dec 27, 2013 6:54 pm
Forum: Not a bug
Topic: [0.8.3 Campgain] Resources and stuff objective not tracking
Replies: 5
Views: 4628

Re: [0.8.3 Campgain] Resources and stuff objective not track

Nice catch. I drive it all the time, yet i never noticed the numbers updating before. I'll blame all the Xmas time booze :P

Then indeed, not a bug, just a unclear caveat :)
by Virosa
Thu Dec 26, 2013 9:03 pm
Forum: Not a bug
Topic: [0.8.3 Campgain] Resources and stuff objective not tracking
Replies: 5
Views: 4628

[0.8.3 Campgain] Resources and stuff objective not tracking

Mission 2, i believe. You need a lot of resources and you need to place them in the car since you cant hold it all in the inventory. But putting stuff in the car is not tracked for the objective. It take quite a while to redo all the economy in the destroyed base so i didn't restart to attempt to re...
by Virosa
Wed Aug 28, 2013 10:01 pm
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18587

Re: Making Freeplay hard?

Oh cool, i hadnt realized the scenario thing simply listed the content of the folder.

This will come handy when i fiddle around with values when the "real" enemies are implemented :)

Thanks.
by Virosa
Wed Aug 28, 2013 3:00 pm
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18587

Re: Making Freeplay hard?

If difficulty is trivial, perhaps you should switch to geometric growth of waves? Can't imagine you lasting long against attackcount * 2. True sadists would opt for the attackcount * attackcount however. Creeper Hell would be a nice place compared to what results from that. Not really, its not real...
by Virosa
Wed Aug 28, 2013 12:08 am
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18587

Re: Making Freeplay hard?

What file did you alter? scenarios\freeplay\control.lua? That should change it for any new game that you start. You can also change the script directly in your savegame, that will affect just the single game. Directly in the savegame didnt work, i didnt try to delete the script.dat as suggested, ho...
by Virosa
Tue Aug 27, 2013 1:12 pm
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18587

Re: Making Freeplay hard?

Yeah i agree. I did alot of SC1/2 myself. That being said, i modified the values so there would be an attack at the start, i set the value to 60 * 60 * 5. I set the delay value to 60 * 60 * 1 to 60 * 60 * 3. I set the initial value to 1(gotta start small :P). Then i made a new game, saved, went back...
by Virosa
Mon Aug 26, 2013 8:50 pm
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18587

Re: Making Freeplay hard?

@slpwnd- Thanks alot for the info. And indeed. I consider myself a quite competent gamer and i found the last part challenging, i had to actually restart my game once to make something more efficient. After that, it was pretty easy to slam dozens of turrets in front of the spawns and rocket the turr...
by Virosa
Mon Aug 26, 2013 8:07 pm
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18587

Re: Making Freeplay hard?

I dont really want to twiddle my thumbs for 18 hours.

Is there not a way, a value or a mod i can use that will make bunch of creeper spawn, more and more, just like the campaign?
by Virosa
Mon Aug 26, 2013 7:42 pm
Forum: Gameplay Help
Topic: Making Freeplay hard?
Replies: 17
Views: 18587

Making Freeplay hard?

So i just bought the full version of the game just now. I first played a older version before, it was 0.5.4 i believe. I enjoyed the short but nice campaign. The last mission with alot of creeper was really nice, it felt like tower defense but that you have to manage your economy and supply too. Kud...

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