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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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 Re: Cortex Shock [V1.5]
grolon wrote: 1. fuse boxes can explode, or fly at great velocities killing your character and destroying the fuze. Don't go at the fuse boxes running into them trying to stomp them like if you are a rhino.
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Sun Mar 25, 2012 2:40 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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 Re: Cortex Shock [V1.5]
grolon wrote: 1. fuse boxes can explode, or fly at great velocities killing your character and destroying the fuze. Don't go at the fuse boxes running into them trying to stomp them like if you are a rhino. First buy a gun and then you shoot at the fuses. EDIT: sorry for double post, browser lagged.
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Sun Mar 25, 2012 2:47 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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 Re: Cortex Shock [V1.5]
You can edit/delete your posts.
And maybe you should get some sort of message saying "I should get a gun to open this fuse box.", since I've read a lot of people were ramming the boxes when they first played instead of getting a gun and shooting them.
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Sun Mar 25, 2012 9:34 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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 Re: Cortex Shock [V1.5]
Or have the AI suggest it, and mention that there's a shop+console at the top right more clearly.
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Sun Mar 25, 2012 10:10 pm |
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Razumen
Joined: Wed Dec 15, 2010 11:28 pm Posts: 27 Location: Behind you?!?!!!
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 Re: Cortex Shock [V1.5]
Very nice mission pack! I can't wait for the next part, the levels were well done and the atmosphere tense. The skills are a nice touch too; I especially liked the regeneration and demolitions skills. I also noticed that if you level up your toughness enough you seen to become impervious to fall damage, pretty handy when you want to drop in unannounced lol. 
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Mon Mar 26, 2012 4:31 am |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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 Re: Cortex Shock [V1.5]
Asklar wrote: You can edit/delete your posts. Can't see delete options here :D
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Mon Mar 26, 2012 6:56 pm |
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Psygnosis
Joined: Thu Mar 22, 2012 4:02 pm Posts: 213
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 Re: Cortex Shock [V1.5]
what do now? I got the cartog hack from the top most level (i think the top most) Then i opened the doors, then i hacked a few consoles and the "decommission one fan" mission wouldnt complete. so i destroyed one then left and re-entered and then it worked.
But now i have no quests.
Found it, Control room door i hadnt discovered.
next problem is the control room defense, dummies are so weak and the endless security bots are a real pain. the zombies arnt so bad.
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Tue Mar 27, 2012 12:38 pm |
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Friendofafriend
Joined: Thu Dec 22, 2011 9:10 am Posts: 15
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 Re: Cortex Shock [V1.5]
Great mod  Is there a walkthrough? Because i'm stuck :/
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Wed Mar 28, 2012 8:00 am |
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Friendofafriend
Joined: Thu Dec 22, 2011 9:10 am Posts: 15
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 Re: Cortex Shock [V1.5]
Psygnosis wrote: what do now? I got the cartog hack from the top most level (i think the top most) Then i opened the doors, then i hacked a few consoles and the "decommission one fan" mission wouldnt complete. so i destroyed one then left and re-entered and then it worked.
But now i have no quests.
Found it, Control room door i hadnt discovered.
next problem is the control room defense, dummies are so weak and the endless security bots are a real pain. the zombies arnt so bad. Ooh, yeah i think im stuck at the same part as you, where you're meant to stop the boot process? Yeah i have no idea how to do that.
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Wed Mar 28, 2012 8:03 am |
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Razumen
Joined: Wed Dec 15, 2010 11:28 pm Posts: 27 Location: Behind you?!?!!!
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 Re: Cortex Shock [V1.5]
Friendofafriend wrote: Psygnosis wrote: what do now? I got the cartog hack from the top most level (i think the top most) Then i opened the doors, then i hacked a few consoles and the "decommission one fan" mission wouldnt complete. so i destroyed one then left and re-entered and then it worked.
But now i have no quests.
Found it, Control room door i hadnt discovered.
next problem is the control room defense, dummies are so weak and the endless security bots are a real pain. the zombies arnt so bad. Ooh, yeah i think im stuck at the same part as you, where you're meant to stop the boot process? Yeah i have no idea how to do that. Nobody can be in the central room with all the monitors, or else the bootup process will pause, this includes your guys as well. Easiest way is to keep one man in the top hallway to kill the security bots and use the other one to clear the control room of zombies. If you let them all reach the control room it'll turn into one big mess that will be hard to get rid of.
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Wed Mar 28, 2012 8:18 am |
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Psygnosis
Joined: Thu Mar 22, 2012 4:02 pm Posts: 213
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 Re: Cortex Shock [V1.5]
Friendofafriend wrote: Great mod  Is there a walkthrough? Because i'm stuck :/ walkthrough = ask here. speaking of which perhaps someone should put together a walkthrough. maybe ill get something together on YT sometime
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Wed Mar 28, 2012 11:24 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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 Re: Cortex Shock [V1.5]
RcherD, every time you change level game is saved automatically into CampaignData\current.dat . Without it Cortex Shock won't work. Every time you start a new game, or load saved game your CURRENT GAME IS LOST, BECAUSE CURRENT.DAT GETS OVERWRITTEN BY NEW\LOADED GAME STATE. If you want to save your game forever you must explicitly save it on skill assignment screen when it's available, or copy your current.dat if you can't wait for next level.
BTW what do you guys think if I'll make it autosave game in separate files but you'll have to manage them manually anyway?
Arcalane, there's already a local map which tells where's everything, c'mon. I can't explain every step player needs to make to get somewhere. All those ME3's and CoD's really spoiled modern players. Just remember Doom, that's how it meaned to played )))
I'll try to address issues with fuse boxes and exploding furniture in the upcoming major relese. No smaller updates until then, sorry. The good news are that I've finally started working on it again.
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Fri Mar 30, 2012 10:48 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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 Re: Cortex Shock [V1.5]
weegee wrote: The good news are that I've finally started working on it again. <3 <3 <3 Do tell if you need more help, it was so much fun working on this.
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Fri Mar 30, 2012 11:03 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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 Re: Cortex Shock [V1.5]
weegee wrote: Arcalane, there's already a local map which tells where's everything, c'mon. I can't explain every step player needs to make to get somewhere. All those ME3's and CoD's really spoiled modern players. Just remember Doom, that's how it meaned to played )))  Ahh, Doom. Still, it seems to be something that quite a few people are tripping over. --- weegee wrote: I'll try to address issues with fuse boxes and exploding furniture in the upcoming major relese. No smaller updates until then, sorry. The good news are that I've finally started working on it again. \o/ I'll need to send over some updated faction files at some point, probably once I've released the next 40K comp update. Price/name changes etc. etc.
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Fri Mar 30, 2012 3:49 pm |
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Yuzazi
Joined: Sat Sep 03, 2011 1:13 am Posts: 87 Location: Arizona
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 Re: Cortex Shock [V1.5]
Did some purging for the emperor until I reached the point where I need to go through the hub. Damn, it was just getting good as well...
I also accidentally blew up a pump and never got my other marine, but Titus and Agathan trooped on anyway. Oh, might I add that the Storm Bolter > every other weapon and enemy.
Arcalane, can we expect an Imperial Guard or Kasrkin squad to get put in?
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Sat Mar 31, 2012 7:40 pm |
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