Author Topic: Deliberately OP mods and observasions  (Read 7344 times)

Offline carldong

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Deliberately OP mods and observasions
« on: January 10, 2017, 07:39:18 pm »
When I was testing my mods, I am surprised that I can actually get achievements with that modded mech... I am not sure whether this is intended, because I just changed some numbers and that thing is untouchable. Which makes achievements much easier for those who know some XML, grepping, and programming.

Secondly, Terminus still skips phases if I add in some incredible firepower through mods.Not sure what you guys think.

Offline Logorouge

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Re: Deliberately OP mods and observasions
« Reply #1 on: January 10, 2017, 08:56:37 pm »
I think that's to be expected.
The game can't tell if a mod is OP. I don't even think it can tell if something is a mod or not.
And yes, Terminus tend to skip phases when your firepower is too high. That is why damage boosts got nerfed, among other reasons.

Offline carldong

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Re: Deliberately OP mods and observasions
« Reply #2 on: January 10, 2017, 10:02:08 pm »
I think that's to be expected.
The game can't tell if a mod is OP. I don't even think it can tell if something is a mod or not.
And yes, Terminus tend to skip phases when your firepower is too high. That is why damage boosts got nerfed, among other reasons.

I thought Terminus was changed to be invincible between phases.

Offline Logorouge

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Re: Deliberately OP mods and observasions
« Reply #3 on: January 10, 2017, 10:26:38 pm »
I thought Terminus was changed to be invincible between phases.
Indeed. But when you have enough power to melt him in seconds, it doesn't matter. He's dead before he realizes he's supposed to put up an invincibility shield.

Offline carldong

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Re: Deliberately OP mods and observasions
« Reply #4 on: January 10, 2017, 10:34:18 pm »
I thought Terminus was changed to be invincible between phases.
Indeed. But when you have enough power to melt him in seconds, it doesn't matter. He's dead before he realizes he's supposed to put up an invincibility shield.

I mean invincible at the instance of changing phase, and drop that right ATM of firing the first salvo, or something like that.

Offline ptarth

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Re: Deliberately OP mods and observasions
« Reply #5 on: January 10, 2017, 11:28:59 pm »
I believe Misery added the invincibility to do that. I haven't checked myself.

Also, yeah. The achievements don't check for changes. It would be more trouble than its worth.
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline Misery

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Re: Deliberately OP mods and observasions
« Reply #6 on: January 11, 2017, 07:09:24 pm »
The invincibility on phase change doesnt work quite like you'd think; it actually takes a moment to activate, because.... because.   I have no idea why.  Part of it though is that systems have a bizarre delay for a moment after a phase change before they will activate at all.  There doesnt appear to be a way to stop this.

Not that it matters though.  If the player's damage is too high it'll be the same result in the end.

Offline Frumple

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Re: Deliberately OP mods and observasions
« Reply #7 on: January 11, 2017, 08:36:41 pm »
Which makes achievements much easier for those who know some XML, grepping, and programming.
You really don't need any of that, ehehe. Just track down the mech codes and copy-paste some stuff around, fiddling with the numbers. Tis easy even if you don't know what XML really is, only know grep as a word without meaning, and can't program worth a wet fart. Greenie's extra floor loot tripled or so, humble's discount with an extra 0, redshift movement for everyone, so on, so forth. Takes like seconds and a bit of limited pattern recognition, most everything else optional :P

Cheevos don't care about memory editing either, for what it's worth. Cheat engine cheerfully does its thing without the game really caring.* can't seem to figure out how the health is stored (most everything else is float, and my actual capability with memory editors is pants), but that only matters so much when you never run out of keycards, credits, missiles, or energy :V

... which is great. Always much less annoying when single player games don't really bother trying to stop that stuff. Sometimes you just want to let the hair down. Just avoid those AoE blast robot things. Impressively useful but a serious resource hog, performance wise. Two or three (or gods forbid more) of those going off more or less at once can grind the game to a screeching halt for a while.

*For what it's worth, it's vanishingly rare anything that's not stored server side to some degree does, and thank the nonexistent programming gods for that.

 

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