Edit: Well, with permission from our good EthicalLune, I'm posting my Soupy Tweaks on Ethical Faction 1.2 right here.
DoubleEdit: Well, with permission from our very good EthicalLune, I've made a mod-page for this modmod of mine, for all the 3 (0) of you who are interested. (to quote the great Ethical itself). https://www.nexusmods.com/redfactionguerrillaremarstered/mods/15
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Basic installation instructions and a list of the major changes I've made are included in the readme.txt. This likely won't be compatible with any other mods.
I'm not finished with the alert level system yet, but it's an improvement over vanilla. Please keep an eye particularly on Orange and Red alert engagements and see how you go. Please leave feedback if you have any to give!
Well I've been playing for about 12 hours now. Dude, this is so good. It's definitely a better game. The Plasma Caster is so freaking satisfying to use, and the rest of the weapons feel at least 4 times as good as vanilla solely because of the increased recoil. My god, the pistol revolver is a thing of legends.
I got it working with Remarstered but I had to remove the re-added Dozer to make it work, and I've made quite a few changes of my own. I'd be happy to supply the goodies if anyone was interested. Great mod.
Changing the Couriers' vehicles into tanks is kinda funny lol
It implies that the Red Faction is so good at intercepting the EDF couriers that they basically Napleon in Spain'd it so that they can actually communicate.
Although, come to think of it, why do they need couriers? Do the EDF not have futuristic cell phones? Maybe I'm just overthinking the destroyo mars game lol
Firstly, this mod is amazing! To me it surpasses Protracted Rebellion, and I like almost everything about it. The few minor complaints I have - for example, I don't like the weapon speed boosts - can be easily self-fixed, so that's fine.
An issue I have that I can't fix is the vehicle changes. While I like some of them, especially giving vehicles less mass and (some) lower acceleration, the traction and torque changes feel really off, and sometimes they break everything.
Some of the buggies act like their wheels collide into the ground, throwing you off the road. Sometimes EDF APCs go crazy and start spinning in different directions. This last one particularly ruins a lot of chase missions, since EDF APCs seem to do really, really badly with your vehicle changes. Sometimes the AI can't stay on the road, sometimes they rapidly accelerate and fly up cliffs, and other times they flip over at random because of how erratic their driving is.
Unrelated but similar is that gunships go down way too easily. It took me about 30 assault rifle shots to blow one up on Hard difficulty. Never noticed that before.
I know you said 1.2 might be the last update, but I think it'd be awesome if you could take another look at this and see if you can iron out the bugs! A lot of new people have started playing now and I'm sure a lot of people use this mod.
I'm super into this mod. I'm about to start a playthrough, but from what I read here I'd also have to put a vote down for another revision! Gotta hit that sweet spot!
If I could add my 2c, I think morale should be lost if civilians get killed (by anyone or anything), instead of them just being a free resource you don't need to protect). And I want my vehicles to smash through buildings! Not super easily, but thats one of the most fun things about the game!
Oh man, tried this with re-mars-tered and used the VBS script to try and clean it up. No DICE. I get mod activation error - cannot find folder build. I renamed the table.vpp_pc . Anyone get this mod working with remarstered?
what are the physics changes? there was a great mod that made buildings collapse a little more easily so you dont have the one structural beam holding up an entire building, but i cant find it anymore
I was fiddling around with this mod (just realized this game had mods) and I accidentally turned it into a WordPad file. Now when I put it into the mods subfolder for the game the mod manager won't recognize it. HALP
https://imgur.com/a/Lmgy1IG
Edit: apparantly I messed up all the other mods too. Any idea what to do for this?
Hey bud, looks like you might have changed the default application for RAR files to wordpad. Not sure about the second issue you're having. Take a look at this https://www.digitaltrends.com/computing/how-to-change-file-associations/ to see how you can reset rar files to open with winRAR or 7-Zip (or whatever application you use)
Woh this game feels a lot better now. I was thinking about stopping before, but I'm gonna keep at it for a while longer now and see how the game unfolds because of this mod. Thanks for helping to make this funner!
Got the mod manager working (just needed .net 3.5). "Website: Your Butt" Thank you EthicalLune
EDIT: Hey, is there anything to do to reduce control. I'm in Dust and still have 52 control and nothing else to do :/
There are the red structures (not on the map and only reduce control by 1 or 2), or I can wait for some missions to pop up. Seems pretty wonky. Any advice?
EDIT2: Well, I just did two missions. It involved a lot of driving around. Also, it seems like the convoy mission is glitched. I've done two where I destroy every vehicle I can, then there are two "ghost" vehicles remaining. Might be because the enemy is destroying them. It also seems like the escort vehicles drive away. Don't know if this is because of the mod, but all enemy vehicles seem to just fly everywhere, like the AI doesn't realize how fast the cars are.
Anyways, would be nice if I had some surefire way to reduce control.
I tried to balance the control so you have to destroy pretty much all the EDF buildings and do the missions in the area, it should be fine if you do that :o
EDF Scouts (the lightest of the cars) tend to go way2fast and flop about in vanilla too, I could try to fix it though actually. Not sure what you mean about the Escort missions, I'm gonna go take a look.
Can confirm broken convoys. I'm also unable to liberate Dust. Also, vehicles seem to sometimes get some sort of phantom acceleration which sends them flying at great speeds. Escort missions are pretty much impossible as well. One time I even boxed in the tank with 3 (!) tanker trucks, along with 2 gas canisters and 3 explosives. Didn't even faze it.
I'm working on a 1.1 patch right now, I'm also checking out all these reported issues, expect a patch in a few days.
Oh and the vehicle acceleration bug is a vanilla thing, no clue how to to fix it sadly. At least it's amusing to watch
Also, by Escort do you mean Courier Chase with the medium tank? If so, my intended way to deal with it is to either stay sneaky and follow it to the end without getting detected, or if you get detected you have to stay out of sight or just barely outside its firing range, or if you're ballsy you can try to blow it up with a trap. Your reward for following it to the end is an empty, undamaged tank however, so yeah
Just thought I'd let you know that I found the convoy bug you reported and fixed it, no idea how I missed this in the first place xO Still working on other improvements however so the patch will be out later, for all two of you who maybe care lol
Heh well, ETA just a couple of days, I wanna try to find any little thing I might've missed before and fix them now rather than later. I'm also doing some balancing changes with weapons and vehicles while playing from start to finish again, won't take that long.
The vehicle acceleration bug is not a vanilla thing. I have it only since I installed your mod! Yes you drive backwards infinitely in vaniila but with your mod its extremely fast and annoying. I think you can solve this when you raise the mass (weight) from the cars in the game. Hmmmm
@Genesis. There IS a vanilla bug that launches the vehicle super fast and far. I am telling you this for sure because I just installed and started playing this game today. And this game was pretty lackluster to me so I googled for RF:G mods sort of as a last resort before I uninstall, and was pleasantly surprised to see someone actually made something like this. I haven't installed it yet but it sounds like a way better version than what I'm playing right now. Thanks EthicalLune. Gonna try this out, but first have to see what the process even is for adding a mod to this game...
edit: oh wow, I just noticed how long ago that post was.. lol. oh well.
46 comments
DoubleEdit: Well, with permission from our very good EthicalLune, I've made a mod-page for this modmod of mine, for all the 3 (0) of you who are interested. (to quote the great Ethical itself). https://www.nexusmods.com/redfactionguerrillaremarstered/mods/15
----------
Basic installation instructions and a list of the major changes I've made are included in the readme.txt. This likely won't be compatible with any other mods.
I'm not finished with the alert level system yet, but it's an improvement over vanilla. Please keep an eye particularly on Orange and Red alert engagements and see how you go. Please leave feedback if you have any to give!
Bon apetite. Let me know if it's shit.
Ethical Soup 1.2 8/29/2019
Ethical Soup MP
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Well I've been playing for about 12 hours now. Dude, this is so good. It's definitely a better game. The Plasma Caster is so freaking satisfying to use, and the rest of the weapons feel at least 4 times as good as vanilla solely because of the increased recoil. My god, the pistol revolver is a thing of legends.
I got it working with Remarstered but I had to remove the re-added Dozer to make it work, and I've made quite a few changes of my own. I'd be happy to supply the goodies if anyone was interested. Great mod.
It implies that the Red Faction is so good at intercepting the EDF couriers that they basically Napleon in Spain'd it so that they can actually communicate.
Although, come to think of it, why do they need couriers? Do the EDF not have futuristic cell phones? Maybe I'm just overthinking the destroyo mars game lol
An issue I have that I can't fix is the vehicle changes. While I like some of them, especially giving vehicles less mass and (some) lower acceleration, the traction and torque changes feel really off, and sometimes they break everything.
Some of the buggies act like their wheels collide into the ground, throwing you off the road. Sometimes EDF APCs go crazy and start spinning in different directions. This last one particularly ruins a lot of chase missions, since EDF APCs seem to do really, really badly with your vehicle changes. Sometimes the AI can't stay on the road, sometimes they rapidly accelerate and fly up cliffs, and other times they flip over at random because of how erratic their driving is.
Unrelated but similar is that gunships go down way too easily. It took me about 30 assault rifle shots to blow one up on Hard difficulty. Never noticed that before.
I know you said 1.2 might be the last update, but I think it'd be awesome if you could take another look at this and see if you can iron out the bugs! A lot of new people have started playing now and I'm sure a lot of people use this mod.
If I could add my 2c, I think morale should be lost if civilians get killed (by anyone or anything), instead of them just being a free resource you don't need to protect). And I want my vehicles to smash through buildings! Not super easily, but thats one of the most fun things about the game!
I get mod activation error - cannot find folder build.
I renamed the table.vpp_pc . Anyone get this mod working with remarstered?
Re-mars-tered has a slightly different file path, so if you change all of the build/pc/cache to data, it will work
https://imgur.com/a/Lmgy1IG
Edit: apparantly I messed up all the other mods too. Any idea what to do for this?
https://imgur.com/a/WRvL22f
"Website: Your Butt" Thank you EthicalLune
EDIT: Hey, is there anything to do to reduce control. I'm in Dust and still have 52 control and nothing else to do :/
There are the red structures (not on the map and only reduce control by 1 or 2), or I can wait for some missions to pop up. Seems pretty wonky. Any advice?
EDIT2: Well, I just did two missions. It involved a lot of driving around. Also, it seems like the convoy mission is glitched. I've done two where I destroy every vehicle I can, then there are two "ghost" vehicles remaining. Might be because the enemy is destroying them. It also seems like the escort vehicles drive away. Don't know if this is because of the mod, but all enemy vehicles seem to just fly everywhere, like the AI doesn't realize how fast the cars are.
Anyways, would be nice if I had some surefire way to reduce control.
I tried to balance the control so you have to destroy pretty much all the EDF buildings and do the missions in the area, it should be fine if you do that :o
EDF Scouts (the lightest of the cars) tend to go way2fast and flop about in vanilla too, I could try to fix it though actually.
Not sure what you mean about the Escort missions, I'm gonna go take a look.
Oh and the vehicle acceleration bug is a vanilla thing, no clue how to to fix it sadly.
At least it's amusing to watch
Also, by Escort do you mean Courier Chase with the medium tank?
If so, my intended way to deal with it is to either stay sneaky and follow it to the end without getting detected, or if you get detected you have to stay out of sight or just barely outside its firing range, or if you're ballsy you can try to blow it up with a trap.
Your reward for following it to the end is an empty, undamaged tank however, so yeah
Still working on other improvements however so the patch will be out later, for all two of you who maybe care lol
Got an ETA for 1.1? This mod seems very extensive and interesting.
Edit: There are dozens of us! DOZENS!
I'm also doing some balancing changes with weapons and vehicles while playing from start to finish again, won't take that long.
Edit: That's quite a large changelog list. Doubly neat. Good work.
Edit: Extreme neatness achieved. I'm happy about the changes!
edit: oh wow, I just noticed how long ago that post was.. lol. oh well.