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SirGen

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Everything posted by SirGen

  1. I think it would be a good change. Very often I've been able to pick a door from the safety of darkness, when realistically I would have had to step into the light to pick the lock. Times like these enhance tension, which usually means enhanced fun.
  2. SirGen

    TDM Combat

    As I was messing around with AI attack animation speeds, I noticed that the AI's downward attack was significantly weaker than the rest of the attacks. I thought that maybe I had accidentally changed the value for the downward attack animation so I tested it out in my non-modified 2.02 version. Same thing; downward attacks are still much weaker than the rest. I then tested it in my non-modified 2.01 version and got the same results. Also, in all three tests, I noticed that changing combat difficulty did not change the amount of damage dealt by AI in general. At least I couldn't tell that it did. I only tested it in Vengeance for a Thief Part 2, When I test some more I will test multiple missions. I am downloading a brand new 2.01 to do some testing with a version that I can be sure has not been modified. But it takes a while to download, so I thought I'd ask: Can anyone else test this and tell me their results for both the AI's weaker Downward Attack Damage and Combat Difficulty settings not changing the amount of damage dealt by AI please? (2.02 and/or 2.01)
  3. SirGen

    TDM Combat

    Nevermind. I found it in the tdm_weapon_shortsword.def.
  4. SirGen

    TDM Combat

    I'm not exactly sure where to post this, but since it's combat related, here we go. I've been modifying some values to make enemy attacks a little faster: // default (fast) attack and parry anim speeds: "anim_rate_melee_attack_rl" "1.47" "anim_rate_melee_attack_lr" "1.67" "anim_rate_melee_attack_over" "1.37" "anim_rate_melee_attack_thrust" "1.67" I am able to block these attacks on occasion, but I think it would be helpful to speed up the player's block/parry animation a bit. Would someone please tell me where I can modify the player's block/parry animation speeds?
  5. This is exciting news! I look forward to the update
  6. Haha, maybe so If I were an archer/bowman being charged by a taffer with a short sword and I didn't have an arrow nocked, I think I would either hold onto my bow for some kind of extra defense/offense or quickly drop it, instead of taking the time to put it away before drawing my melee weapon. But there are countless changes that could be made to the wonderful Dark Mod, that don't necessarily need to be made.
  7. I've noticed that the archers are quite vulnerable while they put their bows away, in order to draw a melee weapon. While I think that the animation for putting their bows away is good, I wonder if it might be better for them to either drop their bow and quickly draw their melee weapon, or just keep their bow in hand. If they drop it, they could pick it up later if circumstances allow If they keep their bow in hand while wielding their melee weapon it might look silly due to clipping, but I'm not sure. It might look good. Is this even worth any attention at all?
  8. At first I found the city portion confusing, and I got lost a lot. I eventually just enjoyed exploring it. There were so many buildings that I could actually go inside and so many AIs that it really felt alive, the way a city ought to It was really cool to be able to get around the city through the sewers. The level design of the cathedral was my favorite part. Good architecture for sneaking about combined with good patrol routes made for a fun challenge. The readables were nice and some of them made me feel bad for thieving Thanks for this great fan mission Bikerdude! Also, I think it's awesome that you help out with so many fan missions
  9. So even though the cave isn't finished I still wanted to play this mission again! It's a great one! At first I found the city portion confusing, and I got lost a lot. I eventually just enjoyed exploring it. There were so many buildings that I could actually go inside and so many AIs that it really felt alive, the way a city ought to It was really cool to be able to get around the city through the sewers. The level design of the cathedral was my favorite part. Good architecture for sneaking about combined with good patrol routes made for a fun challenge. The readables were nice and some of them made me feel bad for thieving Thanks for this great fan mission Bikerdude! I'll have to play it again when the cave is done. Also, I think it's awesome that you help out with so many fan missions
  10. This mission starts out with some well written and well acted dialogue. The first part of the mission was on the easy side, but it was still quite fun. I really got the feeling that I was sneaking through a run-down, gang-controlled part of town. The activity encountered along the way to the Keska Brotherhood base was entertaining My favorite segment of gameplay during the following portion of the game was The stairway to the base and the big tree were really cool visuals that enhanced the feel of the mission. I liked that there were a few ways into the base. Options always make a mission more fun. The inside of the base was very challenging for me. i got caught a lot. There weren't a lot of shadows to hide in, and I'm not in the habit of putting lights out very often. This isn't bad design, I just need to be more patient, and learn patrols better, or use more items. The story told by both readables and voice acting was really good. This was a very fun mission that I will have to play again a few times until I can actually play through the base like a proper thief Thanks for excellent mission Springheel!
  11. The scope of the City in this mission is amazing! Even though I couldn't go down on the streets, they felt alive with city watch activity. The music was very fitting for the story's circumstances and set the right mood. I did get lost, quite a few times, but there was plenty of good gameplay to make it enjoyable. This mission really helps show off how good TDM's mantling system is. Tons of good platforming to be had. There was so much detail all through out the entire city! I really enjoyed all the readables and the clues they gave to more fun gameplay. There was so much good detail packed in this fantastic mission!! Just getting to the city watch station was fun, and once you get inside there's enough good gameplay and good story be a mission on its own! Thanks for this amazing mission and all your others too!
  12. Thanks! I look forward to playing it. Wow! It's one of my favorites too I'm playing it right now to test 2.02.
  13. I just barely started playing Thief fan missions a week ago. (Even though I got a bunch of disks from Komag years ago ) Once I've finished wandering around the city in Garrett's Revenge. I will give this grand looking mission a playthrough
  14. Man, there are a lot of good soundtracks in this thread that bring back great memories! My all time favorite soundtrack is from Final Fantasy III(VI) I really like the orchestral versions of the songs, but I can still enjoy the midis too
  15. I don't have any experience beta-testing, but I'd gladly give it a try.
  16. The new sound effects for when the player attacks an enemy in a non-armored spot sounds great, but when the player gets hit by an enemy's weapon it's still the old "thud" sound. This thud sound is great for when the player gets hit by a hammer or club, but it's a bit immersion breaking to hear a thud sound for a sword or dagger attack. Are there any plans for making it so that when the enemy attacks the player with a blade, the new slashing sound effect is played? Also, is there an ETA for the 2.02 release?
  17. With how few good games there are these days, I'd still play TDM even if I had to wait an hour for each mission to load!
  18. I can't help with any legal advice, but I just have to say that this has me very excited. Your fan missions are great, and Game of Thrones is easily the best show ever created. The combination of my favorite game and my favorite show being made by a great mapper... Exciting stuff! I hope it works out.
  19. SirGen

    TDM Combat

    I've found that sometimes it is best to run, and sometimes it is best to stand and fight the one enemy who caught you, instead of running through a mission and getting caught by many more enemies in the process. Or the enemy blocks the way out and there doesn't happen to be a lot of room to maneuver, so trying to run around the enemy gets you killled. Of course, fighting can also attract more guards if they are close by. So both running and fighting have their places. It only takes a quick flick of the mouse or joystick to dictate the direction of a block or attack. You don't need to continually move your mouse or joystick in the chosen direction for the entirety of the swing or block. I will concede that just because it is intuitive to me, doesn't mean that it will be to all. I don't know how long you you've been playing for, but maybe with a bit more practice it will feel natural. Maybe not though There's only one taffer I know of who can slaughter a dozen guards at once; named AluminumHaste!
  20. SirGen

    TDM Combat

    I agree that lockpicking skills and stealing capabilities should be high on a thief's list of skills to improve, but I also think that having the ability to defend oneself if caught is very important. If I were a thief in The Dark Mod world, I would definitely work on my sword skills. I also don't think that TDM's combat is clunky. There have been a few who have agreed with you that it is, and every time I read it, I scratch my head and wonder what is clunky about it. It's almost identical to Mount & Blade's combat. If an enemy is attacking downward you move your mouse up toward the attack and press the block button. If they attack from the right, you move the mouse to the right and press the block button. If you wish to attack downward, drag the mouse down and press attack. If you wish to thrust, move the mouse forward and press attack. It's basic, effective and fun. I can ususally beat any mortal one on one. Sometimes I can beat two human fighters at once. If there are three or more enemies, I run like hell and hide somewhere dark
  21. @Airship Ballet Thanks, I'll have to give it a try
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