Shadowrun Returns
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 28th Jul 2013 15:01    Post subject:
r3dshift wrote:
Erm...so, where exactly do you download LoaL from? Apart from Steam, ofc. I haven't seen any d6/ links on the webpages you linked above.


http://www.shadowrun.com/forums/discussion/comment/79313#Comment_79313

That takes you to the Google Docs link I posted Wink It's a ZIP file and the page is listing the contents, simply use "file > download" to save it. As for where to put it?

http://shadowrun-returns.wikispaces.com/Content+Sharing

Quote:

c. Receiving another GM's Content Pack
Once you have a ContentPack.zip file of your friend's story, you need to put it where the Game engine can find it. This will vary for PCs versus Macs:

On a PC, published Content Packs are here:
C:\Users\*current user*\AppData\Local\Harebrained Schemes\Shadowrun Returns\ContentPacks
note: \AppData\ is a hidden folder
On a MAC, published Content Packs are here:
Users/*current user*/Library/Application Support/Harebrained Schemes/Shadowrun Returns/Content Packs
note: /Library/ is a hidden folder

Exposing Hidden folders will vary from one version of Windows or OSX to another, please consult the internet for guidance here.

When you put the ContentPack.zip file in place, and launch the game, you should see the new story available under NEW GAME.


I personally just use the "subscribe" option on the Workshop.
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KeyserSoeze




Posts: 800

PostPosted: Sun, 28th Jul 2013 22:04    Post subject:
Is there any mod that changes the level-up system so you can design your companions?

That is a gamebreaker for me.
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r3dshift




Posts: 2818

PostPosted: Sun, 28th Jul 2013 22:21    Post subject:
Once again: thanks a lot, Sabin!


Frant wrote:
Shitass games are ruining piracy.
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0wen




Posts: 3566

PostPosted: Sun, 28th Jul 2013 22:25    Post subject:
I posted this in the screenshot thread but in case any Shadowrun fans do not check out that topic I think this will be useful here as well.

Just hanging with some friends in Shadowrun Returns




To unlock zoom levels:

Hit "Ctrl + Alt + ~" to unlock debug mode. Then hit "Ctrl + X". Then "Ctrl + Alt + ~" to disable debug UI again.

You will need to do this after each level load as it only works on that level.
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peter980




Posts: 1977

PostPosted: Sun, 28th Jul 2013 23:45    Post subject:
Zoom is also locked back after triggering dialogs.
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ace2kx




Posts: 1992

PostPosted: Sun, 28th Jul 2013 23:50    Post subject:
Is it safe to play the pirated version without steam catching you?
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sun, 28th Jul 2013 23:51    Post subject:
Of course, men! Smile
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 28th Jul 2013 23:57    Post subject:


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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human_steel




Posts: 33269

PostPosted: Mon, 29th Jul 2013 00:07    Post subject:
How do I install cyberware? I have the money and essence required, but whenever I choose the desired part and click on 'install' (or try dragging it over to the highlighted spot), nothing happens...?
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 29th Jul 2013 00:09    Post subject:
You just have to click the part you want, then click the slot to install into, then finally click "install" -- and remember that you can't go lower than 1 Essence.
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Bendi




Posts: 3400

PostPosted: Mon, 29th Jul 2013 00:23    Post subject:
And that there's no going back (at least I think so), so don't stock up on crap stuff early on. There's some better ones later, around mid game.


sin317 wrote:

typical jew comment
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locke89




Posts: 2812
Location: Poland
PostPosted: Mon, 29th Jul 2013 01:23    Post subject:
Just finished the Btotherohood and the fight with those bugs showed how shallow, bad and unbalanced is the combat in this game, not to mention non-existant AI, lol. More and more this game reminds me of typical product for iPad owners. Not even sure if I'm gonna bother with finishing it, that combat is just so bad; calling it tactical is utter nonsense.
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randir14




Posts: 4950

PostPosted: Mon, 29th Jul 2013 01:52    Post subject:
I'm at the Baron Samedi mission and the inability to save the game didn't bother me until now...fucking bullshit mission that takes forever, and my asshole decker died in the last room of the matrix because I didn't have any trauma kits to revive him.
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boysetsfire




Posts: 1852
Location: Antwerp, belgium
PostPosted: Mon, 29th Jul 2013 02:01    Post subject:
what is a fun build to start off with ? i always tend to go for the gun blazing soldier type on the first run in these games.
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Divvy




Posts: 1459

PostPosted: Mon, 29th Jul 2013 02:28    Post subject:
Just dump all your points into rifles or shotguns and some passive stuff like dodge.
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dodger2020




Posts: 3537

PostPosted: Mon, 29th Jul 2013 02:51    Post subject:
Divvy wrote:
Just dump all your points into rifles or shotguns and some passive stuff like dodge.


I put almost all of my points into Quickness, Ranged weapons, and Rifle. You have to raise the first two to raise Rifle. At the end I put a couple of points into Dodge or something when I maxed out the others (9 for human)
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Breezer_




Posts: 10826
Location: Finland
PostPosted: Mon, 29th Jul 2013 02:52    Post subject:
Played this abit today... Dunno where the hell they put their 1,895,772$, feels like some cheap iPad game. Editor atleast is pretty nice, maybe something great comes from it later from community Razz
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boysetsfire




Posts: 1852
Location: Antwerp, belgium
PostPosted: Mon, 29th Jul 2013 03:04    Post subject:
Divvy wrote:
Just dump all your points into rifles or shotguns and some passive stuff like dodge.


yea i was kinda vague in that post, i ment i wanted to do somet diff from just shooting the place up Smile thanks for the input tho

i don't have much time to play thats why i asked Wink guess i'll fool around for a while
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4treyu




Posts: 23157

PostPosted: Mon, 29th Jul 2013 04:11    Post subject:
Try magic I guess. Looks very cool in game (and seems to do a lot of damage when you hit too). I'm not using magic at all though, I'm a hybrid gun fighter + decker or something like that. I plan to try magic on a second playthrough or in one of the many campaigns that will get released in the future.
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killabyte




Posts: 1185

PostPosted: Mon, 29th Jul 2013 20:39    Post subject:
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Aquma




Posts: 2805

PostPosted: Mon, 29th Jul 2013 21:24    Post subject:
Finished Dead Man's Switch. Kinda liked it, despite the extremely constrained nature. The story, ambience and music are all quite good and I absolutely LOVED the amount of text and the way it contributed to my immersion and involvment with the characters. Maybe I'm just an old goat, or a tad bit too conscious of the uncanny valley, but for me, when it comes to creating mood, atmosphere and giving the game world a soul, all those high-budget, slightly awkward, pseudo-cinematic one-liners still can't beat good, old-fashioned writing and engaging player's imagination.

As far as the core funcionality goes, I would say it's pretty solid. Combat could use a bit more depth to it, but it does get the job done. Also, I'm not a big fan of the game staying in turn mode even when there are no enemies in the vicinity (walking my whole team through an entire map is such a chore). And those checkpoints... I can get preventing players from saving mid-combat is important, it's actually a pretty good decision... but why do I have to restart whole mission because of one slip, or mistake? Or a fucking crash, for that matter. It sucks. Badly.

All in all, SRR is good for what it is... What's sad about it, however, is that it easily could've been sooo much more. Time will tell wheter community work's quality will justify HBS's decision to concentrate on a toolset.
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pillermann




Posts: 2577

PostPosted: Mon, 29th Jul 2013 21:37    Post subject:
Pretty disappointed in this tbh. If all the KS RPGs end up like this then the genre is truly lost. Shallow and way too easy combat, extremely linear, no exploration, no puzzles, no C&C to speak of...
Maybe the Berlin campaign will pull it out again, or some user mods some time next year... all hope's on the editor.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 29th Jul 2013 21:43    Post subject:
The rest I agree with completely, I've not shut up gushing about the atmosphere of the game but this;

Aquma wrote:

All in all, SRR is good for what it is... What's sad about it, however, is that it easily could've been sooo much more. Time will tell wheter community work's quality will justify HBS's decision to concentrate on a toolset.


This is the crux of everything. I still wish HBS had concentrated more on the base campaign and then just given people the same design tools they used to create it, rather than focusing on the design tools and then bundling a basic campaign with which to exemplify the tools Sad Still, like you and fisk said; time will tell whether SRR lives because of the outstanding community or whether it fades away --- let's just hope so, eh?

pillermann wrote:
Maybe the Berlin campaign will pull it out again, or some user mods some time next year... all hope's on the editor.


Well Mitch did say the Berlin campaign will be more open and full-fledged which will be amazing IF they pull it off, but yeah, for not it's more like all eyes are on the community.
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pillermann




Posts: 2577

PostPosted: Mon, 29th Jul 2013 21:49    Post subject:
When's Berlin supposed to come out btw?
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Bendi




Posts: 3400

PostPosted: Mon, 29th Jul 2013 21:54    Post subject:
Hope they change the way turns out of combat are realized. Right now you can have static NPC's, or moving ones that stunlock you when they move. Pretty irritating in LoAL when somebody runs and all you can do is watch.


sin317 wrote:

typical jew comment
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Aquma




Posts: 2805

PostPosted: Mon, 29th Jul 2013 22:11    Post subject:
sabin1981 wrote:
The rest I agree with completely, I've not shut up gushing about the atmosphere of the game but this;

Aquma wrote:

All in all, SRR is good for what it is... What's sad about it, however, is that it easily could've been sooo much more. Time will tell wheter community work's quality will justify HBS's decision to concentrate on a toolset.


This is the crux of everything. I still wish HBS had concentrated more on the base campaign and then just given people the same design tools they used to create it, rather than focusing on the design tools and then bundling a basic campaign with which to exemplify the tools Sad Still, like you and fisk said; time will tell whether SRR lives because of the outstanding community or whether it fades away --- let's just hope so, eh?


Yep, fingers crossed. The awesome potential is definitely there. Let's hope SR community will prove to be patient, talented and hardworking enough to make use of it, allowing the game to bloom in the process.

Also, can't wait for Berlin. Should be tons of fun.
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 29th Jul 2013 22:20    Post subject:
pillermann wrote:
When's Berlin supposed to come out btw?


No idea, I'm afraid Sad Just "after launch" - they still need to put out the bridging story, the one that connects SNES/Armitage and MD/Harlequin.

Bendi wrote:
Hope they change the way turns out of combat are realized. Right now you can have static NPC's, or moving ones that stunlock you when they move. Pretty irritating in LoAL when somebody runs and all you can do is watch.


THIS. It was a known "issue" before release (I bitched about this too Razz) and I can't believe it's still part of the game on launch. FFS, even RPG Maker can do background events, how can this ship and not have that functionality? HBS really needs to fix the editor and unlock a LOT of modding potential if this is to survive.

Aquma wrote:
Yep, fingers crossed. The awesome potential is definitely there. Let's hope SR community will prove to be patient, talented and hardworking enough to make use of it, allowing the game to bloom in the process.

Also, can't wait for Berlin. Should be tons of fun.


Aye, let's hope so! I can see this being absolutely enormous if people really start getting into the modding side of things. LoaL is already 10 hours long and that's ONE GUY. Imagine what a talented team will be able to accomplish?
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RainyDay




Posts: 2212
Location: Bulgaria
PostPosted: Mon, 29th Jul 2013 22:23    Post subject:
Soo yeah, just finished it.Guess ill repeat what you all said about the game xD

It was good, the story was good.. well atlesat until the last part of it... then it was kind of meh.
Brilliant atmosphere. Too bad it was so linear.
The combat was ok, but quite simplistic. Same goes for progression, upgrades and items...
No idea where all the money for making it went but it feels like a 200k game -not 1.5 mil. Still it was fun and i will check the new content/mods when there are some


Per aspera ad astra
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 29th Jul 2013 22:27    Post subject:
Haha, am I the only person that PREFERRED the last quarter of the game? Taking on a Johnson run for some cash, hiring new teams, that AWESOME simultaneous Matrix insertion and tower assault? The cleanup in the tower afterwards? Hell, I even loved the Brotherhood Run too, that was incredible and felt just like the books. Perhaps that's why? I have an emotional tie to the novels, I've read them all and loved them all -- but my favourites would have to be books like 2XS, which deal with Insect Totems/Spirits too.
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killabyte




Posts: 1185

PostPosted: Mon, 29th Jul 2013 23:19    Post subject:
Pffchh Preying for Keeps
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