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Messages - Ermac

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Closed Bugs / HUB Caravan packer for new chars
« on: February 09, 2017, 09:01 »
You can't do hub caravan packer repeatable mini quest as a fresh new char
NPC's gonna say - What now? I'm busy.
And you have only one option - I'm just looking around

Tasks / Re: Lil' Mod
« on: January 27, 2017, 02:40 »
The Last Update -> redhexV9 and redhexV9White

1. Hexes are back from V7 cuz they're more accurate (Yea, test them with exit grid lines you'll see that V8 have them a little bit misplaced)
2. These are added :)

Sample image:

Download links:


Again instructions:
1. put files ( and in client/data folder;
2. in client/DataFiles.cfg file you append (data/ or data/ as the last line to use them.

Bugs / Re: Scavenging bug
« on: January 03, 2017, 18:38 »
Just look there

It is not possible to get any minerals/ores.

Cuz you need maybe pickaxe? (instead of sledgehammer)

Sell / WTS Enviromental + Medical Implant
« on: December 22, 2016, 02:10 »

Enviriomental implant price: 120k SOLD

Medical implant price: 250k SOLD

Gangs / Re: PvP Movies & Screens discussion
« on: September 24, 2016, 20:32 »
Some strange fights I had recently. :-X

Pretty much best battles :)

News and Announcements / Re: Changelog 19/08/2016
« on: August 23, 2016, 18:43 »
How many decks are involved in the game? Players should know that.

Tasks / Re: Lil' Mod
« on: August 23, 2016, 03:09 »
Update -> redhexV8 and redhexV8White

Features larger crosshairs; cursors're added and also has enhanced egg.

Sample image:

Download links:


Instructions about how to apply look in previous posts; altough it's fairly simple:
1. put files ( and in client/data folder;
2. in client/DataFiles.cfg file you append (data/ or data/ as the last line to use them.

Suggestions / Re: Event blyad car store
« on: July 01, 2016, 19:26 »
Or just create a script  .. maybe let's make a car disappear if stay there with no move for longer than 7/10 days ?

Move the car to any spawn other than car store so players have chance of stealing it :)

Survival Guides / Game Help / Re: Logged Out and Pkd?
« on: May 31, 2016, 14:28 »
Looks, like you got the right attitude for this game.

"Shit happens, moving on."

In addition with YOU CAN ONLY TRUST YOURSELF and

Quote from: Pedro
This whole story reminds me some of my first rage when starting fonline2. This game is all about knowledge, soon you will be able to not lose high valuable pile of stuff by stashing it very often.
Good point, stash your valuables if they're precious to you.

Talk to many players to learn unnecessary and pretend to be naive but be very smart to say NO in the most kind way to them.

Suggestions / Re: refreshed drug effects
« on: April 21, 2016, 14:25 »
taking drugs before the end of timer should refresh the timer (*corrected)

I definitely agree with this since taking each new dose of drugs should make you as a combatant feel better and more efficient by prolonging your time in combat.

So instead of having to worry cuz you have only 3 minutes until the drugs run out, then finally drugs run out, then drugs effects are about to be canceled, then addictions start kicking in, very slowly one by one until all addictions kick in. And finally you need to be careful by not taking all the drugs at once. Cuz you might actually mess yourself with having all four-five drugs injected and with 10 AP you gonna have 13 AP instead of 14 AP. And when that happens, use antitoxin and all the drugs again. What a waste, what a bullshit..

So taking each new dose refresh the timer and set the timer to 30 min for non-chem reliant (and without chem control implant) and 60 min in other case.

This kill antitoxin

use antitoxine, guys.

Antitoxin has never been part of any combatant. All 4 drugs (smokes, nuka, jet and buffout) together with psycho has been part of all combatants ever since.
In Fallout 2 antitoxin has been used as Jet addiction removal - correct me as I might be wrong here.
Now it's just one thing getting in the way and making this game unnecessarily harder. People already notice it's the obstacle but rejecting this idea since the harder way is better..
And so many stuff has been implemented to make this game easier and why not this.

Antitoxin is gonna be used if you wanna cancel your drugs for any weird reason or remove all the drug addictions cuz you don't like to see that.
And your PvE and PvP won't rely anymore on antitoxin. Soon you can throw all your antitoxins to the worldmap.

Suggestions / Re: Game rules shown ingame
« on: February 23, 2016, 20:42 »
I suggest that every new char made ingame has in the top left corner of his screen a textbox saying [Game Rules]. If hovering cursor over it will show hotkey to toggle rules menu.
  • Aim Right Hand
  • Addict
  • Game Rules
  •                            \ Ctrl + R to toggle

Rules should be written in Russian(Important), English, and Spanish if needed.
KKelsey, bai.

Players when downloading the client, which they're apparently downloading from the fo2 forum have ingame rules on forum. However such rules can be included and displayed upon the very first start of the game - who're the developers, how fonline2 came to be and such a concise history with very clear explained ingame rules with examples of it's violation. I saw on russian subforum that skycast included examples of such violations. Even pictures of players cheating being snapshoted by admins and picture of Alcatraz itself and admin executing the command in which admin is deleting bases and permabanning chars for high-tier violation would suffice. Suffice enough to give players comprehensive overall insights.

Once you downloaded the client, depending on the language selected (english, russian, polish..) rules are displayed when cache is empty - login text field is filled with "login" and password is "password". Afterwards you may select don't display intro-history-rules for fo2 in options. Since the same players may register more than one char it'd be quite redundant to read boring rules again and over again. Before any start and any progress players should devote some time to those formal intro-history-rules. It could be done with some tabs. You don't need to go to forums and dig out those rules or anything. About updates themselves you care less as a new player.

Having "Game rules" all the time is quite redundant, people care more about - do they have crippled arms, radiation over 10%, are they in sneak mode.. game rules in upper left corner is of no use to any player.

Survival Guides / Game Help / Re: Loot pools
« on: February 02, 2016, 21:07 »
But it has been said that generally good loot seems to be found in the morning ( For toxic cave at least ).

Does it come with - less the players draining the pool, more the loot ? - reasoning why it's the morning for the fuck sake.
There' could be, but this is just my assumption, three-four several loot pools ranged from T1-T4 targeting all the dungeon lockers and npc traders, and all the implants're within that T4 (instead of each dungeon implant designated locker having it's own chance).

Here I agree with Father Anderson;
How loot pools work isn't likely do be disclosed by developers themselves, only by players themselves which got insight into, but again it might be against their interest to share this (conflict with another gang, developers might make a change  due to pool mechanics being revealed etc)

General Discussion / Re: Questions and Answers
« on: February 02, 2016, 20:18 »
Wondering would it been possible to play FO2 on tablets?

I play on goclever 1010, in 1024x768 28fps with small pvp, unplayable in large battles, 60 fps in toxic caves
I did tests of interface addition for tablets and it was pretty comfortable to play on windows tablet.

Built - in win X touch features work suprisingly fine, also bluetooth mouse is not a problem, problem is that quad core atom with intel graphics lacks on performance, but for crafting, farming or maintenance it works nice.

Is there any way developers make a new lightweight (i.e. less resource demanding) engine for FOnline2 based on Fallout engine which is gonna be more efficient for low-end computers as a client was installed
on Pentium III computer which has MS-DOS as an OS.
There'are many lightweight Linux distros for such a horrible, outdated, low-end computers such as Lubuntu, Puppy linux..

Here's a hint: only environment within the screen is being rendered, outside the screen is not being rendered. As your camera (screen) moves in any direction rendered environment is updated. The same goes if you zoom in and zoom out.
Lower the resolution, better the performance.

Another hint: Which is caching, textures don't move so they can be cached. Such a big map as Ares surface, for instance, can be cached
Going from one map to another, back and forth will reduce stress and may improve performance.

If such features are already implemented then I apologize for wasting your time.


General Discussion / Re: Possibly best BG burster/tank build 2016?
« on: February 01, 2016, 21:09 »
Yeah i cant pick of BRD because i need to have luck, still confusing with FOnline Reloaded, is it possible to have a good BG/tank or burster build without having poor PE in FO2?

Im still messing with the planner but i cant come up with a good build, it is either going with 1 PE or losing BRD, how much having 1 PE will effect the gameplay, will i be blind as hell?

Yes, there's a recent alternative - you combine Bruiser trait with any other trait you choose (apart from bonehead).

You set 6 ST, 6 PE, EN 9, 1 CH (with Mary Ann quest it's gonna be 2) 6 IN, 8 AG, 6 LK.
Perks're: Stonewall, 2xToughness, 2xLifegiver, 2xBonusRangedDamage, BonusRateOfFire (instead of Medic)

Tagged skill're Big guns, First Aid and Doctor.

You get 300 in FA and 200 in Doctor and subsequently BG >= 200 .
And you don't take psycho which nullifies your PE.

You get 41 sight range (6 PE + cigarettes) comparing to 26 sight range (1 PE + cigarettes).

But then you may die in one one-hex from avenger.


General Discussion / Re: Possibly best BG burster/tank build 2016?
« on: February 01, 2016, 19:46 »

balance psychoburster

This is the most common, stonewall bg burster designated to endure well against various opponents - resists crippling cuz of 6 ST, resists knockdowns from snipers (including plasmas but not CAWS) thanks to stonewall, knockback from caws has been decreased, 50% chance to not be knocked down from rocket launcher hit again thanks to stonewall. And 25% chance to be not knocked down from grenades or at least I think so.
The best choice for implant is the defence implant.
Even in metal armour mark II if you've defence implant you're quite tough fella.

It's the most suitable fighter for Glow dungeon which is close quarter (apart from surface). Don't forget to take motion sensor when going to Glow.

Science skill of 100 is mandatory for all characters so they can repair Glow elevator on level 4.
Next thing is you wanna is increased repair. You get it by having big guns skill to 200, lockpick to 95 and traps to 95. Eventually you will have 122 repair when hitting level 99 (not 120). Use tools to have increased repair - that's about 122+25 (from tools which looks like plies) =  147 repair. You wanna repair your armour in one attempt without any errors.

Finally, build I own is shown in this picture below (ingame build has 122 repair instead of 120)

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