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Showing content with the highest reputation on 10/15/2019 in all areas

  1. Great to see this progress! I played Frozen Frenzy and the gameplay worked fine, but the mouse scroll speed was very low and I resorted to using arrow keys to move the screen around. It'd be useful to have an option to increase the scroll speed.
    1 point
  2. ZuTheSkunk

    No Frustrating Mechanics & Easy 100% Completion

    Download From NexusMods: https://www.nexusmods.com/legorockraiders/mods/1?tab=files Download From RRU (English only): https://www.rockraidersunited.com/files/lego_rock_raiders/mods/gameplay/no-frustrating-mechanics-easy-100-completion-r289/ As we all know, the game has a number of mechanics and design choices that are either not well thought out, or are actively hindering you from playing the game effectively. Not to mention that due to extremely rigorous hidden mission goals, the intended 100% completion ending cannot even be achieved. Therefore, I set out to edit Lego.cfg in a way that not only makes 100% completion possible and easy to achieve, but also fixes what I considered poorly thought out elements of the game. List of changes: - Slimy Slugs can now be killed by the electric fences, and the laser and pusher beams are a lot more effective against them. (You should still make sure to have your fence around the base be at least 2 blocks wide though, since sometimes the slugs can sneak past them in-between the zaps if there's enough of them attacking.) - Rock Raiders and various vehicles move a lot faster now, to compensate for how spacious some levels are. This actually manages to bring the playtime in some levels from a full hour to 30 minutes or less. - Small Digger vehicle can now drill through hard rock in 30 seconds, as opposed to it taking 3 whole minutes. Same thing was done also to the Granite Grinder. - Raiders are no longer scared of bats. This is done to prevent bats from making it impossible for the Raiders to do anything if they happen to fly into the base. - Dynamite now has a lot smaller blast radius, to prevent Raiders from accidentally harming themselves with it. - Raiders no longer have to eat at the Support Station. This was done to prevent situations where Raiders go to the opposite side of the map, and then immediately go back to eat due to their energy running out. - All levels now come with the same, optimized set of priorities for the AI, which should be suitable for pretty much any situation. - All hidden goals of levels have been significantly reduced, meaning that acquiring 100% completion is now not only possible, but very easy to do. - Ore costs of certain buildings have been reduced, to cut down on unnecessary waiting times. - Oxygen depletes at a much less rapid pace in Don't Panic. - Small spiders no longer spawn. - Camera can be zoomed out twice as far. (Note that when the camera is zoomed out this far, some objects on the edges of your view may be turning invisible.) - Removed the long-ass LEGO Media logo animation on startup. - Prevented certain messages from bringing the game's speed back to default. - Added a couple of zeroes to the TextureUsage value, which is supposed to improve the game's performance. - The camera moves faster now. - Shortened the amount of time Rock Raiders need to upgrade. - Drastically increased the firepower of mobile laser cutters, making them not only actually useful, but easily the most destructive vehicles in the game. Try them out, they're fun as heck to use now. - Brought back Tunnel Transport.
    1 point
  3. ZuTheSkunk

    No Frustrating Mechanics & Easy 100% Completion

    At the Slug entry (about one third from the top of the CFG file) you have the following values: CanBeShotAt TRUE CanLaser TRUE LaserDamage 50.0 CanPush TRUE ; Can this object be pusher'ed PusherDist 60.0 ; Distance the object is pushed PusherDamage 25.0 ; Damage that the pusher gun causes Edit them as you see fit. 100 in the Damage fields would equal one hit kill. Look into the SmallDigger entry. It has the following value: HardDrillTime 30.000:25.000:30.000:25.000:30.000:25.000:30.000:25.000 The 30 is the time in seconds the Small Digger will take to drill through hard rock with no upgrades to the drill, and 25 is after upgrades are applied. Not sure why it repeats 4 times, but I guess you have to edit all of them for this to work correctly. For the Granite Grinder, look for the WalkerDigger entry. Look into the Bat entry. If you were to copypaste the weapon-related values from, say, RockMonster entry and put them at the bottom of the Bat entry (under the "DontShowDamage" value), then the bats would become possible to hit. I think so, at least. I haven't tested it. Maybe it's possible with some extensive scripting, but not by editing values in Lego.cfg (at least as far as I know). The only editable value I am aware of that controls this is that under the Pilot entry, you have this: EnergyDecayRate 0.25 This value controls how fast the hunger meter depletes. You could set it to something low like 0.01, so that it goes down at a very slow rate instead of being turned off entirely. It means that every single level will use the following order of priorities, from top to bottom: 1. Learn skills or upgrade if told to do so 2. Go into vehicle, if any are waiting 3. Repair damaged buildings 4. Grab a tool if told to do so 5. Recharge drained energy crystals if an energy seam is available 6. Reinforce the walls if any were marked to be reinforced 7. Bring resources to building sites, if any exist 8. Collect crystals, if any exist 9. Drill walls, if any are marked to be drilled 10. Clean up rubble, if any exists 11. Collect ore, if any exists I don't know. Maybe someone else knows. Link
    1 point
  4. ZuTheSkunk

    No Frustrating Mechanics & Easy 100% Completion

    I'm on Discord as ZuTheSkunk#4273.
    1 point
  5. ZuTheSkunk

    No Frustrating Mechanics & Easy 100% Completion

    Originally, the mining lasers were so weak that you needed to zap a single wall like 5 times before it was destroyed, and the laser would have already drained about 2 crystals by then, which, of course, was rendering them completely useless as a mining tool. Since in my mind "Overpowered = Fun", I decided to go in the opposite direction and remove the drainage altogether while cranking the destructive power of mining lasers up to eleven. My train of thought was that since it's perfectly possible to go through the entire game without using mining lasers, having them be the unstoppable machines of mass destruction gives you the option to either do things the normal, slower-paced way, or the quick and easy way. As for how to recharge crystals, as far as I know this is only possible on levels that have "Energy Seam" walls (the ones with a giant unbreakable crystal in them), and Raiders go to them to recharge crystals automatically.
    1 point
  6. ZuTheSkunk

    No Frustrating Mechanics & Easy 100% Completion

    Ok. I just added the file to the site.
    1 point
  7. ZuTheSkunk

    No Frustrating Mechanics & Easy 100% Completion

    In my mod, everything is set up in such a way that you only need to collect some low amount of energy crystals (or the specific amount the mission is asking you to collect), or in the case of Run The Gauntlet, break through a few of the many caverns in the level.
    1 point
  8. emily

    Rock Raiders Wave Two?

    I was strolling through a Eurobricks thread on unreleased sets and came to this curious post. So I thought to myself "yeah, okay, big talk. Did you read that on Brickipedia?" But then they went on to say this: Suddenly the post is sounding a lot more credible. So I look back up at the post and what really strikes me is that he says that wave 2 would have had "other underground creatures." And then I remembered this guy! It's a slimy slug that was on the cover of a catalog packaged with big box LEGO games in 1999. It's not a model from the Rock Raiders game, though - in fact, it looks like it's design to be produced as a buildable figure, with a single-piece rigid body that has some eyestalks and studs stuck on. Seems a little excessive to design all of that just for promotional renders, no? So yeah, I think this guy may have been designed for that 2nd wave. What else could have been in it? There are at least a couple models in the PC game that would have worked as sets if they had chosen to produce them...
    1 point
  9. Manic Miners keeps marching forward at an unrelenting pace! The Buildings Update should be out in a matter of weeks. This week I've done a major overhaul of settings, implemented Electric Fences, added the Air meter and some other UI stuff, as well as simplified the Level Editor and *tons* of other stuff that takes too much time to describe! Instead, I suggest you jump into my Discord Channel and try out the latest build for yourself!
    0 points
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