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English Kidnap Mod

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Poll Poll

You want it sooner without map or later even with map?

Only registered users are allowed to vote
Sooner!
19.40% (39)
With map!
73.13% (147)
NEVER, bother off!!!
7.46% (15)
201 votes cast

old Re: Kidnap Mod

DontKnowToScript
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lol.
cannibalism is when you eat a human alive,see farcry monster stage.there is an intro that shows a muscle monster eats a human alive.this is cannibalism.
also,you can only pick it when it dead.
id rather eat bugs too.

old Re: Kidnap Mod

Guest

Quote
Actually Cannibalism is When One animal/person eats another animal/person of the same species

So in that Farcry stage thats not cannibalism

Eating a Native Is cannibalism

Eating Meat that a Native took from a animal is not cannibalism

Eating a Animal Live is not cannibalism

Just to let you know im not trying to say your stupid or any thing ... ( Im new also but im not new to Stranded )

old Re: Kidnap Mod

Dalva
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Damn My Internet is down for 1 week...

by the way...
cannibalism is a good idea right? especially when you loose health from the attacks of thoose natives, you just cook his meat and restore your health. and it is more realistic cus you can choose whatever to do cannibalism or not


oh and...

- how to use turret? its a bit strange when moving and shooting it

- what program that HudaJan use in making the models?
edited 1×, last 13.11.08 02:34:06 pm

old Re: Kidnap Mod

HudaJan
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Well..
Turret is only half finnished cause it's meanless object and doesn't fit in the actual game. Still you can use it by simply hiting it with hands.

Programms for 3d models: I use same software as developer of Stranded II did: 3d studio max and Milkshape 3d.
I recommand it

old Re: Kidnap Mod

Dalva
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HudaJan has written
I recommand it

which one? milkshape or studio max? both?
well i hate paying for softwares...
better to take milkshape...

minutes later.....

ah great... i download milkshape and finds out that it's a trial so i need to buy it....
then i cancel installing it

well, any idea for another 3D modelling software???
note: "IT'S MUST FREEWARE"
edited 1×, last 14.11.08 10:00:47 am

old Re: Kidnap Mod

Guest

Quote
I'm enjoying your mod, both in adventure and in "random" mode.

I do have a couple of things you might not have run into yet:

(1) There is an easy way to (ab)use the new saw. Just set up a building site (of torch, hut, anything) then hit the posts that mark off the limits of the site with the saw. It will give you two planks before the site disappears. Thing is, it costs nothing to set up a site so you could just sit and make planks all day long!

(2) The "into the mountain" part of the adventure has me confused. Whenever I try to climb the mountain I suddenly fall into the inside of the mountain.

When I move I can see everything outside, as if the mountain isn't there! When I look up I see the whole sky above me, although my arrows will only work if shot nearly straight up--otherwise they "poof" at the side of the (now) invisible mountain.

The first time through I thought my machine had somehow messed up--the iron ore rock just suddenly appeared in front of me. On my second time through I realized (I think) that you are supposed to *dig down* rather than to *climb up* to move ahead. Otherwise the water message makes no sense.

(3) In another mountain-related trouble, I keep shooting eagles only to have them disappear somehow into the mountain itself so that I can not retrieve meat/feathers, etc. I realize that one of the overall shortcomings of the game is the tendency for things to go missing--especially on hilly terrain (the swamp is the worst!) but there are so many eagles flying around, you need to hit each one more than once with bow and arrow, and it is so difficult to get around the mountain (especially with parts disappearing and re-appearing on you) that you really lose too many of your kills in this fashion.

(4) The ingame cutscene of the overview is a bit of a surprise--the game doesn't typically suddenly take control and start moving you around! Perhaps a word or two of explanation when the thing is triggered might be helpful. I almost broke the escape key on my poor keyboard when I suddenly seemed to jerk up and away--like happens when my mouse button or some key on my keyboard get stuck. A simple "lay back and enjoy the tour" sort of message would tell players their game hasn't suddenly gone wacky.

If you want a further bit of drama here, you could put the scene as a dream the first night you sleep. Then your dream begins ". . .as you nod off to sleep you begin to fly in your dream . . . Then you would cut back to your character waking up.

This would make more sense for the scene while giving the player an extra bit to think about. . ."how much of that was real? Is it a promise or a warning or both?"

(5) Another exploitable factor in the early part of this game: When you get to the kitchen or the workshop, and if one of the patroling guards sees you and comes at you from the side, you can see a bit of him sticking through the wall. It is enough to hit (you will see the blood when you connect) and thus you can kill the guard without being in any danger yourself. He won't attack through the solid wall but you can.

(6) There is another tricky "feature" in the game. You actually can create your own free storage area! When you go to the guy with the monkey for sale, you can click on the monkey and have it hold your stuff. The monkey doesn't go anywhere, so you can come back whenever you want, click on the monkey (ignoring the man) and transfer stuff back and forth just like you had bought the monkey, again all for free.

(7) There is a fishing pole lying on the ground by the well outside. Are we supposed to be able to use that? I can't figure out how to pick it up, although it does look like it's meant to be grabbed.

(8) Last one for today:

I don't know if this is something that changed in your mod or whether it is "normal " behavior for the game. I've played quite a bit on the standard (no mod) game and never saw it there.

In this "random island" game on "hard"level I manage to kill a monster, then destroy its spawning site and gradually move my perimeter outward. When I have played it (just a few times) on your mod I will get well established with a hut built, big storage, campfire, well and all--then along about turn 50-70 one night I will get just swarmed by the bad creatures. I mean 4-6 raptors and probably a dozen lions all moving into my camp at the same time from many different directions.

When I am able to survive the night I always find no sign of them in the morning and there isn't another such incursion. This almost seems like a "random occurrence" like the fire in camp thing.So is this my imagination overworking, or is there some sort of trigger that brings on all the baddies on top of you one night?

Thanks for all your hard work--your mod is well done and it adds several things that should find their way into the standard game. I'm thinking the saw and the wood house are primary candidates.

old Re: Kidnap Mod

bezmolvie
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You can also drop somthing that's wood ( like bark ) and get planks from it

old Re: Kidnap Mod

HudaJan
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Vagabundus has written
I'm enjoying your mod, both in adventure and in "random" mode.

I do have a couple of things you might not have run into yet:

(1) There is an easy way to (ab)use the new saw. Just set up a building site (of torch, hut, anything) then hit the posts that mark off the limits of the site with the saw. It will give you two planks before the site disappears. Thing is, it costs nothing to set up a site so you could just sit and make planks all day long!

(2) The "into the mountain" part of the adventure has me confused. Whenever I try to climb the mountain I suddenly fall into the inside of the mountain.

When I move I can see everything outside, as if the mountain isn't there! When I look up I see the whole sky above me, although my arrows will only work if shot nearly straight up--otherwise they "poof" at the side of the (now) invisible mountain.

The first time through I thought my machine had somehow messed up--the iron ore rock just suddenly appeared in front of me. On my second time through I realized (I think) that you are supposed to *dig down* rather than to *climb up* to move ahead. Otherwise the water message makes no sense.

(3) In another mountain-related trouble, I keep shooting eagles only to have them disappear somehow into the mountain itself so that I can not retrieve meat/feathers, etc. I realize that one of the overall shortcomings of the game is the tendency for things to go missing--especially on hilly terrain (the swamp is the worst!) but there are so many eagles flying around, you need to hit each one more than once with bow and arrow, and it is so difficult to get around the mountain (especially with parts disappearing and re-appearing on you) that you really lose too many of your kills in this fashion.

(4) The ingame cutscene of the overview is a bit of a surprise--the game doesn't typically suddenly take control and start moving you around! Perhaps a word or two of explanation when the thing is triggered might be helpful. I almost broke the escape key on my poor keyboard when I suddenly seemed to jerk up and away--like happens when my mouse button or some key on my keyboard get stuck. A simple "lay back and enjoy the tour" sort of message would tell players their game hasn't suddenly gone wacky.

If you want a further bit of drama here, you could put the scene as a dream the first night you sleep. Then your dream begins ". . .as you nod off to sleep you begin to fly in your dream . . . Then you would cut back to your character waking up.

This would make more sense for the scene while giving the player an extra bit to think about. . ."how much of that was real? Is it a promise or a warning or both?"

(5) Another exploitable factor in the early part of this game: When you get to the kitchen or the workshop, and if one of the patroling guards sees you and comes at you from the side, you can see a bit of him sticking through the wall. It is enough to hit (you will see the blood when you connect) and thus you can kill the guard without being in any danger yourself. He won't attack through the solid wall but you can.

(6) There is another tricky "feature" in the game. You actually can create your own free storage area! When you go to the guy with the monkey for sale, you can click on the monkey and have it hold your stuff. The monkey doesn't go anywhere, so you can come back whenever you want, click on the monkey (ignoring the man) and transfer stuff back and forth just like you had bought the monkey, again all for free.

(7) There is a fishing pole lying on the ground by the well outside. Are we supposed to be able to use that? I can't figure out how to pick it up, although it does look like it's meant to be grabbed.

(8) Last one for today:

I don't know if this is something that changed in your mod or whether it is "normal " behavior for the game. I've played quite a bit on the standard (no mod) game and never saw it there.

In this "random island" game on "hard"level I manage to kill a monster, then destroy its spawning site and gradually move my perimeter outward. When I have played it (just a few times) on your mod I will get well established with a hut built, big storage, campfire, well and all--then along about turn 50-70 one night I will get just swarmed by the bad creatures. I mean 4-6 raptors and probably a dozen lions all moving into my camp at the same time from many different directions.

When I am able to survive the night I always find no sign of them in the morning and there isn't another such incursion. This almost seems like a "random occurrence" like the fire in camp thing.So is this my imagination overworking, or is there some sort of trigger that brings on all the baddies on top of you one night?

Thanks for all your hard work--your mod is well done and it adds several things that should find their way into the standard game. I'm thinking the saw and the wood house are primary candidates.

1. Yes, it's true I didn't expect someone goes so deep in gaining the planks
2,3,5. This is not really my fault, but it's behave of actual game. You know, Stranded II is a freeware game and it's can't be perfect in every way
4. That you can move and watch whatever you want it's point. You're right I should have put an explain message or something like this
6. This should be storage, but a little off hand without monkey following you
7. That's a point. I didn't want to let player to keep thing what is not actually his
8. I have no idea what does it cause, sorry

But still, you're absoluttely right with most points and as I said million times, this was my first mod to everything and it's quite noob work of beginer S2 modder

old Re: Kidnap Mod

HudaJan
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It's already uploaded on local ftp. Click on "Files" on the right column of your page

old Nothing to apologize for. . .

Vagabundus
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Please let me make my intent clear: This is an excellent piece of work and you have nothing at all to apologize for.

I was hoping that a few comments as I went through might help you out--often times someone going through the first time will see things that the people who have been working on it from the beginning don't see--the human mind is too good at ignoring what we are not focusing on at the time.

So again, thank you so much for your work on this modification of a great game. And actually, I've seen much, much worse in games that companies expected me to pay for! (I still have a couple of commercial games lying around that I could never get to work. . . come to find out, the lead guy doing the programming on the basic platform for the game said that he couldn't get it to work, either!

I see very little difference between free and paid games in terms of overall quality. The biggest differences seem to be in the packaging (although most game manuals are still pretty bad. . .) and, of course, the marketing.

So don't feel you have to apologize for this Kidnapped mod--it is good work I am only trying to help you out a bit by pointing out some things I didn't understand when I played through it.

Keeping that in mind, I have another suggestion or two:

(1) As I was going through the adventure portion, I ended up on a dead end a couple of times because I had done something too early.

Specifically, being a bit upset that these bozos had the gall to kidnap me, I set fire to their little bamboo monument before I left the camp at the beginning of the game. "Serves them right!" I said to myself.

Problem is, the thing burned to the ground way before I got to that item in the quests, so when I told the boss the monument was burning, he called me a liar! But there was nothing left to burn.

So I had to go back and restart, being a little more constrained in my own version of justice!

Perhaps it might be good to add in a version of the war chief's (forget his name) messages so that you have a third option. This way when he gives you this quest, you can reply "I already burned it." Then he would say something like "so my spies told me--good work!" and go onto the next quest.

(2) I ran into an interesting behavior in the Adventure mode of your excellent Kidnapped mod: When I built the trash bin I noticed that when I came by it all the flies would be circling the top of the can, round and round. So if I stood back a bit and just clicked on my net as they came around, I could easily catch many flies in just a few seconds.

I don't know enough about how the game is put together to know whether this is a characteristic of the Stranded 2 game itself, or whether it snuck in somehow in the modification. I noticed what might be the same phenomenon for other creatures--especially the birds flying around the mountain and the Raptors circling round the SW part of the island.

By the time I finished the game there were probably 20 parrots, and maybe as many as 40 of the "big black birds" flying around and around in the exact same path. This doesn't affect the game at all, but I found it interesting. (In my game, there ended up with a big clump of black birds--probably a dozen or so tightly layered on one another so that the overall effect was that of a much bigger bird--because each succeeding bird overlapped the one below it slightly.)

I did figure out (after dying like a peasant who forgot to bring his pitchfork to the battle!) that as long as I stayed inside the path of the raptors in the SW desert area, they would continue their big loop around the outside of the area. Much to my surprise, I discovered that I could kill them fairly easily if I got behind them in their circuit. They just kept traveling around and around as I would cut a corner to catch up, shoot a couple of arrows from behind, then run to catch up with them. Apparently they couldn't react to someone shooting them from behind.

Again, I have no idea whether this is a feature of the game itself. Until this adventure I had never dreamed of *chasing* the raptor! I was usually way too busy trying to run away. . .

(3) And another possibly helpful hint: It took me an embarrassingly long amount of time to figure out that I could sleep in the buildings inside both the native camps. As long as I stayed out of the the first hut and the back of the kitchen (trying to sleep there at any point in the game would pull up a message saying "you shouldn't sleep now") I could sleep in any other building in either camp.

However, in order to unlock the advanced building options I still had to build my own structure, but it didn't seem to matter where. So I built a little shelter off in some corner somewhere and slept in the nice new wood buildings, with bed and everything. (That is a great addition to the game, by the way--those wood buildings rock!)

I guess I would suggest either unlocking those other buildings without requiring the player to build a hut, campfire, etc., or to make some sort of in-game comment that might give a hint to the player that those basic buildings still need to be built, even if you are using the buildings, campfires, etc. in the native village.

Or maybe I am just (still) crazy and everyone else got it right off.

(3) With the animal seller, I don't know if you intended this, but it is possible to get the wool from the sheep without paying anything. This is because the guards can't quite reach the two outside corners of the fence. So you can slide in between and click on a sheep to get the wool.

(4) Also (and AGAIN I don't know whether you intended this. . .) I managed to open the gate to the area with the sheep before I talked to the man selling them. A sheep came out and stayed in that small building the entire game. Perhaps you might have the man interrupt someone trying to open the gate--something like "Hey! What are you doing! You'll need to pay for any animals you let escape. . ." Then he can go into his sales talk about the various animals for sale.

(5) I noticed that I could buy small animals from him, but only once. After that the small animals weren't in the choices. This might be what you intended, though, as it helps to avoid players coming back time and time again to buy even more butterflies!

(6) When I started, I killed all but two of the bad natives inside the ccmpound where I was being held. I didn't bother the two standing guard on the outside of the walled area. But when I returned later in the game, they didn't seem to notice me at all. I wandered around, used the campfire and well to fry up those Kiwi Steaks, and they never took another shot at me. Is this intended? I thought they would be trying to kill me after I escaped, so that if I came back into the camp, they would immediately attack me.

(7) The car is way, way cool. (You gotta be careful about momentum in a car with no brakes! This never even occurred to me until I actually tried to stop not nearly far enough from the ocean. . . at least my son--learning to drive now--didn't see me.) (Don't change it--it's great. . .It just became really clear to me at that point that I was taking some modern inventions way too lightly. I'm glad for brakes in my car!)

(8) Are there antidote potions on the island anywhere? In one go I got surprised by a scorpion (nasty little things!) and discovered that I had not seen any potions or healing plants. Perhaps I should have built herb beds before going into that part of the map? Or did I miss them somewhere (always the most likely answer.) Perhaps the trader could sell them, or at least the herbs needed for someone to make their own.

Again, thank you, and again and again.

Your modification is well done and is an asset to Stranded 2.

Vagabundus

old Re: Kidnap Mod

DontKnowToScript
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@Vagabundus
first,why you write so long posts? (no offence intended)
second,do you check mods deeply to judge or play for fun?cause when i see those long posts i think "wow! this man is overjudging prblems with mods too much!"

old Re: Kidnap Mod

garfield751
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you know whats fun to do, drive the car around with the smg or gun shooting raptors its really fun and challenging especially if you remove the kickback on the smg

old Re: Kidnap Mod

bezmolvie
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He his deeply judging but not overeacting. He's just stating the problem in a clear fashion and then some suggestions.

old Re: Kidnap Mod

Wego
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Vagabundus has written
I guess I would suggest either unlocking those other buildings without requiring the player to build a hut, campfire, etc., or to make some sort of in-game comment that might give a hint to the player that those basic buildings still need to be built, even if you are using the buildings, campfires, etc. in the native village.

Well, you can actually go to the system file of Stranded II and change it so that you unlocka llt he buildings from the start. Just go to mods>Stranded II>sys>Building.inf and do some thing like put "unlockbuilding x;" and then just put one for every number of the buildings ( list is shown above). That way if say, you did it for a tent you can just build a tent, and unlock all the buildings.

.... though I am not VERY good at code I have before made slight modification the the code and it worked out well (setting all skills to unlock at 1, setting log weight to 10g, etc)

old Why some of my posts are long

Vagabundus
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If I didn't like the mod, or if I didn't think it was worth paying attention to, I would never spend the time I do trying to be sure I am clear.

I believe these issues are experienced by other players and that some players might "give up on" the mod if they get frustrated trying to figure something out. It's one thing if someone gives up because they can't figure out a puzzle--another thing altogether if they run into some technical glitch that isn't apparent from the in-game information.

I may be just overlooking something obvious, which is why I try to be thorough in reporting the issue and in telling what steps I have tried or exactly what it is that seems to not be working as I think it should.

My posts of this sort are very long.

On the other hand, I don't end up causing the twelve-in-a-row "did you try this?/do this, you idiot/what operating system are you using/how about this?" strings of posts. To my mind, these are the true waste of space and time.

So "no", I'm not trying to diss any mod.

*If there is one that is not worth the time to go over it, I dump it--it's not worth my time, either.

*I try to be systematic about my suggestions, so that I am not misunderstood (no doubt the #1 cause of wasted time/space in e-land.), and so that anyone who wants to help can see what I have already tried, and exactly what it is that I think isn't working quite right. It's no help to an author to read an incomplete description of a problem and then waste time trying to duplicate it so that it can be fixed--only to find out (after another ten posts) the problem only happens when the green duck is on top of the coop.

*I read the previous posts to be sure I am not repeating something others have said. Like everyone else, I am not perfect and I regularly miss things. Still, I try to stick to things not yet mentioned--the exception here is if I have new information to add. So, for example, someone might post "I get stuck in the doorway leaving the chieftain's palace" I might add--and I've had similar problems in other places, such as . . . "

*When I do mention something that doesn't seem to work, I will try to think about how this particular glitch might have occurred. Some types of mistakes happen easily and tend to be harder for the author to spot.

*I try to only mention stuff that affects game play. I won't post something saying, for example "I think the penguins should be purple--black is so . . .last year. . . ANYONE OUT THERE AGREE WITH ME???" The sorts of things the author chooses to do that fall along the "artistic discretion" category don't need my opinions taking up space.

*Never do I appeal to other players to support my points with their own posts--it's all about helping the author make the product better, not about creating some sort of social movement so that I can be at the center of things.

*I am careful to give positive feedback so that my post doesn't read like an all-out-attack. Especially for open-source or free programs, I try to be encouraging, putting my suggestions in the "it's good, but maybe this might it even better" tone.

*I don't follow up my post with more posts pointing attention to my first. I am making these suggestions as a courtesy to authors who have given many hours already as a gift to others who enjoy their programs--I do not need to make a big deal about it, and if the author doesn't want the feedback, then he/she doesn't need to do anything. . . I won't repeat it or demand some sort of an answer later, if the author doesn't get around to answering my questions/suggestions

*I also try to use subject lines that make it clear I am making a game improvement suggestion. That ought to make it easy for someone who doesn't care about the whole improvement/editing/troubleshooting process to skip my post altogether.

So I am truly sorry if I have written anything that might offend you . I did not mean to do that. (and I suspect that if I put my mind to trying to offend someone, they would not mistake it for anything else. . .) However, I believe this approach is appropriate and helpful feedback for authors--and much more helpful than the "you rox--this is awesome!" sort of comment.

Now that I have explained the "why", do you still think I am wrong to make the long posts? If so, what am I missing?

Thank you,

Vagabundus

old Re: Kidnap Mod

top_snille
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DKTS another long post

Admin/mod comment

another pointless spam post. please don't do this again. /DC

old Re: Kidnap Mod

Phyire
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Vagabundus, your post does read like an
"all-out-attack".
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