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- AGE - Anchorage Gameplay Expansion - Complete Revision (Spanish Translation)

AGE - Anchorage Gameplay Expansion - Complete Revision (Spanish Translation)
About This Mod
This is a comprehensive review of TTW's Operation Anchorage, including new Chinese armor and weapons, dynamically chosen player gear, new enemies and boss fights, secret encounters, hidden weapons, and an overall increase in gameplay difficulty.
Overview:
AGE is a comprehensive reworking of almost all aspects of the gameplay of the TTW version of Operation Anchorage. The choice of equipment is now dynamic rather than fixed, enemies have new armor and a much greater variety of weapons, new enemy robots, new encounters and bosses, hidden weapons, rebalancing, improving diversity and difficulty has been hard-adjusted.
When should I start AGE in my game?
I recommend starting from about 25 levels at a minimum, and be sure to make sure that you have at least one skill in weapons proficiency; Maximum possession of Explosives or Heavy Weapons is also highly recommended.
Features:
The simulation no longer uses copies of weapons made of steel alloys. Instead, non-player object and quest flags are added to the basic weapon versions during simulation and then removed. This means that visual and statistical changes to the weapon will be applied during simulation.
While this removes the "uniqueness" of slightly different-colored weapons, it also makes it easy to add this and any other mod to the choices available to both the NPC and player, without asynchronizing.
The original equipment format, in which you are given a certain set of stealth/heavy/assault/hand-to-hand attacks weapons, is completely discarded in favor of the player's ability to choose melee weapons, projectile weapons, pistol, rifle/shotgun and "special" weapons, such as grenade launcher/flamethrower/plasma gun. By default, the available choices will limit your choice based on your gun skill: if your current basic gun skill requirement exceeds your current gun skill, it will not be displayed, although there will always be a default weapon available in each category. You can also change your gear selection as many times as you want, not just two.
This can be disabled. Restriction based on Force requirements can also be included. Force checking is disabled by default.
At the beginning of the DLC, you are asked to choose a new stealth suit with an optional headscarf or battle armor with an optional headscarf or battle helmet. This armor is retained during phase transition. In the field camp in front of the team store in the second phase, you can find a set of battle armor, which players can change if they want.
The DT/DR of the handkerchief can be changed in the ini configuration file; this was done so that this aesthetic choice would not become a death sentence for users of the local DT/DR in the JIP.
Stealth is still very difficult; however, it helped to fix the situation by giving the player an invisible advantage, increasing critical damage and damage to enemies outside of combat in simulation.
A new Chinese surveillance robot will alert local troops to engage you when you engage. You have to kill it very quickly while in stealth mode to avoid this warning.
The simulation features a set of six Chinese weapons: an officer's sword, pistol, carbine, assault rifle, grenade launcher, and sniper rifle. This weapon is retained when you phase past the artillery segment and will allow you to complement your other gear options. The game trial tracks your collection.
You can find multiple copies of the AR rifle, but you only need to find one of the AR to get your progress to test. Some other weapons, such as a laser gun and a combat knife, can be obtained; they are not counted for testing.
The new Chinese sniper rifle and carbine have optional integration with the wasteland.
Integration is enabled by default.
Stun grenades were added around the shrapnel grenade sites. While in simulation, they will provide the enemies with huge flaws in the speed of propagation and reloading, forever.
This was done to make them more attractive than just trying to outdo enemies in damage per second, and the impermanence of the simulation gives me the freedom to make them permanent rather than ephemeral.
The weapon will deteriorate during simulation. This is to make it easier to integrate weapons into the simulation, and to make breakdowns more common. Ammunition boxes will repair the durability of all the weapons you have when you use them.
Health dispensers no longer give endless treatment, instead each of them will give you a full recovery of one full health bar before exhausting yourself. However, they will always cure all your limbs to the maximum. They will also restore all your hardcore needs when used to maintain fashions that give penalties for the need for chemicals. Some of these dispensers are also equipped with stimulants and Med-X.
Ammunition dispensers will continue to issue endless ammo for your non-special weapons. Each of them will refill the ammunition for your special weapons once.
Special ammunition is handled differently than a first aid kit, where this is the total amount you can use several times: you touch the box, it fills in the rest of the missing special ammunition, and that's it for this box all. Although the grenade launcher is considered a special weapon for choosing equipment, Red Victory Grenade Rifle has special treatment and will always receive a replenishment of grenades per box. I won't try to change that.
A total of ten disposable rocket launchers can be found in obvious and hidden locations throughout the simulator. They are powerful and very useful against bunkers, chimera tanks and secret boss fights. Each of them can only be fired once and they are retained as the phase transitions. The game trial tracks their collection.
Unlike the M72 LAW implementation in Hit - Explosives, the integrated launchers in AGE cannot be recharged. I won't change it, I like it so much. Static objects created when fired cannot be deliberately picked up.
The Gaussian rifle will survive the phase transition. The previous dialog call to receive it from the Intendant has been replaced with a fixed 65+ dialog check, and the Fat Man with three Mini-Nukes will be provided instead. This will continue after the equipment changes.
In addition to the standard way of opening doors in artillery segment rooms containing information cases, each door has a terminal nearby that will call a security team whose leader has a door key and a plasma weapon that can be plundered for use.
This is done to allow all characters to get all the information, regardless of their lock-breaking skills. These collisions can be quite complex. The plasma weapon will be removed during the phase transition. The information popup was replaced with a message in the corner.
The simulation rewards have been expanded to cover almost all the general weapons in the game and a large number of almost all types of ammunition.
If all of the security team leaders have been killed, the final security team commander will contact you when the latest information is collected.
Spider mines are added to more places. This is now the primary element of downloadable content, not a secondary element.
New medium-sized Chimera Drones were placed in some locations. A third Chimera tank of full size was added to Chimera's outpost.
In fact, the adaptation of the speed of dragon units has been halved to reduce their absurdity. They now use katans along with the Chinese officer sword.
(200% -> 150%)
Chinese soldiers have at their disposal a much wider range of weapons, many of which are far more dangerous than their standard assault rifle. Enemies with "launchers" are especially dangerous. They also have a spare pistol and melee weapons, as they can now fire their weapons with their hands.
The health of Chinese soldiers has been standardized and will no longer be scaled by level.
The U.S. forces also received more variety and reinforcements, but this had little effect on the gameplay.
Jingwei's absurd health has been moderately reduced.
A new dangerous black and orange stealth suit can be found at Broken Steel, on the top floor of the Deathclaw enclosure at Mobile Base.
Three semi-unique gas masks can be found in the rewards after simulation with very high strength.
The video game violence task added by TTW was renamed Virtual Reality Violence, increasing its total to 150 and setting it to display updates after every 50 murders instead of every 10.
The location of the "fallen" Gauss rifle from TTW in a cave near the beginning of the artillery segment was vertical; this was corrected to allow it to lie on its side.
You can disable Sim Rez Out behavior. It is highly recommended that you leave this option enabled, but I have configured it in all cases. Disabling will likely result in significant performance issues. Not supported.
Secret Boss: To fight the Secret Boss, select the Stealth Suit + Bandana option at the beginning, call and kill all security teams and complete tasks on collecting Chinese weapons, collecting disposable missile launchers, collecting information and rescuing hostages. If you did, a red button will appear next to the Chinese headquarters’ end door. Be ready for a hard fight! Defeating a secret boss will reward you with powerful stylish armor and sunglasses. Wild Wasteland players will receive additional enemies added to this battle.
Customization: Integration of mods: integration of weapons from other mods into the loading options of the simulation is quite simple and can be done without a plugin. There are five lists of weapon forms, one for each weapon type: Adding a weapon to the melee/unarmed combat option is as simple as adding it to the list of forms: ListAddForm FLSTSimMelee MyWeaponID. Projectiles also require a counter value: ListAddForm FLSTSimThrowables MyWeaponIDAuxVarSetFlt "*_iSimThrowableCount" 3 0 WeapMinePlasma Ranged weapons require addition to the list of forms, additional basic munition shape set for them, and number of munitions: Pistols: ListAddForm FLSTSimHandguns MyWeaponIDAuxVarSetRef "*_rSimAmmo" NVDLC02Munición45Auto 0 NVDLC02Weap45AutoPistolAuxVarSetFlt "*_iSimAmmoCount" 120 0 NVDLC02Weap45AutoPistolRifles: Submachine guns and shotguns are also included in this list as standard for AGE. ListAddForm FLSTSimRifles MyWeaponIDAuxVarSetRef "*_rSimAmmo" NVDLC02Ammo45Auto 0 NVDLC02Weap45AutoSubmachineGunAuxVarSetFlt "*_iSimAmmoCount" 240 0 NVDLC02Weap45AutoSubmachineGunSpecial: ListAddForm FLSTSimSpecial MyWeaponIDAuxVarSetRef "*_rSimAmmo" AmmoFlamerFuel 0 WeapFlamerAuxVarSetFlt "*_iSimAmmoCount" 150 0 WeapFlamerTo override the default weapon for each category, you can use these strings: player.AuxVarSetRef "*_rSimDefaultHandgun" WeapNV9mmPistol player.AuxVarSetRef "*_rSimDefaultRifle" callaftersegundos1.player "*_AuxVarSetRef" ammunition values; this can be done by simply overriding the value change shortly after the game restart: rSimDefaultHandgun({} => Weap10mmPistol.callaftersegundos "*_player" AuxVarSetRef) rSimAmmo 1 ({} => Ammo556mm. NVDLC04WeapSMMG "*_" 0) Requirements:
bDebugNote=0
;Setting this value to 1 adds a note about the chit at the beginning of the simulation with a detailed description of the location of all 10 information files, as well as the location of all launchers and Chinese weapons
bWastelandIntegrationChineseCarbine=1
bWastelandIntegrationChineseSniper=1
bWastelandDisposableRocketLauncherIntegration=1
bLoadoutStrengthCheck=0
bLoadoutSkillCheck=1
iBandanaDT=5
iBandanaDR=10
fHealthDispenserMaxHeal=1.0
;this is the maximum/1.0 health that each dispenser can cure before exhaustion
;0.5 = 50%
;2.0 = 200% of Your Health
;99.0 = functionally infinite
iVoxType=1
;Selecting 0 will not play a sound when calling security commands, 1 will play custom VOX sounds, 2 will play standard Fallout Klaxon
bSearchPartyVox=1
;Setting this value to 0 will mute the VOX sound played when a hunt group sniper dies
bRezOut=1
;Setting this value to 0 will disable rez out behavior for all troops in Anchorage
;This can cause quite substantial performance and other errors, so be careful if you set this value to 1
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