It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
I'm happy to announce that version 1.2 of Augmented Mod is now available. After almost a year of hard work.

Main changes:

A. Global ones:
- All files and directories now use proper DOS 8.3 naming format system. This should fix problems reported by Linux users (Linux distinguishes between uppercase / lowercase filenames).
- Renamed all readme files using 8.3 format.
- Checked, cleaned and proof red mod's readme (Readme_m.txt).
- Changed mod info in main screen (removed version).
- Intro movie ("The Prehistory") is now viewable in the Movie Player.
- Renamed "Movie player" to "Cutscenes" to avoid confusion ("Movies" menu allows enabling / disabling of the "non-cutscene" ingame clips).
- Tweaked help screen (expanded abbreviations, made some options more clear).
- Tweaked some descriptions in "Weapon Store" menu (longer descriptions, split into two lines).
- Changed method of disabling the "Caution! System breakdown imminent!" audio message. Instead of replacing the audio clip (Coc09.pcm), I've disabled it in /Sfx/Snd/Smpmap.des via separate mod (1_mod).
- Tweaked the ATL-Scout (Atscout.des), increasing its turn speeds and generally making it a little bit more aggressive. Originally it preferred moving around to attacking, now it should fire at enemies more often. Still, it's basic PD is so low, that making it even more aggressive would lead to this unit being a cannon fodder (too weak to survive longer exchange of fire with stronger enemies).
- BNT-Bomber: PD further decreased from 150000 to 100000 (they still took too long to destroy).
- BNT-Gun-Turret: PD decreased from 56000 to 36000 (BNT-Scout has 50000), ED decreased from 9400 to 7000 (same as BNT-Scout).
- Fixed bad name (Armsdealer) @ Ajanta I.
- Created separate "Plasma turrets for ATL and SHO bombers during final missions" mod (2_mod).
B. Changes to conversation files (Txt\Dia):
- Reintroduced old ranks for Akira & Cox (generals) and Lopez (major). Let's not mess with the lore...
- Checked and tweaked conversation files AGAIN (punctuation errors, better flow).
- Introduced a couple of major and minor fixes (more info in Readme_m.txt)
C. General changes to mission files (Vfx\Scenario):
- Tweaked models, guns and torpedoes of boats and turrets. Generally, these are now related to difficulty level (if possible) - units with "diff = 1" or "diff = 2" settings have stronger guns / torpedoes than units appearing on all 3 difficulty levels ("diff = 0").
- Tweaked "patrol" coordinates (x/y) of almost ALL units in the game to avoid units using the exact same coordinates, which could've led to "overlapping".
- Reduced number of objects using "sle = 1" setting ("object can only be targeted when in Flint's sonar range"). Using it often feels wrong in case of boats, as you can't target something clearly visible, or keep loosing your lock-on ("target lost!"), or can't target an enemy, who's targeting you (bombers!).
- Unified "car = X" setting of turrets, using "car = 10". This setting determines the "FOV" of a turret. If set to 0, turret can only "see" the enemy when it is directly in front of it. When set to 10, its' FOV is equal to 360 degrees. Lower values are mostly used in the beginning of the game, but still - enjoy. Makes some "allied" turrets more effective as well.
- Applied my naming format to GER names, using either original names or English names or google-translated names. Removed 3rd names ("inff = ") altogether.
- Removed 3rd COM messages ("rtxtf = ") altogether.
D. Changes to particular missions (Vfx\Scenario): changelog of this part has 645 lines. See Readme_m.txt.

You can grab it here:

https://www.mediafire.com/?7ju1zd29lpyechl

!IMPORTANT!

This version should be used on top of a "clean" install (game + 1.120 Patch + 3dfx Patch). Some files were removed when compared to previous version of the mod (1.01), so clean install is necessary for everything to work as it should.

More info (screens, discussion) can be found here:

https://rpgcodex.net/forums/index.php?threads/archimedean-dynasty-augmented-mod-1-2-released.80707/
Awesome, thanks!
Thanks!
Hey Spekkio

I am new here and just bought and downloaded the game. I would love to benefit from your great mod as well.

You mention that your new mod must be based on a clean installation of the game with 1.1220 patch and 3dfx patch.

Please excuse me if I ask so cluelessly, but are the two mentioned patches already included in the download version of the game here, or do I have to download these patches separately and then install them first before I can set up your mod?

Thanks in advance for your answer.
Post edited November 23, 2020 by Ars-Theokrit
GoG version is already patched with 1.120 Patch & 3dfx Patch, so you're good to go. Just extract the contents of the mod to the game directory, and that's it.

Happy hunting!
Post edited November 28, 2020 by Spekkio
Awesome! Thanks! It's good to see that the game and the community are not dead.
Post edited January 05, 2021 by xeelwarbeast
Does this add 1080p resolution to the gane? Thanks
For anyone new to the game do not install this mod.
Yes it has fixes for things but it also ramps the difficulty of certain sections up to a ridiculous degree and turns turret sections into fist through monitor scenarios as they kill you in a fraction of second.
Post edited September 21, 2022 by Tr0w87