NFSW - Open races mod

NFSW - Open races mod

Post by 379Felipe on Sun Mar 05, 2017 11:43 am

This mod has the aim to improve the experience of Need for Speed: World which can still be played with a Offline server created by berkay2578.



• Features:
- Fixes the game mode icons of the unreleased tracks of Need for Speed: World, which can be accessed by the server side modification "Unlock All Tracks V3" created by NFSWZEL (download links below).
http://www.elitepvpers.com/forum/need-speed-world/3870872-unlock-all-tracks-v3-nfswzel.html
http://needforspeedtheories.boards.net/thread/810/unlock-all-tracks-theory-discussion
- Every event is now an open event. Now the AI will adapt to the class of car you are using.
- (Optional) Add up to 3 bots to every Team Escape event. Keep in mind that:
-- AI opponents can't be busted.
-- AI opponents performance work in the same way as in races, by the catch up system. In other words, if you are slow, they will be slow (and mostly like will stuck in some obstacle if you try to follow them). If you are fast, they will be fast.
-- AI opponents doesn't have their performance affected by Spike strips.
-- If you get busted, you have more chances.


379Felipe
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Re: NFSW - Open races mod

Post by Hypercycle on Tue Mar 07, 2017 2:37 pm

Your mod is good, but have some bugs: bots don't use any powerups almost on all tracks, and they ride on Porsche Carrera GT only on Hwy 141 drag. Plz fix.

Hypercycle

Joined : 2017-01-09
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Re: NFSW - Open races mod

Post by 379Felipe on Sat Mar 11, 2017 1:11 pm

Hypercycle wrote:Your mod is good, but have some bugs: bots don't use any powerups almost on all tracks,  and they ride on Porsche Carrera GT only on Hwy 141 drag. Plz fix.

That's weird and it's not supposed to act like that.
Maybe both server and game files should be sync? Eg: If the car class in game files is B, then the thing on server should be set to class b?

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