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negative APs
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=243104&th=16336#msg_243104
For example some mercs get -30 AP after being hit once and then they can't move for a turn at least and get shot to death. ]]>redgun2010-02-03T16:19:42-00:00Re: negative APs
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=243110&th=16336#msg_243110
2010-02-03T16:58:42-00:00Re: negative APs
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=243116&th=16336#msg_243116
redgun
Recently we noticed that, mercs get a lot of negative APs easily. Is there some way to change that?
For example some mercs get -30 AP after being hit once and then they can't move for a turn at least and get shot to death.
yeah, i remember losing a merc to that ... err... issue a long time ago. Was shot with some sort of peashooter for little damage but was hit consistently for like 5-6 turns so he just couldn't move away from the spot he was on to retreat in safety or to advance an attack the camper that did the shooting.
I think this bug has been in 1.13 since before HAM, i think it's legacy 100-AP integration, but could very likely be a HAM issue as well.
To fix: use this command in apbpconstants.ini AP_MIN_LIMIT =
and set it to a value that makes sense for your max AP value. For the 25 AP system, which i strongly encourage to use in MP for simplicity and accessibility reasons, i currently use -5, but for the 100 AP system you use an even smaller number like maybe -15 or -20.
Other ways to tackle the AP issue include energy boosters and reduced AP usage for drinking canteens.]]>the scorpion2010-02-03T17:34:52-00:00Re: negative APs
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=243120&th=16336#msg_243120
often (although suppression fire on your enemies, by definition, is then meant to counter the above threat to your injured characters).
BTW, it's always been possible to go into negative APs in vanilla JA2, just not as many.]]>Headrock2010-02-03T17:51:48-00:00Re: negative APs
http://thepit.ja-galaxy-forum.com/index.phpindex.php?t=rview&goto=243125&th=16336#msg_243125
however in contemporary 1.13 (i mean MP 1.5 to be clear) you can reach negative AP's e.g. when climbing over a fence, when bandaging mercs, when turning to shoot and when hit. Even with suppression firmly disabled. So while the sheer fact that you can go into negative AP's is a feature, the entire AP displayed vs. AP used system is in a quite disastrous state.
The default 1.13's has AP_MIN_LIMIT at -100 btw (at leasst the probably outdated apbpconstants.ini that i just looked up) which seems a bit odd especially when suppression isn't used. But certain design decisions seem to be expected for the player to take unless he wants to play und unplayable game.]]>the scorpion2010-02-03T18:10:39-00:00