Night OPs Manual[message #223126]
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Wed, 24 June 2009 17:21
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Off_Topic |
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Messages:997
Registered:January 2009 |
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Здравствуйте, добро пожаловать на мой класс на ночь ... You do not speak Russian? Ah, I miss days when Russia was at war with everybody.
The Night Ops Mod was designed to be played, as the name suggests, at night. During the day the enemy is very well equipped to deal with any threat. They will use Grenade Launchers and Mortars to halt your attack. For this reason it is best to defend during the day and attack at night.
So, think you good enough to take on Night Operations, we will see...
[color:#3333FF]INI Settings[/color]
1=On 0=Off
(Not a spoiler, just neater. Please read to get the most from NOPS)
Toggle Spoiler[Options]
Screen=800
Set Screen sizes here, enter 640, 800, 1024, or 1280.
EliteAIM=0
If set to 1, Deidranna can hire Mercs from AIM.
Hostage=1
Additional Mission where squad captured.
Epidemic=1
Additional Mission to stop disease spreading.
Overheat=1
With this turned on, gun can overheat with too much action.
JeepAttack=1
Mobile attack Jeeps are used against you.
ActiveMilitia=0
Turn this on if you want the Militia to attack the enemy head on.
Ambush=1
Many surprises, your Mercs can be ambushed by agents of enemy anywhere.
ItemShadow=1
Shadows in Strategy Screen etc...
AB102rus=1
Not too sure...
LoyaltyMilitiaKilled=0
When turned on, Milita react more to losses and setbacks making it more difficult to maintain loyalty.
TeachingMilitia=1
Need to have Teaching Skill to train Militia.
BlueMilitia=0
This will make the Militia very strong, use if you don't like defending sectors.
AltScopeAP=1
An alternative mechanism for calculating Aiming with scopes.
Defecation=0
Makes the enemy crap themselves when afraid!
Maps=2
0 - Random 1 - main, 2 - Alternative
Paratroopers=1
Watch skies! Deidranna can launch deadly Air Assaults.
AddDistVisible=1
Entering a positive or a negative number, you can adjust the range of detection of the enemy.
PayInventory=1
When set to 1, it cost APs to move objects from your pockets to main hand.
[color:#3333FF]Major Field Changes[/color]
We'll bring her down, I am highly trained killer, first we look at changes.
[color:#33CC00]To enter Turn Based Mode, press "D".[/color]
[color:#33CC00]You can now load during an enemies turn with Ctrl+L.[/color]
[color:#33CC00]To remove grenades from the RPG-16 equipped in your main hand, press (Alt + U).[/color]
[color:#33CC00]To change the level of general night lighting press Alt + '-', Alt + '='.[/color]
[color:#33CC00]Using Sniper Scopes and enhancing your aim "J"[/color]
You can also prime your weapon by clicking the RMB, then holding it down to bring up the 3x3 menu and selecting the target icon. Another way is to select this icon twice from the 3x3 menu.
In the image below Ivan is equipped with a SMG, even with it cocked he cannot see the enemy.
In the next image he has a Sniper Rifle, he can only sight the enemy when he looks "J" through the scope.
Careful! When looking through the scope of a gun, you can only see the area you are targeting.
Every shot you take reduces stamina.
[color:#3333FF]New Tactics[/color]
[color:#33CC00]One of the great new features of N.Ops is the ability to roll in and out of cover using the "Alt" key while prone.[/color]
You can also now throw grenades from a crouched position.
If you are hit for 4 or less HP you will be auto bandaged.
Guns can overheat in N.Ops, keep an eye on the red bar to the left of your gun. When it is full, the weapon will degrade and eventually become unusable for a turn or two.
Unreliable weapons Jam when less than 90%, use good soviet made weapon instead.
[color:#33CC00]Hold "Alt" over enemy to see CTH or press "Y" to remain displayed, if you are shooting from a prone position where your guns is resting on a solid surface, your shot will be more precise.[/color]
[color:#3333FF]Logistics[/color]
Armour now comes with slots to store equipment without an AP penalty.
Automatic attachment of items in the inventory when hiring mercenaries from AIM and MERC.
Increased the initial amount of money by 10000.
Lock pick and mine detector now usable from pocket.
Cars have their own inventory.
Ammo Mags can be taped together.
Recalculation of the item's weight when placing it in the inventory.
Placing of sandbags. Bags can be placed in sectors with a militia present from 7 to 19 hours.
Sand Bag Tutorial
The repair rate of items is set in (TTX.txt).
AP costs to access Mercs inventory. 3AP spent for equipping items to hand slot, 5AP to head-slots, and 10AP for slots in the body and legs.
Attachments are not available to buy from traders.
[color:#990000]Automatic filling of canteens 4 times a day. Canteens hold more water.[/color]
[color:#3333FF]
Weapons[/color]
Every weapon has an individual AP for burst fire (TTX.txt)
Removed Rod+spring
Weapon recoil (TTX.txt)
When shooting with machine guns prone penalty is minimal. Jeeps and tanks constantly have minimal penalty.
Table of distribution of weapons (the enemy, the police) depending on progress (TTH).
Automatic installation of the pre-integrated attachments at delivery of your purchase.
Restricted the removal of the pre-integrated attachments.
Pre-(integrated) attachments have no weight.
Charging the arms cartridges of varying effectiveness to progress the game.
Removed Pipe+tape+glue
GM-94 grenade launcher from the M79 - has 4 grenades.
Variable penalty to head shots, depending on the distance to the target.
[color:#990000]Muzzle flash suppressed by silencer (Needed at night).[/color]
Colour coded cartridges. Each type of weapon has an individual color, depending on the properties.
0 - Normal: Damage - Armour. (gray)
1 - HP: (Damage - Armour * 1.5) * 1.7 (light blue)
2 - AP: Damage - Armour * .68 (light pink)
3 - SAP 1: Damage - Armour * .5 (pink)
4 - Buckshot. (yellow-brown)
7 - high armor 2: Damage - Armour * .5 (bright red)
8 - superbroneboynye: Damage - Armour * .375 (dark red)
9 - exploding: Damage * 1.33 - Armour (Yellow)
10 - armor-fire: Damage * 1.33 - Armour * .75 (orange)
11 - tranquilizer: Damage (armor ignoring) (green)
RG-6 grenade launcher has 6 grenades.
Experimental weapon OICW.
Select the length of the burst (up to 12 shots) with the mouse wheel.
Replaceable barrels for weapons (machine guns - actually with feature "heated weapon").
Blinding by all types of bullets when hit in the face.
Recoil of large-caliber weapons (KSVK, Barrett, Kord) can be damaging, if the shooter is not of "Big Male" type (does apply to opponent). For other bodytypes shooting with large-caliber weapons must be at prone.
Dropped weapons are automatically reloaded with ammo which correspond the current game's progress
Game validates(???) attachments on weapons distributed on maps.
Aiming burst. Aim as well as with single shots. Aiming affects only the first shot in a burst.
Game restores missing attachments built-in weapons at sale to traders. (validate all integrated attaches)
[color:#3333FF]Sights[/color]
Bonus-range view with Night Scope (+3 tiles) and Sniper Scope (+3 tiles - if weapon non Sniper Rifle, +15 tiles at Sniper Rifles), Depending on the lighting of sector (TTX.txt - parameter "RangeBonus").
Game automatically choses between the Night Scope and Sniper Scope, depending on the lighting of Sector (i.e. if night - working Night Scope, if day - working Sniper Scope).
Collimator sight increases accuracy and speed of sight.
[color:#990000]
If you have Collimator and Sniper Scope when you aim at target without right clicks of mouse - Collimator is working (i.e. "fast shot"). But if you right-clicks on target, the game selects the Sniper Scope.
[/color]
Railmounts to install Scopes on the weapon (for example, Sniper Scope at MP5SD3).
Limit the range of Laser Scope (15 tiles). Accuracy bonuses of Laser Scope similar to a Collimator, so they do not need to combine weapons. (Collimator is better than Laser Scope)
Reduced effectiveness of Scopes, if the weapon's not Sniper Rifle. If weapon's Sniper Rifle, but the shooter has not trait "Sniper" then reduced effectiveness depending on the accuracy (if Accuracy > 90 - then shooter can use Sniper Rifle but "Sniper" specialists use it much better).
Cheat-item: "Binoculars" - RangeBonus=30 (day and night)
An alternative mechanism for calculating the cost of AR (1 +2 +3 +4) in the aim of optics.
[color:#3333FF]Cosmetics[/color]
Turn off the shadows of objects in the inventory (ini).
Changed default settings of the game.
Option "Drop All" instead of "Metric system".
In Arulco there are now 5 types of troops - the Army (green), Guard (gray), Royal Guards (white), the internal forces/police (blue) and Marines (blue-gray).
Site of the BR is available from the beginning of the game.
Changed items for IMP.
John Culba sends you
Disabled encryption saves.
Enable the Ctrl + Enter and Alt + Enter.
Assign in "TTX.txt" parameter "Color" and armour/leggins in game will change dynamically to your chosen colro.
Drawing up a strategic map of the port Peskado.
Displays on the strategic map of the fifth SAM-site (under construction) - near the Balime.
In item's tooltip you have new information
Maximum AP for aiming is displayed with red font.
Option to chose "ProgressDropItems=1/0" in "noptions.ini". "Drop all" the only affects items with Coolness less current progress of game. Prevents uber weapons drops early in game.
[color:#3333FF]Tactical Gameplay[/color]
Reduced damage of items from the water.
Increased overall range of from 25 to 29 tiles (ini).
Sector sight (in combat mode).
A different degree of reduction in lateral view, depending on the sighting means: through the open sights, through the optics (OP, OP).
Range of view from the roof (5 day, 3 night).
Bonus "sniper" (+15%) now works form everywhere only from the roof. It also affects the more efficient use of optics.
Camo poncho: head, torso, legs
The probability of critical hits (headshot 80%, 10% torso, legs 5%).
Increase the probability of
[Updated on: Fri, 03 July 2009 15:56] by Moderator Report message to a moderator
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Re: Night OPs Manual[message #326458]
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Fri, 11 October 2013 00:04
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Arulcish_Lion |
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Messages:257
Registered:January 2013 Location: Saint-Petersburg, Russia |
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So, as I remember, near Orta bloodcats live in sectors K3, J6 and K6.
Killing them may solve the problem if it's caused by them.
As for saved games, we usually use a link to a file, placed wherever you like.
Our Russian forum allows to attach small archives to post, but here it isn't possible.
As for crashed (and not working) saves, we know, how to repair them.
By the way, any information about your operating system version and anti-virus may help to solve the problem. Sometimes anti-virus tries to damage saves, sometimes it managed to do this.
We have partly fixed the anti-virus problem.
Report message to a moderator
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Master Sergeant ☆★GL★☆
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