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Re: WW II mod[message #275654] Sun, 13 March 2011 14:24 Go to previous messageGo to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Vasious
Since the m34 Beretta is in, thought about the m 91 Carcano and Carbine perchance?
I have it on the list, but so far not planning to implement it: it would require a new caliber to implemented and since we don't have any Italian mercs running around, or other people we would assume to use Italian weapons, I don't think that it will make it in in short.


Dieter
Yo Buns, Started playing your beta, I am using wf-aimnasv15-ww2_en.7z which I downloaded from somewhere. Do you have a newer version? How frequently do you update your download?
I think I have the latest version of WF-AIMNAS with HAM 4, STOMP, facilities and all that stuff. Did you run into any problems with your exe? NB, the download does not contain an exe; only XMLs, maps and graphics.

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Does this mean I need to use the weapon cleaning kit like a tool box and assign a merc to repair items?
Yes, it works like a toolkit. It in fact is a second toolkit because the original toolkit also is in with the same functions. So there is no need to carry around the heavy red toolboxes.

This isn't a perfect sollution because the "weapon cleaning kit" should only work with weapons of at least, say, 80% status. Everything else should require true repairing in your base using the toolbox. But that cannot be implemented by pure XML editing.

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If yes, how about you make the weapon cleaning kit a merge item which increases the status of the gun a little? What I mean is that you can attach the weapon cleaning kit to any gun which raises the status by a few percentage points (instantly).
Is that possible? I have made it mergable but that only allows to merge two of it to higher status. How do I make it mergeable with other items?

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Overall the no gun progression needs some getting used to. Basically you have alright gear from the very start when your heli lands e.g. most of my guys had 30-06 rifles, one started with a scope.
Yes, snipers and IMPs with higher MRKs do start with scopes.

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Not only are the starting guns great (compared to the usual pistol fest), the starting gear is pretty useful as well. All my guys started with green uniforms (wood cammo) vest and legs, some helmets, all LBE (vest, both legs, side pack), KCB knife, canteen, a pistol, a rifle, and the lockpicking guy got a lockpick kit.
Yes, that's the basic gear. They get a full belt with ammo, a 1st aid kit, a canteen and a knife (I have issued the KCB knife because I do not knife that often, mainly dying enemies I come across, but use it as a wire cutter). The "lockpicking kit" is in fact the above mentioned "weapon cleaning kit". You need an utility knife to pick locks.

The green uniform is one of four new uniforms, the others are tan, brown, and grey. It probably is the best in the north where all terrain is woodland, but further south you should think of issuing brown or tan uniforms.

AIM mercs with rifles usually also have a pistol in their starting gear (you had paid for it). You really shouldn't neglect pistols in this mod only because there is no pistol-only phase: the rifles are close to useless in CQB. After all those are no M16s.

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Right from the very start I had everything I needed, which is pretty cool to try out, however now I am not sure what my next goal should be, I feel a little lost.
What about taking a town or two? Or let me pose the question differently: what do you do next in your other games?

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The maps are *packed* with good items, however most of them are not as good as the stuff I already have.
Yes, that's intended: you find a lot of stuff when plundering the civs, but what you get in a house of an Arulcan peasant isn't realy valuable: a lot of clothes you can at best turn into rags (but who needs that many?), sometimes a black cap to wear under your helmet, a bit of not-so-good bags you can use as LBE, knifes, some civilian weapons like shotguns etcpp.

In general you are "rewarded" for picking all those locks on the WF maps, but living off the land without attacking military installations would be quite difficult.

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I decided I would do a "live of the land" game, no BR, no militia etc. - kind of what I did with Demise of Man - and walked to San Mona to have a talk with Tony and possibly make this my headquarters.
Good luck with that, because you said your guys use .30-06 weapons. In this case you have a problem: the enemy doesn't. Kingpin's mob uses US weapons, so you will find a couple of .30-06 and .30 Car on the drug-farms around San Mona, but that's it.

The enemy drops .45 ACP quite frequently, but will not drop you a single round of .30-06 or .30 Car. Of course, in this case you also will not find it in ACA buildings, SAMs, barracks etc. This means you have two choices:

You either throw away your starting weapons and pick what the enemy drops for you - in this case you'll notice that there is in fact some "looking for a better gun" even without true gun-progression because the enemy will not always use and drop his best weapons in every battle.

Or you buy yourself the ammo you need (BR or Frank) and establish a line of sluppy between the seller/Drassen airport and the front. Buzz running wild with her BAR can then can become a quite expensive hobby.

Quote:
While it is cool that Tony doesn't *sell* everything, I was (completely) stunned when I found out that he also doesn't *buy* any of the items I brought with me. Tony didn't even buy a 1911 or a 45 mag, holy cow!!
Tony deals with eastern European, mainly Russian stuff. A 1911 or a .45 ACP is not part of his selection. He will happly take any Tokarev and any round of 7.62 because he re-sells it, but has no business with those capitalists' weapons.

You realy should use sell ALT+LMB. The enemy weapons are usually comparably expensive (compared to the pistols of the JA2 starting phase), so you'll still make good money with it.

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