Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » WW II Mod
Re: WW II mod[message #276143] Sat, 19 March 2011 13:48 Go to previous messageGo to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Quote:
Can you please post the XML you used for your test? I have some (probably crappy) ideas but don't want to post something we already know isn't working.
Yes, I'll zip and upload it.

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Buns
I'll make a version for v15 in short.

Never change a working system....

Ok, after two days of fiddling around with four data folders, WF mercs without voices, missing vehicles (still not solved), arrivals at the wrong time, and stuff like that, I finally got it working with WFv15.

This is the update:
http://www.gamefront.com/files/20139653/WFv15.rar

MercStartingGear assigns the correct gears to the mercs, adds selective gears to the mercs that returned to AIM from M.E.R.C., adds selective gears for the new (old) AIM mercs, and adds gears for the new (old) M.E.R.C. guys. This one is absolutly required to run WWII mod with WF v15.

NB: You must have WWI mod 0.2 installed because the new pistols are part of some gears. 0.2 is savegame-compatible with 0.1, so no danger with installing it.

SoundProfiles assigns voices to the WF mercs. It only is needed if you, like me, have the problem that the WF mercs are not talking.

MercProfiles is completly optional. It changes a couple of things:
- Appearance of the merc now is fitting his starting uniform (as much as the palette allows). This gives the mercs a more military look (no more jeans or red shirts), but also reduces individuallity somewhat.

- STOMP traits were made to fit the bio, skills or character of the respective merc as much as possible. I have also removed the Scouting trait from all mercs (hope I had caught them all) and gave it to locals like the rebels, Shank, Dynamo and the like instead. Background is that Scouting gives you more information on neighbouring sectors, including preventing from ambushes when entering those sectors. Being able to would first of all require excellent connections within the country that only locals would have.

I couldn't solve the problem with Dr. Q either: he cannot be Paramedic when having the Martial Arts skill. I decided to keep it at the combo MA/Night Ops because we already have enough medics, but only one other MA expert with Numb. I have also reduced his medic ranking a bit and upped his marksmanship. Now he is a bit more of a fighter.

- I have changed some skill numbers. Nothing dramatically, but upped some extremly low values in very hard-to-train skills, most notably Agility, to at least something around 60 when the values were so low that I wouldn't even consider to ever hire that merc.

The two mercs that got a complete overhaul had been Flo and Shank: Flo now is Paramedic and Athletics. While Marksmanship still is out of question she now is in a much better physical condition and has some medical skills. Shank now is in a normal physical condition by limiting the effect of Tixa to his low health. While he would still require lots of training to "become a professional", he at least does no longer require two or three month in game of rehab before.

- I have also taken a look at the salery of the mercs. I am not sure if there was a system that was used to define the salery, I guess not. Assuming that AIM is an association I applied some rules for their payement and recalculated each salery according to that. Payment now is going by "qualification". The higher the qualification in a skill (not counting physical stats) the more money they get per point, such as:

0-20 = "no qualification" x0
20-40 = "basic training in..." x1
40-60 = "experienced in..." x1.5
60-80 = "seasoned in..." x2
80-100 = "expert for..." x3

This is multiplicated by the merc's experience what makes the daily salery. Weekly is daily x6 (1 day discount), bi-weekly salery is x10 (4 days discount).

As a result mercs that only can shoot but not much else are now cheaper than before (most notably Raven who dropped from one of the most expensive mercs to one of the cheapest), while specialists, in particular when being experienced, now charge you much more money (for example Red). High-level mercs with a lot of experience in all trades are still the most expensive, for example Gus' salery now even is higher than before, while someone like MD still is the cheapest merc, despite being a specialist in medicine.

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