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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319822] Thu, 16 May 2013 11:06 Go to previous messageGo to previous message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Hi wil473.
I haven't played JA2 for a while, and decided to have a go at your mod. I'm a huge fan and played all sorts of mods (Wildfire, 1.13 vanilla about a million times, AIM, AIMNAS, Arulco Revisited...) but never played the original Urban Chaos (shame on me, since I realized - through your mod, how good UC was). So now I decided to try this hybrid of yours and I must say - I'm loving it!
The new campaign, great maps, urban CQB fights - all great features of the MOD Squad original... And your massive overhaul - tons of items, all the new 1.13 gizmos... It all comes together to a great JA2 experience, IMHO maybe the best one yet.

I'm playing UC v4.42 on Experinced-NCTH (hope it won't get too easy later on, so far it's great). I've conquered all the northern cities. Been taking notes on some stuff that I liked and some that bugged me, so here's some a lot of feedback Smile

First af all a few general impressions:
NCTH in general - never been a fan, tried it about a year ago. Although the logic and maths behind it are impressive, it just didn't feel right.
But once I realized how much work you put into optimizing it for you mods, I had to try one more time. And now I'm not regretting it. All the weapons so far seem well balanced for the new system. There's no more sniping half way across the map 1.13 style, but the kinda old JA2 feel is there (CQB - you got to get a good feeling of the weapons to be certain if a shot will land, and at medium range there always a chance of miss). I didn't quite explain it there but it feels good, and that's important. Autofire is lookin good as well, although I think I'll crank up the supression effectivness. I'm still adjusting my gameplay style to the new system, but now it's fun, and not a pain in the ass (like the experience I had with the NCTH in regular 1.13)

Shotguns are great. Finally, they can be used as intended in real combat, and the hunter trait is now really useful. Although they just might be a bit too powerfull lol:) I'm using Ayana (a beast of a merc for that price btw) and so far she's been a killer with shotguns (not overpowered, but just right). But now I got my hands on a Keltec KSG and some flechette ammo. I stuck a Compact Holo and a Full Shotgun Choke on it, and now I'm worried this might be a bit overkill. Will report on this, once I experiment more.

New mercs,NPCs... Since I never played the original UC, I'm really enjoying all the new content...but...
I don't like the computer generated speech. I don't know if this was in the original UC, or was it added by you, but it's really anoying. For example Elhi (I know she wasn't in the original UC, I've read the FAQ) - The voice files she does have sound OK, but with those "HAL 9000" sounding ones, she becomes a freak of a merc.
For Elhi and similar mercs I would prefer either:
A: The game plays the speech files which were recorded. The computer generated speech files should not be played, only a dialogue text box is displayed. or
B: Mercs/NPC without complete voices should be excluded from the mod
Now don't think I don't respect the work you did to include these mercs, but the robot voices just break the immersion.

In my campaign I decided to go to Port Kip first. After a few fights I got to D6 But once I rescued Miranda, all hell broke lose and the DNP and that other faction (forgot the name) go agressive on me. Now this is all fine n dandy. But this lead to a huge fight in D5 (which was very fun btw) but I had to kill Kingpin, that Qaurterma guy and a few more NPCs. And again this is fine (if it was intended to happen this way in the original mod). My trouble is that in the process I acquired a huge amount of great loot, and this became a balance problem. The first few fights around Atremo were very interesting. But now a have few Assault rifles, the aforementioned Keltec shotgun, a Dragunov, scopes and what not... I've conquered Sheraton, the SAM site and Calisto without a sweat, and still waiting for Brenda's forces to catch up. Please comment, should I have gone for Calisto first? did I have this fight too early in the game, or did something go wrong (bug)?

A quick question
TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE
AGGRESSIVE_STRATEGIC_AI = 2
Can I expect these massive counter-attacks as in regular 1.13, but now in Calisto and other cities, or is the feature disabled in your mod? (PM me if it's a spoiler)


Bugs UC v4.42
First of all you got a typo in your FAQ PDF:
First page "What is it" - it says "...designed to allow the campaign from Deidranna Lives!..." shouldn't ir say Urban Chaos lol:)

The NPC Menger from one of the UBT Stations has some weird speech files playing (can't remember the details exactly but he starts talking, but then speech files from some other merc are played)

Gas tank item description mentions Arulco instead of Danubia

Kingpin offers $50000 for MOC list, the laptop history displays $20000

9x18mm Tracer ammo - missing ammo box

Cleaning kit - has lock picking flag, not sure if this was intended but doesn't seems very logical

Ppsh 7.62x25 drum wrong description text - says 75 instead of 71 bullets

Keltec KSG - shouldn't it hold 7 shells in each tube?
The specification of the real gun says "Each tube holds a total of seven 2.75 in 12-gauge shotshells or six 3 in shotshells". The UTAS in your mod holds 7 shells, so the KSG should as well, unless you did this on purpose to make a distinction between the guns.
- Also, the magazine is wrong. The KSG holds Saiga type magazines instead of just shells
- Also, I believe someone posted here the bug with infinite ammo producing from the second barrel. To save wil some trouble let me answer. This is a limitation in the 1.13 system and has nothing to do with this mod. Try the latest regular 1.13 and you will notice the same problem with a KAC Masterkey shotgun.

D5 map - a lot of shit going on here
- placed 9mm +p+ and 5.56 heavy ammo boxes with 65536 bullets
- Quarterma... Is this guy a merchant? I don't know since I had to kill him due to faction going ballistic on me. Anyway his inventory is sick: about 15 high coolnes ARs, 10 5.56 heavy ammo boxes, 40mm nades, tons of powerful attachments... In my campaign I just deleted all the stuff he dropped. Otherwise I'd be ready to go straight to Adrian
- In my campaign Kingpin disapeared during my fight against his goons (comes back a few day later)
Anyways, please forgive my ignorance if all this is story-related

I have a bug where I can get 9mm AET ammo by clicking empty pocket in merc inventory, but AET ammo is not present in sector inventory. I can provide a save game

AR-15 Stock has no bonuses/penalties listed in UDB. Am I missing something?

Camo hlemet cover Mk.I (maybe Mk.II as well) reduces reliability for some reason


OK, that's it for now. Didn't realize this post was gonna be so long.

Anways, wil473, fantastic mod and keep up the good work!
Btw, I like the way you document everything, not a lot of modders do that



[Updated on: Thu, 16 May 2013 11:23] by Moderator

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