Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 2
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228763]
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Thu, 23 July 2009 15:00
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Headrock@ Smeagol:
I've got a question about landmines, this happens on several maps. It looks like most mines I run across are ridiculously easy to locate. I have an IMP with an Experience Level of 3, and Explosives skill of 1, who detected every single mine around the SAM site in D15. So far, with all the mines on the Wildfire maps, only two have gone undetected by my (untrained) mercs (blew up Ira and Grunty, fortunately they both survived). I've got no metal detection equipment. Could it be something about map design that's making these mines so easy to detect? Is this a flaw in the original 1.13 maybe, that makes mine-location too easy?
Mines were a nuissance when I originally built the maps. Enemies always stepped into them, making them quite the death trap an easily exploited (just shoot, wait for the enemy to run into their own mine fields, rinse and repeat). Therefore most mines placed were very low level.
In some of the updated maps I changed mine patterns (placed them with a lower chance to appear, but increased level). I don't know, how this will turn out.
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228869]
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Fri, 24 July 2009 14:03
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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So far had only one encounter with the changed mine layout in my current game, and it worked very nice (well, at least from a map designer's point of view... My no-explosive skill imp got blasted ).
There are fewer mines in the maps, they are harder to detect and enemies don't step on them on a very regular basis (they might do so, had this with an enemy in very bad condition who was retreating, unfortunately for him, his retreat led him directly on a landmine... good times ^^).
I think I will update the older maps with the low level mines cluttered around in a similiar way (when I get around to do it, as this is really boring work... first deleting like 350 mine placements manually, then replacing mines with different settings. yikes).
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228872]
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Fri, 24 July 2009 15:28
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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smeagolKindredSmeagol, is there a reason the 416 line of rifles doesn't accept the 5.56 C-mag adaptor?
Yes. I think the 416's would easily outclass every other gun in their category if they were also able to accept c-mags. I might change this, but probably not...
With all due respect smeagol, as an high quality alternative to thew M4/M16 platform, the HK416 most definitely should be able to use 100 RD C-Mags!
to balance the superior quality of the HK416 series out, you simply should make them non droppable by the enemy, only available over BR or Tonys and jack up the price accordingly, at least to twice that of the standard M4/M16.
main difference between M4/M16 and HK416 is that the HK416 is much more reliable and durable, needs less maintennance and works under most adverse conditions.
so my tip would be to simply max out the reliability of the HK416 and HK417 series, whilst lowering that of the M4/M16 series to a level where emptying a 100RD C-Mag might lead to the first jams due to fouling. allthough not quite as dire as in SOG69 mod where every shot fired from an M16 lowered status about 1% and firing off a whole mag made the gun practically useless and ready for repair.
the M4/M16 series should be distinctively less reliable than let
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228878]
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Fri, 24 July 2009 17:00
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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MausersmeagolKindredSmeagol, is there a reason the 416 line of rifles doesn't accept the 5.56 C-mag adaptor?
Yes. I think the 416's would easily outclass every other gun in their category if they were also able to accept c-mags. I might change this, but probably not...
With all due respect smeagol, as an high quality alternative to thew M4/M16 platform, the HK416 most definitely should be able to use 100 RD C-Mags!
to balance the superior quality of the HK416 series out, you simply should make them non droppable by the enemy, only available over BR or Tonys and jack up the price accordingly, at least to twice that of the standard M4/M16.
main difference between M4/M16 and HK416 is that the HK416 is much more reliable and durable, needs less maintennance and works under most adverse conditions.
so my tip would be to simply max out the reliability of the HK416 and HK417 series, whilst lowering that of the M4/M16 series to a level where emptying a 100RD C-Mag might lead to the first jams due to fouling. allthough not quite as dire as in SOG69 mod where every shot fired from an M16 lowered status about 1% and firing off a whole mag made the gun practically useless and ready for repair.
the M4/M16 series should be distinctively less reliable than let
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228951]
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Sat, 25 July 2009 01:56
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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impressive list of merges smeagol! quite some nifty stuff in there i didn
[Updated on: Sat, 25 July 2009 03:48] by Moderator Report message to a moderator
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228973]
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Sat, 25 July 2009 04:48
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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I'm encountering crashes to desktop when mousing over weapons at the Bobby Ray website. It doesn't seem to be any particular weapons causing the undesireable crash, but rather all of them*. On a few occasions it will work and show what appears to be the correct satistics, but the next time I check that very same weapon it will crash again. I do not encounter the issue when mousing over weapons in tactical or strategical view, so it appears to only be the weapons on the BR site that suffers from this behavior.
I am almost confident this is somehow my fault, partially as I haven't seen this issue reported yet, and also as I did a quite the hacksaw job of installing the mod:
1: Made a copy of the Jagged Alliance 1.13 folder
2: Extracted WF6.06 and Alpha_Item_mod into a folder
3: Pasted the contents of that folder into my copy of Jagged Alliance 1.13
4: Added the HAM 3.5 variables into the .ini
5: Run the program with the HAM.exe
I didn't find any official instructions to using these mods together, but after struggling with it for a while I noticed that this appeared to have done the job. It's worked quite solidly from my start in Omerta, through Balima, up to Chizena, through all the battles in Chizena and through the capture and counter attack on Drassen.
I have modified some files, but it's only been a few edits to the IMPItemChoices, EnemyGunChoices and EnemyItemChoices, along with some changes to the coolness and defensive properties of various armour.
I doubt my own changes would have any particular effect in Bobby Rays, and I doubt it'd cause the crashes. As to the setup itself - so far the only problem has been those danged crashes on mousing over items at Bobby Rays.
Anyone has any idea on what I could do to attempt to fix this problem?
Edit:
*Turns out that's not entirely true. It's not all weapons that cause the crash. It's select rifles and assault rifles that does it. I looked through all avaliable handguns, machine pistols, shotguns, and SMGs at my Coolness Level, and none of them behaved in a peculiar manner. It does appear to be a problem that manifests only with a select number of Assault Rifles and Rifles. Gonna have to track down which ones that cause a crash upon viewing their statistics and see what they have in common in the XML editor.
Got a feeling that it might be related to something to do with an attachment these weapons might have in common. It's possible I might have accidently screwed something up with that on my own, while making my edits.
I'm blindly guessing, yeah, but this whole modding business is mostly unknown territory to me.
[Updated on: Sat, 25 July 2009 05:29] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229086]
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Sun, 26 July 2009 00:53
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Updated another bunch of maps (basically finishing the route my A-Team takes at the moment along the south road between Merida and Balime and from there up to Drassen).
As was suggested in some earlier posts, the weapon caches got a bit tougher (read as added some armoured vehicles, I would have liked to add MG jeeps, but as those are not available yet, I had to add tanks... damn, really wish, that some coder had a look, if it was possible to add different kind of tanks//light vehicles//stationary HMGs. I imagine, that this would be quite possible, considering what else has already be done... and it would give those anti-material rifles a serious use... so, what are the chances, of ever seeing such a thing?).
Answering the other posts:
I might add the Schmidt&Bender scope, sniper rifles could use an alternative, but don't expect it too be strictly better than the other sniper scope, when I add it.
Sam is right about the cigars, that merge doesn't make sense from a real life point of view, but perfectly makes sense considering that cigars have no other use at all. He's also right about the rags. The current merge system doesn't allow cutting a T-shirt into 4 pieces (and besides, T-shirts are quite easily obtained, so there shouldn't be a shortage on rags).
Rod&Spring and Gun Barrel extender will definately stay in the mod (I like them too much, to cut them ).
Tactical sniper scope will also probably not happen, as I think it will indeed be pretty unbalancing (otherwise I would have added that a long time ago, I'm quite a fan of snipers in my teams, each 6 man team carries at least 3 sniper rifles, one of which usually is a heavy anti-material rifle, so I could have made good use of such an item... but some balance should be there, shouldn't it?)
That bundled load might be interesting, though I doubt it's usefullness, as such a heavy item will probably have a very short throwing range and the explosive blast radius would be at least that of TNT/HMX, think you'll end up "Private Ryan style" blowing up yourself most of the time...
Hmm... soap... indeed a rare item in Arulco. Maybe someone should tell Tyler Durden to make a quick trip there to sell some of his homemade soap to local shop keepers...
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229103]
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Sun, 26 July 2009 02:55
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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KindredUsing Alpha v.30, I can't get the glass jar and marbles to merge. Is there a trick to it?
Hehehe... the trick is, that this will work with the next not yet released update.
I've implemented that after I released V30.
I have some issues at the moment with a nasty game freeze in sector m9_a (weapon cache). Whenever I enter the small office building, the game freezes. Had this before, thought I had fixed it, but apparently not... I guess I'll have to rework the map from sketch (think it has something to do with a missplaced switch, but I'm not really sure, as I replaced that switch in my updated map... I'm pretty much clueless at the moment).
Edit:
Seems I missed one switch when updating the map. Deleting that worked fine for the moment, but as soon as I hover my mouse over the other switch, same game freeze. Grr... Ah well... guess I have to rework the map then, was way too easy anyways. During a night attack I could take it with one camper, without the enemy ever giving away one shot (and that is with the tank in the map...).
[Updated on: Sun, 26 July 2009 03:05] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229106]
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Sun, 26 July 2009 03:28
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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Quote:As was suggested in some earlier posts, the weapon caches got a bit tougher (read as added some armoured vehicles, I would have liked to add MG jeeps, but as those are not available yet, I had to add tanks... damn, really wish, that some coder had a look, if it was possible to add different kind of tanks//light vehicles//stationary HMGs. I imagine, that this would be quite possible, considering what else has already be done... and it would give those anti-material rifles a serious use... so, what are the chances, of ever seeing such a thing?).
nice to hear. allthough the first one between drassen and cambria should be easyer, all the following ones should be really hard to crack so it takes considerable effort to get to the goodies there. i would at least have added some fixed snipers and heavy weapons soldiers, so frontal assaults would definitely lead to disaster. but at least one tank in every cache should also be ok.
onsidering that the tank has 2 weapons, a main gun and a HMG, maybe it would be quite easy to make something like a stationary MG nest. it just needs to take the form of a little bunker or pillbox like structure, with limited vision/firing field to one direction, which has to be taken out by explosives. just need the appropriate graphics and then put a soldier inside to make it look manned.
or maybe a one story high stationary bunker with a swiveling HMG with a armored metal shielding in front/around it which can swivel to a certain degree?
all it would need are the right graphics, then make a new tank type and replace the graphics. if there
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229109]
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Sun, 26 July 2009 03:35
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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smeagolKindredUsing Alpha v.30, I can't get the glass jar and marbles to merge. Is there a trick to it?
Hehehe... the trick is, that this will work with the next not yet released update.
I've implemented that after I released V30.
I have some issues at the moment with a nasty game freeze in sector m9_a (weapon cache). Whenever I enter the small office building, the game freezes. Had this before, thought I had fixed it, but apparently not... I guess I'll have to rework the map from sketch (think it has something to do with a missplaced switch, but I'm not really sure, as I replaced that switch in my updated map... I'm pretty much clueless at the moment).
Edit:
Seems I missed one switch when updating the map. Deleting that worked fine for the moment, but as soon as I hover my mouse over the other switch, same game freeze. Grr... Ah well... guess I have to rework the map then, was way too easy anyways. During a night attack I could take it with one camper, without the enemy ever giving away one shot (and that is with the tank in the map...).
oh btw. please remove those trap switches in Tixa asement at the doors! they can be really nasty, effectively preventing you from being able to enter the basement corridors when you have the atomatic flag setting option from HAM enabled. besides it makes no sense if the tear gas is sprayed automatically when you walk up on the doors. it
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First Sergeant
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