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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231378]
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Thu, 20 August 2009 15:40
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I'll keep your suggestions in mind. The camo patches were solely intended for the Ghillie suit. But I might change that.
I'll reconsider the SMG suppressor. As it also lowers burst penalty, I thought it would be a bit too good if you could also combine it with foregrips.
Removing Camo values from LBE items might be a bit of a stretch... I'll have to take a closer look at that (especially how it will work in cunjunction with the camo armours, like recon and field ops).
I'm almost done with the belt / vests. I have added all necessary items and merges, now I only need to revise the description text//weight//prices.
Edit:
Some changes made to attachments:
- SMG suppressor will now work with foregrips, however I reduced the bonus to burst//auto penalty to 2.
- added a small draw cost penalty to suppressors//gun barrel extender (between -2% and -5% depending on size), Insight LAM (-1%), Kobra (-2%), Old Aimpoint (-3%) and the corresponding combo items//aiming modules.
- added general to hit bonus of +1 to the flash suppressor (which otherwise would be completely inferior to any suppressor)
- changed values of the retractable and folding stock a little bit (both items were essentialy the same, the retractable stock now has -2 to hit, -1 burst/auto penalty and +35% draw cost; the folding stock has -1 to hit, -1 burst/auto penalty and +30% draw cost)
[Updated on: Thu, 20 August 2009 16:03] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231435]
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Fri, 21 August 2009 16:40
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Randok |
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Messages:321
Registered:March 2004 |
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Thank you for fix and your fantastic work.
PS What about Flashbang Grenade. I only have "bang". Where is flash?
[Updated on: Fri, 21 August 2009 17:12] by Moderator Report message to a moderator
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Master Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231500]
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Sat, 22 August 2009 16:51
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I had to change around some values in the garrison and armycomposition xmls as there were some sectors without garrison that should have a garrison (for example L1, and also the percentages for sector priority were a bit off for certain sectors... Barinas for example was attacked far too often for my taste. Those values seem to be quite screwed up it seems. Don't know if I can fix it properly, as the percentages seem not to work the way they should). In additon it seems seems that these changes are not downward compatible with save games.
In order to not screw up any savegames I will post these XML files seperately now. The xml files are in the tabledata\army folder. From now on, I'll exclude this folder from the item mod and put it in a seperate zip file. So if you want to start a new game, make sure that you grab the latest tabledata\army folder.
I haven't uploaded the file yet, but will tell you so, once I do (haven't finished the changes... just wanted to try out if the changes could be made to a game in progress only to find out that the game freezes in the load save game screen :rant2: New games work fine though).
Edit:
The next map update pack will also feature several added enemy civilian militia. These won't be hostile by default in most sectors unfortunately. But as some of you may have noticed, once you have attacked Tixa the Warden civilians there turn hostile and most probably all civs of this faction in other sectors will turn hostile as well. To avoid nasty surprises I'd recommend to treat them as enemies even if they are still neutral.
Those civilians are comparable to admin enemies, that is, they are only lightly armed and show up in places you'd expect enemy militia (control rooms in SAM sites, guard posts, guarding mine treasuriers, etc... they basically serve as additional Law Enforcement troops [read as local police, paramilitary troops, etc.]. I'd wish that they were hostile from the start, but this seems to be quite hard to implement. My attempts to do so via a pre-placed NPC with the same faction were unfortunately quite futile...).
For better recognition those enemies wear some kind of uniform:
- regular para military troops: green shirt and green pants (mediocre equipment)
- hired contractors: red shirt and black pants (better equipped, some even with stuff you wouldn't expect from regular or elite army soldiers)
- technicians: brown shirt and tan pants (bad equipment, usually staff found in control rooms and such)
- medical staff: white shirt and tan pants (bad equipment, will most often carry some kind of additional medical equipement)
My goal with adding them is to add more flavour to the maps and make some of them slightly more difficult. Though the AI is a bit lacking concerning enemy civilians. But my first test runs at the Cambria SAM site seemed promising enough to try this out. This will be quite some work to implement, so don't expect any updates soon.
[Updated on: Sat, 22 August 2009 17:33] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231502]
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Sat, 22 August 2009 19:04
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lockie |
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Messages:3721
Registered:February 2006 Location: Scotland |
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Just started out with a new game , wanted to see the experience from a fresh start ! Plenty of cash to start with , huh , got some fancypants mercs to start off with , for a change , also still have my original game going too , just to compare , where I can .
This , L2 and RR , along with Vengeance , are taking up lots of time , oh , and also started a new 1.13 version too , I like the new choice of bodytype and traits , maybe you could look at this for adding to WF ? ( I know , you want screenies , haven't figured how yet )
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231544]
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Sun, 23 August 2009 22:44
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waldtroll |
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Messages:31
Registered:February 2007 Location: Berlin, Germany |
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NYCI have another game balance observation. Aiming modules II-X and III-X come with flashlight. as of v35 is still possible to use those modules and a grip-light on the same gun. its makes sense to keep the status quo on that, as its physically possible to attach those items to a gun. But perhaps the "combined" night and cave vision modifier should be lower? How about 15% less?
That's not possible without coding.
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231550]
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Mon, 24 August 2009 01:47
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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smeagol
Of course this also means, that I'll have to do two new maps for the crossroad sectors, but that is a fair trade of... I think I can simply do farms for those two sectors...
Yeah... right... simply doing farms... :venus:
Well, I made a farm for B9, but that took me the whole afternoon. At the moment I'm doing the new Estoni sector J6 from scratch. I decided to make a complete village map for this one, and as you might have guessed, this is quite some work. Anyways, I think the map looks quite okay so far. Still have to do 4 or 5 buildings, but i think I might get it done today (that's about two more hours for me).
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