Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Public Beta Discussion 1 (2009/10/29 to 2010/10/16)
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263163]
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Tue, 21 September 2010 12:31
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JP'TR |
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Messages:104
Registered:April 2009 Location: Germany |
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is it possible that buy/selling-NPCs are going lost later in the Game?
Different days different times i tried to visit Tony (in C5) again, nobody there. Also i searched for the 3 Shopowners i met few days before on the casino in Redusa, seems all gone.
other things, i am far in the game now and there is realy a flood of weapons/attachments/stuff and a lot of things are (for me) hard to see through and sometimes i believe in a bug.
Just a few thing:
- Why does a 4x Battlescope result in so much more APs, and the 4x Reflexscope reduce APs?
- some weapons are (extended versions) but u can add only deployed stock and folder stock? do u not get an extended version with adding extended Stock on the normal Weapon?
- i montaged a collapsed stock on a RPK heavy MG, together with other Attachment it results in an AP cost of -1.
- on other MGs i reach 7 and 10 APs, normal?
- on some AssaultRifles u can reach a brust/auto penalty of 0, does that mean there is no spraying? should that be so, then?
- why is there a HK MP7 PDW and MP7 MP, on one u can add a "push in" and the other the "push out stock"? just one version, with both stocks addable would do it or not? i would say the adding of "just a bit"-different versions of guns, is just to much, maybe u see it as nice feature, then ok.^^
- throwing knifes and knuckle-Dusters should be addable in the knife pocket. (maybe two little th.knifes if possible)
- a seal knife is not transportable in a pocket doesnt matter how big. (only knifeslot)
- in my mind i think i can remember that the two weapons handling was depending on strenghs, if not so, would that be possible? so that it can be possible to handle two SR-3 Vikhr, or other midwight SMGs, with a strong MERC?
maybe some fails, then sry.
[Updated on: Tue, 21 September 2010 12:34] by Moderator Report message to a moderator
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263185]
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Tue, 21 September 2010 17:17
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Scope100:
SEAL 2000 - that's a bug, but it seems to have been fixed accidentally in the NAS version when I sat down one evening to resize everything.
Scopes - Unless the scope has the word "Reflex" in it, there will be an AP penalty. Hairysteed has explained the real-world inspiration for it. The modifiers in the CFSS version (and all but the latest 2.7 NAS version) are however somewhat inconsistent.
RPK - That one was a bug in CFSS, fixed only recently
0 Burst/AP Penalties after attachment of some attachments - balance issue, still present. I tried fixing it a long time ago by increasing the busrt/AP Penalties for all guns, but relented after some complaints about not being able to hit anything. I may try a quick and dirty fix by cutting the grip bonus from 5 down to 3. Just wait till HAM 4.0 is out of testing, then I'll really be able to do things to player's auto/burst accuracy...
Folding Stock System (Overall):
- folding stocks are not an attachment that can be fit to any gun, instead it is meant to be integral. Pre-NAS (like CFSS) it was somewhat cumbersome as you had to take the stock completely off to swap modes.
- you should only be allowed one stock item per gun
- Machine Pistols use a different set of stock items, and will transform the base gun during the conversion merger. This was done to fix an exploit where you could dual wield extended stock MP's. This is a case of balance overriding what is physically possible in reality.
- MP7 has its own folding stock set to itself as it originally was the test subject for the MP folding stock system. Later the extended stock incorporates a hand grip modifier (see in-game graphic for MP7 with everything extended). Conversion of the extended stock to collapsed stock changes it a pistol config. Also, I actually fixed the 0 Burst/Auto penalty for this one in UC-1.13NAS by increasing the Burst/Auto penalty slightly. (I belive it is 1 for the extended stock/grip version, still too low in my mind.)
Guns Akimbo (one/two handed) - is dependent on a tag set in the weapon item only and not the merc's stats. I think you are referring to the tendency of some larger/stronger merc's to fire two handed weapons with a special animation (one handed firing of a rifle). This animation does not mean that the merc can actually dual wield rifles.
EDIT: Adjustment to sizes.
Size 12 = Slingable items, but too big for Combat Pack, 1 fits in "Backpack" pocket. Application: some larger weapons when equipped with sound suppressor, Medical and Tool Kits (I'm back to the opinion that these items are too big for the combat pack, but there is nothing to stop them from being sling equipped).
New Backpack Slot = Most (if not all) back packs will have one Backpack slot replaced with one that can take the oversized weapon size(13) along with replicating the Backpack slots function, when I have time I'll create a graphic so people can tell it apart from other Backpack slots.
[Updated on: Thu, 23 September 2010 20:40] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263599]
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Sun, 26 September 2010 02:56
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Well if you are looking for a SCI, then best to go with Tais' (plus the updates as it doesn't look like a new one has been produced yet). Tais' SCI includes v1.13, a newer JA2.exe, UC, UC-1.13NAS:
1) The SCI - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261665#Post261665
2) The Update - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262942#Post262942
3) The patch (as the SCI contains a newer .exe than NAS 0.61B) - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263010#Post263010
Still three items need to be downloaded to get up to the current 2.7 standard. Install over clean JA2 Gold in the order given above. Also, I'd like to see if the the above actually works beyond installing and game start.
Aside from the noted issue with IMP points, this should be reasonably stable. Mind you, nobody has reported getting far enough in where swimming between maps is an option (though not necessarily a good one...)
EDIT: 2.8 is in the works right now, though the changes are relatively minor.
[Updated on: Sun, 26 September 2010 03:12] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263602]
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Sun, 26 September 2010 03:39
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Yoshi |
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Messages:37
Registered:January 2008 Location: Portugal |
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Awesome work there wil! I always loved UC, and now being able to play it with 1.13... I'm speechless Appart from the random, or maybe not that much, crashes, the mod is quite playable. I decided to start the game with a 6 IMP merc party, and one of them already died, while trying to take over Calisto Airport. Miscalculations on Iron Man mode and Experienced hurt quite a bit, heh... It's much more challenging than WF, imo.
Edit: Oh, and one more thing... What exactly are the jobs as staff on the several facilities around Danubia for?
[Updated on: Sun, 26 September 2010 03:47] by Moderator Report message to a moderator
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Private 1st Class
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263619]
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Sun, 26 September 2010 12:06
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JP'TR |
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Messages:104
Registered:April 2009 Location: Germany |
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YoshiAwesome work there wil! I always loved UC, and now being able to play it with 1.13... I'm speechless Appart from the random, or maybe not that much, crashes, the mod is quite playable. I decided to start the game with a 6 IMP merc party, and one of them already died, while trying to take over Calisto Airport. Miscalculations on Iron Man mode and Experienced hurt quite a bit, heh... It's much more challenging than WF, imo.
Edit: Oh, and one more thing... What exactly are the jobs as staff on the several facilities around Danubia for?
hi, i asked me the same question long time.
i mean to know now that ->"facility-staff" is supporting the repairing MERCS in the same sector, so it goes faster but cost money.
->police attachment should be for faster militia building. ->military supports faster Markmanshiptrain. ->on Calisto is something "forgot Name" whats speeding up ur Strengh Training. ->"rest" is for regeneration or pushing moral, not sure.
if its wrong correct me please.
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263626]
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Sun, 26 September 2010 13:49
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Yoshi |
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Messages:37
Registered:January 2008 Location: Portugal |
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Thank you for the reply! Still, isn't there an official guide for the mod?
Edit:
I got my hands on a MagPul PDR, which features the "Integral Flash/Sound moderator". How does it work? In comparison with other rifles with attached suppressors, the noise is much higher. So that got me thinking... What exactly is a flash/sound moderator? xD
[Updated on: Sun, 26 September 2010 17:03] by Moderator Report message to a moderator
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Private 1st Class
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263648]
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Sun, 26 September 2010 19:28
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Included documentation has a page on the folding stock system(s). What it boils down to with NAS (and if you are seeing hte integral attachments you should be using the NAS version) is:
- top slot has the stock extended,
- bottom slot has the stock retracted,
- no stock means gun is broken (on guns with folding stock)
- all guns that can take a folding stock, should have a folding stock
- when converting stock, you must click twice, 1st time to convert, 2nd time to attach
Now that I have more time to think about the Integral Flash/Sound moderator, I think you have found a NAS conversion bug Yoshi. The only explaination for the excessively low base sound value is that I neglected to bump it back up when I converted the item from the old "built-in" attachments to having those functions served by the multiple default (inseparable) attachments. Off the top of my head, I now need to check C7CT and SVU DMR's.
EDIT: examination of attack volumns revelaing some more inconsistencies. For now will be quickly fixing attack volumns to the following.
IC (5.45mm, 5.56mm, etc...)
Rifles (approx 16" Barrels) = 50
Carbines (approx 14.5" Barrels) = 60
SBR ( < 14.5" Barrels) = 65
Bigger/Louder IC (7.62x39mm, 6.8mm SPC)
Rifles = 60
Carbines = 70
SBR = 75
Full Power Ammo (7.62x51mm, 7.62x54mmR, etc...)
Rifles = 70
Carbines = 80
SBR = 85
Rocket launchers = 100 (max per XMLEditor)
Pistols I'll worry about later.
[Updated on: Sun, 26 September 2010 19:52] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263654]
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Sun, 26 September 2010 21:16
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Yoshi |
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Messages:37
Registered:January 2008 Location: Portugal |
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Hazmat...Furthermore i have to say that im totally unhappy with the "drop-all" setting at the beginning.
I usally use it for the first two-three fights and then never again(x
[Updated on: Sun, 26 September 2010 21:17] by Moderator Report message to a moderator
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Private 1st Class
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263716]
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Mon, 27 September 2010 17:01
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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Quote:Otherwise, yeah I agree with you about moving the drop-all control to game start. This however seems to be the decision made by those working on the Base code. NAS 0.61B (technically the version "officially" recogmended for UC-1.13NAS) still handles drop-all the old way
Nah, i wont make the hustle of going back to another exe, drop all it is then.
I just reduced the profit of left-click selling massive.
I just fail to see the point in this decision.
Moving on...
Well ive liberated Atremo, and let me tell you that i was mildly surprised to battle 45 redshirts in B10.
The last guys in B9 and who ever wanted to join the party just flooded my already shoot up and meagerly equipped team.
I always cherish the feeling when you realize that a garrison of 10 guys just quadrupled^^
Lucky im a master of the "up on that roof!" technique, and every merc carried like 4 loaded guns(crappy ones but still) on their person.
Otherwise i would have been pretty much boned.
Jubilee almost bit it, getting shot with 7 real hp(rest was bandaged) caused her to drop out and lay there the whole fight. Now and then i had to drop some guys who went after her unconscious ass.
Funny
I made my way into Calisto and have cleared B13 and 14.
Everythings fine so far, no crashes or glitches.
Something i noticed though,
maybe already mentioned but the Magpul-PDR has no flash suppression despite its inbuilt flash/sound suppressor.
At least in the description the icon shows it having muzzle flash.
Is this intended, or does the icon decive me?
regards
[Updated on: Mon, 27 September 2010 19:11] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263756]
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Tue, 28 September 2010 00:05
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Hazmat, Page 5 of the most recent PDF (you should have two of them due to installing the SCI first and then the 2.7 update).
Actually, there haven't been any new combo's. For complex item creation, we're still limited to the triple item merger used in UC-1.13 for the Flamethrower, and in vanilla for X-Ray detector components. Though this does give me an idea for additioan torturing of the NAS .exe, setting up a multi-item combo merger that produces something with an inseperable default... It this works, may go the way of IoV/DBB with all-up combo weapons based on triple item mergers. Just kidding, with NAS there is no need for that aside from aesthics.
Speaking of IoV/DBB, I'm in the process of modifying their MSMC. I'm not too crazy with thier colour scheme/texturing, so I am using their basic shape, but redoing all the detailing in the style of Tbird's C8's, or Marlboro Man's F2000. Simple shades of grey. If there is time tonight, I'm going to see about doing a freehand MS Paint version of the Skorpion EVO III.
EDIT: I just noticed that the section of documentation devoted to scopes is out of date. For now the revision notes at the end of the document are representative of what to expect from the scopes.
[Updated on: Tue, 28 September 2010 23:54] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264185]
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Sun, 03 October 2010 23:33
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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While waiting for bug reports concerning UC-1.13NAS v1.13, I've started preliminary work on Combined Folding Stock Sytem NAS (a.k.a: UC-1.13 v3, Alrulco Folding Stock v3, DL-113 Folding Stock v3). So far I've...
Development study comparing item ordering of JA2 "vanilla," DL, and UC.
Fulfilled obligatory resorting of items into groups based on use/item class, item family, semi-alphabetical.
Filled in some missing items from the past mods:
- CAR-15 Upper, M16 Upper
- Colt Commando from "vanilla"
- EMP Railguns from DL
- AUG Carbine and parts (only new grapics added since UC-1.13NAS v2.75)
Added HE placeholders for HE ammotypes into Item slots 118-127,129. These slots are blank in "true vanilla," DL and UC. For some reason Starwalker did not use slot 128 for anything in v1.13 "vanilla." Now Starwalker, or anyone else, is there a technical reason for not using 128 when the extra magazines were added to v1.13?
The XMLEditor is being used for the inital organizational work, as it MS Excel. Oddly due to how I am laying out everything it will be easier to setup the Alrulco "prime vendor" mini-mods before I actually start filling in campaign specific slots (with copies of items sorted mostly into big continious blocks). Also NPC inventory will have to be revamped to avoid gaps caused by specific campaign ordering of items (slots 0-350). Another related task is to document in the XML's all the MERC starting items in UC-1.13NAS v2.75. This must be done to ease the transistion to v3.
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264197]
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Mon, 04 October 2010 02:14
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JP'TR |
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Messages:104
Registered:April 2009 Location: Germany |
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Espacially for the later Gamebalance maybe it would be good to change some Money settings.
I believe if the costs of Mercs are going less, and the earned Money from Mines also, it would be better.
Costs of Weapons should stay like they are now, that would result in more difficulty of buying Weapons/Ammo/Attachments later in the game because its just no challange to buy best Ammo and Superweapons for every Merc in the mid-Game.
example: Ivan 2 weeks -6.000$, Mine Calisto: +1.500$/day, Sniperrifle AWM 18.650$.
would result in more gameexperience, because u have to think about the realy good stuff u want to buy for ur Mercs in my opinion.
for me still the biggest Gamecrashing(in motivation) thing is the flood of stuff now. So much good things.. too much... I don't know whats possible for u in modding, but good stuff only makes happy if its rarely.
Maybe a good way would be to change things on the repairing function. OR just make the enemy droped weapons completely unrepairable. OR, if that not would be possible, staff the enemys with a limited Group of Weapons (AKs/Dragonovs) what is completely unrepairable, and make only by Enemeys not used Weapons repairable. Same for Grenades/Armor etc.
That would be my Idea for a try to fight the weaponflood, but keep the chance to find things u can use by killed enemys (specialy Rockets/Exploseives or just Water), never want to miss that, otherwise ofc the disabling of dropping would be an choice. Ofc i think it would be also an undertaking whats blowing up the work u are already doing.
[Updated on: Mon, 04 October 2010 02:27] by Moderator Report message to a moderator
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264260]
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Mon, 04 October 2010 22:27
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JP'TR |
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Messages:104
Registered:April 2009 Location: Germany |
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wil473Just to clarify, scope100, you are suggesting in the begining:
- Cheaper Merc's
- Increased mine income
Is this correct?
Before I respond further, what are your game settings? Specifically, is Drop-All enabled? Also are you using the SCI?
no, sry english is bad.
-cheaper mercs is right
BUT
-LESS mine income
-AND LESS starting money
so that stuff like good weapons/ammo is much more expensive in relationship.
i'm using all default settings. only bobyray: great. difficult normal.
drop-all is not enabled. sometimes they loose something.
don't use SCI, i'm still in ur CFSS 20100719 playing UC113.
BUT everytime i playd JA2 i was bored by the "strong"weaponsflood, its not resulting from ur mods. that there is no misunderstood. for me that is a general gameplay problem.
it just should be much more difficult/impossible that all mercs have strong weapons with all attachments and enough ammo. (happening after control ~3 mines because u have too much money, and too much stuff found from enemys)
Nearly never in the Game u have to handle a normal AK, maybe only short time in the beginning. U never have to equip the AK with Rod&Spring and Refelx Visir, bec. till u have this attachments u can use much better Weapons. and thats very early in the Game.
oh my english sucks, hope u understand whats my point.
[Updated on: Mon, 04 October 2010 23:59] by Moderator Report message to a moderator
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264265]
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Tue, 05 October 2010 00:26
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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General notes: Tais has updated the SCI to UC-1.13NAS v2.75, HERE. From a clean OS, the install is just two steps: 1) install Jagged Alliance 2 Gold, 2) unpack the SCI into where you installed Jagged Alliance 2 Gold. I did take a look at it, only problem is that it looks like someone has added a new feature relating range to number of aiming clicks, this causes a warning at game start but otherwise is harmless to the mod. Not sure what this new feature is, competition to HAM 4 perhaps?
scope100, I am not sure if the old v1.13 (CFSS) feature set has this or not but mine income can be globally modified by adjusting the following option in the mod's Ja2_Options.ini
MINE_INCOME_PERCENTAGE =
Also in the catagory of "may or may not be avialble for CFSS," there are two systems for caluculating game progress in v1.13. For some reason UC-1.13 ended up using an accelerated system where game progress (and weapon availablity) ramped up way too fast. This was fixed only recently.
You may want to consider a new game using UC-1.13NAS v2.75 (see also the SCI above). Steps have been taken to change the feel of the game (beyond those brought by NAS).
Hazmat, I loaded up your savegame with the SCI test install (after modifying the Merc limit). It didn't crash for me, ran a few turns without doing anything unless the enemy strayed into shot. Cleared the map this way.
Also, where did you get the FN F2000 Tactical? Your game progress is only 26/26, so that rifle as far as I remember is a bit out of zone. The other "hi-end" rifles I have a good idea of where you found them based on your visited maps (some date back to original Urban Chaos) but I'm not sure you should be seeing the F2000 with your game progress. That or I better make some adjustments when I get around to rebuilding UC-1.13 for v3.0.
EDIT: I also noticed you seem to be a fan of giving AK's RIS attachments.
[Updated on: Tue, 05 October 2010 00:32] by Moderator Report message to a moderator
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