Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Urban Chaos-1.13 v3.7x ADCAP
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307167] Tue, 10 July 2012 21:07 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

rowar21: build some new experimental exe. It is a time check them out... http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/307061/1.html first post on page 1
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307168] Tue, 10 July 2012 21:11 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
There's always fresh exes in my sig.


Re: Urban Chaos-1.13 v3.70 ADCAP[message #307169] Tue, 10 July 2012 21:14 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
wil473
The present overheating values are more or less direct from stock v1.13. Once I figure out how the system works the plan is to standardize AR results around the following standard:

mag dump (firing every possible round in as few turns) of M16 with Beta-C will result in it reaching damaging amounts of heat (max?). Once I figure out what that looks like in the stats, then I can work out how the stats should look to produce:

HK416 same stats as M16 but heat builds up at only 25% the rate (ie. you can dump 400 rounds through it before it looks like the M16 after 100)
AK's 50% the rate of heat build up, and twice the threshold of the M16 (ie. 600 rounds before you have the same worries as the M16 after 100)

Looks like I'm going to be doing a reworking of Overheating, just like I did with NCTH. If someone has some free time, and likes researching guns, could I ask them to go through the weapons list and figure out which weapons fire from an open bolt please.

Sounds otherwise reasonable to me (as in, the logic and the number of rounds required for serious overheating being counted in hundreds), but is there really such a difference caused by different gas systems? And honestly, 600 rounds feels like it's starting to go a bit too far in the other direction. Then again this would indeed be an excellent way to emphasize even more the difference between AR and AK platforms.

I can volunteer for that job. After all, most assault rifles (and other weapons designed for accurate semi-automatic fire) seem to use closed bolt these days.

wil473
Nope, the Zastava's and Galil's cover the higher-end AK clones.

What if I manage to scratch together decent in-game pictures? Not saying that's likely, but still...

Edit: actually, I remember seeing the Rk 95 in IoV (I think it was IoV...).

[Updated on: Tue, 10 July 2012 21:16] by Moderator

Re: Urban Chaos-1.13 v3.70 ADCAP[message #307170] Tue, 10 July 2012 21:24 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

db: fajn.. please i search exe for compatible witch svn 1467 .. thx
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307249] Wed, 11 July 2012 21:40 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
The OTs-02 Kiparis has no handling modifier when folding/unfolding stock. Intentional?

Edit: AK-74 also can't mount AK Muzzle Brake.

Edit 2: Here's the first batch of open bolt guns, MPs and SMGs. There might be errors, and I may have missed some. Corrections are welcome.


Machine Pistols

AEK-919K "Kashtan"
Agram 2000
IMI Mini-Uzi
IMI Micro-Uzi
Ingram M10
Ingram M10/9
KGP-9
PM-63 RAK
PP-93
(Then there's the SEBURO CX, probably closed bolt since it's a high-tech sci-fi fantasy weapon...)


Submachine guns

American-180
American-180 Short
Beretta PM 12
Carl Gustaf M/45B
IMI Uzi
Jati-Matic GG-95 PDW
Jian She 9mm SMG
KP M/31 Suomi
MAT Modele 1949
Owen .45
PPsh-41
SA vz.24
Sterling L2A3
Thompson M1928
Thompson M1A1
Type 05
Type 64
Type 85
Walther MPL
(No idea about OTs 39, can't find anything of any accuracy about this... My own guess would be closed bolt, since its rather new, and most open bolt firearms these days seem to be machine guns for the obvious reason.)


I'll add ARs and MGs later. I'd guess there really aren't open bolt rifles of any kind, possibly with the exception of some WW2 freak things intended for mass production. Same applies to the rest of the weapon categories. But we'll see.

[Updated on: Thu, 12 July 2012 21:17] by Moderator

Re: Urban Chaos-1.13 v3.70 ADCAP[message #307291] Thu, 12 July 2012 21:18 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
Thanks Hazapuza. Not sure when I can implement any overhaul to overheating weapon stats, so plenty of time

I'll take a look at the OTs-02 Kiparis later today.


The Mod graphics have now been fully extracted, some such as the ACR have been edited.

On noticing that there is a faster .exe ready, and that people seem to be ignoring the Mod 1 patch, the next release will be a full release which will allow me to take down the Mod 0 and Mod 1 files.



Re: Urban Chaos-1.13 v3.70 ADCAP[message #307292] Thu, 12 July 2012 21:26 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
No problem. Hopefully saves will be compatible. I've been starting too many new games already to get the settings right...

In case you didn't notice my last edit to the earlier post, I'll put it here too; AK-74 can't mount AK Muzzle Brake.

Edit: Yep, something's up with the AK-74 or AK Muzzle Brake. Even though it's listed as a default attachment, it doesn't show up on the weapon when ordering from Bobby Ray's. My knowledge isn't quite enough to assess the problem in the XML Editor...

[Updated on: Fri, 13 July 2012 00:12] by Moderator

Re: Urban Chaos-1.13 v3.70 ADCAP[message #307295] Thu, 12 July 2012 22:06 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Already on it, I've added an Attachment Point for the AK Muzzle Brake (still a few bits left and there were enough items using this item, but not the 7.62mm AK Suppressor that it was worth while to use NCAS instead of Attachments.XML).

Also fixed the missing -25% handling bonus for the OTs-02.


Re: Urban Chaos-1.13 v3.70 ADCAP[message #307341] Fri, 13 July 2012 19:05 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Double Posting to announce:

Urban Chaos-1.13 v3.72 20120713 (Full) "ADCAP Mod 2" - Obsolete now please see below: UC-1.13 v3.73 ADCAP Mod 3

Version History

(2012/07/12)

[Updated on: Sat, 11 August 2012 20:28] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #307353] Fri, 13 July 2012 22:21 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

today i instal urban chaos 3.70 adcap mod patch 1 on svn 1470,i have dowloaded adcap mod2[uc-1.13 3.72] i try this one on sunday evening,after my shift in work ...
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307433] Sun, 15 July 2012 00:36 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Found a bug, Adrian (Meduna) shipping coordinates are set for 0 (this could be correct, but I'm rather sure the metal crate in the middle of the airport is not Gridno 0). The reason I found it was that I am looking into changing how stuff is delivered in Danubia. Watching Box MacLeod's LP for UC-1.13 there was for a couple videos some belief that Gotham airport could be a shipping destination. With 1.13 that can be done, but why stop there - this being Urban Chaos, with a functiononal transportation sytems (airports, ports, and UBT), why not have all the major cities be shipping destinations? With the UBT stations potentially giving you near instant access to Calisto anyways, I see this as reducing the micromanagement rather than something that upsets the balance.

Now who would restart their game to test this feature (in a week's time)?

[Updated on: Sun, 15 July 2012 00:39] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #307459] Sun, 15 July 2012 14:09 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
It looks like your last update is not saved game-friendly. I get a message error like : RUNTIME ERROR could not load tile file.
Is it the case ? Or did I make some mistake ?
Is there a way to continue my campaign with that update ?
I am all for testing, but I am reluctant to drop my ongoing campaign.
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307470] Sun, 15 July 2012 16:11 Go to previous messageGo to next message
Slax

 
Messages:1437
Registered:July 2006
Location: People riding polar bears...
Go for it, Wil. This being a somewhat major update and all.

Re: Urban Chaos-1.13 v3.70 ADCAP[message #307481] Sun, 15 July 2012 19:22 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Juan
It looks like your last update is not saved game-friendly. I get a message error like : RUNTIME ERROR could not load tile file.
Is it the case ? Or did I make some mistake ?
Is there a way to continue my campaign with that update ?
I am all for testing, but I am reluctant to drop my ongoing campaign.


v3.72 should work with save games started under v3.70 or v3.71.

What tile files is it specifically asking for? What map are you trying to load?

If you can, please send appropriate save games (and any INI you may have edited, despite my advisements against customizing what is essentially a protype) to the project gmail account: uc.ja2113.projects


Re: Urban Chaos-1.13 v3.70 ADCAP[message #307485] Sun, 15 July 2012 20:21 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
I had the same error during recent experiments, but put it down to my inability to make the new stuff compatible ... interesting
It also seemed to try to load a file with a blank file name, thus the message.


Re: Urban Chaos-1.13 v3.70 ADCAP[message #307489] Sun, 15 July 2012 21:55 Go to previous messageGo to next message
lockie

 
Messages:3824
Registered:February 2006
Location: Scotland
Quote:
Find the TableData\HiddenNames.xml UC uses (don't know wil's vfs structure, one of his many data folders) and set the entry 169 to 0 ... not sure if that works in a running campaign though.


Apologies for seeing this so late , tried to alter the entry , but won't seem to let me ?

EDIT : Nevermind , started again with latest release , all seems ok .

[Updated on: Sun, 15 July 2012 22:30] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #307490] Sun, 15 July 2012 22:22 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
DepressivesBrot
I had the same error during recent experiments, but put it down to my inability to make the new stuff compatible ... interesting
It also seemed to try to load a file with a blank file name, thus the message.


Yes the message is complete, no file name was specified.
It happened with several different maps.

[Updated on: Sun, 15 July 2012 22:25] by Moderator

Re: Urban Chaos-1.13 v3.70 ADCAP[message #307621] Tue, 17 July 2012 21:12 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Juan - I'm still waiting for the save games, or at least a list of maps where you are seeing this problem with the tilesets please.

Since the mod is trying out XML tilesets, this bug is a definite concern. I need to know that the XML tileset stuff is reliable as it is needed in the plan to move mod graphics out of P1-P3.

[Updated on: Tue, 17 July 2012 21:13] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #307625] Wed, 18 July 2012 00:23 Go to previous messageGo to next message
Flugente

 
Messages:3542
Registered:April 2009
Location: Germany
This might be of interest to you, wil...

I recall you wanted to make scopes with variable magnifications. As the scope modes only toggled between different scopes, one still had to manually transform the item in UDB, which made that goal not possible.

However, I've just altered the function that changes the scope modes: it now auto-transforms a scope attached to the current gun if that scope has transformations into other scopes. This is done in a way that the sorting is preserved: by toggling, you gradually lower the magnifications and then start anew.

All that is needed are item transformations from one scope to another, no additional work required.

I will still experiment a bit with this, but you can expect this in the trunk on the weekend.


Re: Urban Chaos-1.13 v3.70 ADCAP[message #307640] Wed, 18 July 2012 09:23 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
will it factor in the APCost listed in Item_Transformations.xml? if so, could a new keybind be included to toggle upwards, not just downwards?

also is there any way the ai can make use of toggling scope modes? while it is indeed a very nice feature, it is in some ways a huge nerf to the ai.

i remember before HAM 5 and scope modes the CTHConstants.ini used the setting SCOPE_RANGE_MULTIPLIER = 0.7, so a acog scope 4x had an minimum range of 20 - 28, a sniper scope 10x of 49 - 70 etc. with scope modes and SCOPE_RANGE_MULTIPLIER = 1.0 these "tolerance distances" are abolished, and while the player can compensate by toggling through different scope magnifications, the ai can't (or can it by now?). the charge-happy enemy soldiers will often undercut the scope effective ranges and will face huge chance to hit penalties.

as bandaid fix one could lower the scope magnifications and therewith subsequently the scope effective ranges, but that also would harm the ai's longe range shooting capabilities. i think restoring SCOPE_RANGE_MULTIPLIER = 0.7 would render your scope mode feature nearly useless in my eyes, as one typically wouldn't allow additional toggleable scope magnifications that would undercut the former minimum ranges given by the old SCOPE_RANGE_MULTIPLIER = 0.7, because that usually would be bad balancingwise (a sniper scope with scope magnifications ranging from 3x - 10x would contradict the idea behind NCTH for example). so basicly it would be mainly limited to toggling between scopes and eventually installed reflex sights and/or iron sights from my view, but that could already be achieved by item transformations.

so it would be optimal to empower the ai to also use your feature somehow.
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307653] Wed, 18 July 2012 12:41 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
wil473
Juan - I'm still waiting for the save games, or at least a list of maps where you are seeing this problem with the tilesets please.

Since the mod is trying out XML tilesets, this bug is a definite concern. I need to know that the XML tileset stuff is reliable as it is needed in the plan to move mod graphics out of P1-P3.




Sorry, I will send it.
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307730] Thu, 19 July 2012 15:45 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
Did you receive it ?
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307739] Thu, 19 July 2012 19:15 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Thanks Juan, I got it. Unfortunately it looks like a random crash/loss of sector problem. Your save tried to load H5 and it crashed for me as well. Used my own test game and was able to get into H5 just fine. So it is not the map itself, but instead something that happens during the game.


Re: Urban Chaos-1.13 v3.70 ADCAP[message #307744] Thu, 19 July 2012 21:09 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
Thank you, but I had the same with another sector, cannot remember which, and DepressivesBrot had it also.
Always with saves from the earlier versions.
Were you able to load saved games from the earlier versions ?
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307746] Thu, 19 July 2012 21:20 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
Note that I wasn't using UC, but AIM with some experimental code of mine. That's why I found his original report interesting.


Re: Urban Chaos-1.13 v3.70 ADCAP[message #307752] Thu, 19 July 2012 22:31 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
AIM doesn't use the XML Tilesets, so this means the bug shouldn't be related to that new feature in code. Juan, what else where you doing right before the crash? Do you have save games from before the crash, but where you had already visited H5?


Expanding the number of shipping destinations seemed somewhat flaky with my existing save games, so I decided to release it as an addon. From a new game, it seems perfectly stable (for v1.13). It is only meant to be used with Urban Chaos-1.13 v3.7x ADCAP (as I'm not sure earlier UC-1.13 maps have the crates in the same place).

Urban Chaos-3.7x Addon - BR Shipping to all Towns EDIT: yes I noticed the mistake in the name Obsolete now please see below: UC-1.13 v3.73 ADCAP MOD 3

Notes:
- Bobby Rays becomes available as soon as you land, seeming because Atremo is one of the shipping destinations
- While the XML's allow setting an underground sector as a delivery sector, you must have control of the surface sector at the same coordinates before you can successfully receive a shipment
- related to the previous, if your order arrives at a UBT shipping station while the surface sector is occupied by enemy forces your shipment will be lost

Installation:
- Drop into your base Jagged Alliance 2 v1.13 folder, and allow it to overwrite all the folders it wants to (it only adds two files)
- start new game (recommended)

Shipping Destinations:
Toggle Spoiler



No new major update this weekend, though I am eagerly waiting for Flugente's external feed code to become available as it will allow me to simplify the LMG's in my mods, though I will need to add some ammo items for v4.xx (glad I haven't started resorting items yet):

Minimi variants - will revert to being 30 round weapons (the back-up mag feed), and the new size system will be exploited to allow 5.56mm belts to fit some vests. The belt feed attachment will be eliminated. (A code feature that allows a reduction of items!)

ARES Shrike - will also have its belt feed attachment eliminated.

HK 21/23/GR9 - just pretend that they have the magazine feed ready to go when no belt is in use

All other LMG - will need new "short" belt ammo item in v4.xx, for v3.7x existing small bits of ammo will be used.


Thanks for the heads up on the scope modes Flugente. Right now variable scopes have item transformations that allow all magnification levels to be available ie. 3x Scope mode can transform to 6x or 9x directly (though the change to 9x cost twice as many AP). Is this going to be a problem for how the new scope mode function figures out what transform to use?

[Updated on: Sat, 11 August 2012 20:22] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #307760] Fri, 20 July 2012 02:15 Go to previous messageGo to next message
Slax

 
Messages:1437
Registered:July 2006
Location: People riding polar bears...
^

Absolutely fantastic! Been looking forward to a large campaign change.

Re: Urban Chaos-1.13 v3.70 ADCAP[message #307761] Fri, 20 July 2012 02:15 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
I was playing the previous version, the one with the slowdowns and not allowing several same grenades in multi-shot launchers.
When you made the last update available I tried to continue my campaign in the new version.
I can start a game without problem it is just that I cannot load my saved games.
I will try with more recent saves, since I continued in the old version.
I think it is the new .exe that causes the problem.
I'll keep you posted.
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307762] Fri, 20 July 2012 02:48 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Odd, I was able to drop the .exe and other files from the current SVN revision over both my XP/EEE B202 test install (where the speed increase made testing possible again) and my Windows 7/i7 production install and continue save games. Perhaps see this as an opportunity to try out the new Bobby Ray's ships everywhere feature as it should be used only with a new game...

Slax
Absolutely fantastic! Been looking forward to a large campaign change.
If the BR stuff is stable, there is another campaign change I was planning on implementing: using Bobby Ray deliveries to trigger faction hostilities.

- put an ownership item in the delivery crate
- if you pickup your order, someone nearby gets very angry
- afterwards the crate should function normally as you've already picked up the action item

Possible Scenarios
- Gun Runners mistake your order in Calisto for one of theirs and start shooting when you pick up your order.
- Danubia PD see you shipping in weapons, without bribing them, and they start shooting
- Subway Gangsters want your stuff, and start shooting

This however will require lots of map work as well as the definition of new factions to replace, the do everything Hicks faction right now. Wait till v4.xx.

By the way, has anyone checked if the Lynn trigger has any negative side effects? ie. the ghost enemies bug.

EDIT: also in future, I may be doubling the shipping fees for Atremo...

[Updated on: Fri, 20 July 2012 02:52] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #307895] Sun, 22 July 2012 17:33 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
I've been wondering if there should/could be more differences between "normal" and eastern armor items. Right now I believe they're all quite similar, within each tier. I have no idea what their properties are IRL, but I'd imagine there are differences... Not sure if the in-game stats can reflect any of the more obscure ones (if, again, there are any), though.

I'll finish the list of open bolt guns sometime next week.

Edit: I've been experiencing strange slowdowns when browsing Bobby Ray's ammo pages. The mouse starts lagging when I select a specific ammunition category and browse away from the first page. Not a big issue, just a rather strange one. No idea if the problem is in UC1.13, or 1.13.

[Updated on: Sun, 22 July 2012 20:50] by Moderator

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308079] Wed, 25 July 2012 00:45 Go to previous messageGo to next message
Parkan

 
Messages:446
Registered:April 2010
Location: Russia,Sevastopol

Noob question:there is already have 5414 version of exe in DepressiveBrot skydrive and 5393 version of exe in goc_man thread.Is it safe to use one of those new exe (5414 or 5393) in this test version of UC mod or i must use a lower version of exe?.I am asking this because i have troubles with downloading from SVn unstable version of core 1.13 mod files and i have to download a new SCI from goc_man from his post here http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308015/goc_man_SCIs.html#Post308015,plus in those versions(5414 or 5393)the exe still showing 5393 version.

[Updated on: Wed, 25 July 2012 01:30] by Moderator

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308086] Wed, 25 July 2012 02:10 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
5393 works fine with UC1.13.
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308118] Wed, 25 July 2012 19:41 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Despite knowing I'm going to be short on time for the next week (maybe two weeks), I updated my SVN and it looks like the Belt Fed and Food mechanics are in. Just so there is no confusion: Belt Fed and Food features are not yet supported, and won't be till I get the rest of the mod graphics moved over.

I do not want to create temporary food items with existing graphics, or do the work of importing v1.13 features graphics only to have them flushed once the graphics migration is complete. Once P1-2 (do any of Flugente's features use P3ITEMS?) are clear of mod graphics I can start implementing new graphics. See First Post for my progress.

Also I am a bit unclear as to whether facilities/maps can be defined to keep mercs fed. It would be somewhat illogical for reasonabaly well paid mercs to starve in a urban environment.

[Updated on: Wed, 25 July 2012 19:42] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #308130] Thu, 26 July 2012 00:07 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
It's time for nitpicking once again; what kind of rifle muzzle brake weighs 0.5 kg? If this thing is about 0.4 kg... While I'm at it, do the BS-1 Tishina 30mm grenades really weigh 1.9 kg? (The 40x46mm grenade has a weight of about 0.2 kg)
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308131] Thu, 26 July 2012 00:22 Go to previous messageGo to next message
Flugente

 
Messages:3542
Registered:April 2009
Location: Germany
@wil: Nope, I don't use any P3Items. I tried using P4 for the food stuff, but that went horribly wrong. At least I am not able to use that.

Any items I added are in P1, except for the food, that one is in P2.

There is a facility that can be used to feed your mercs if you staff it: the Alma barracks cantina.


Re: Urban Chaos-1.13 v3.70 ADCAP[message #308132] Thu, 26 July 2012 00:36 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Thanks, both of you.

Hazapuza
It's time for nitpicking once again; what kind of rifle muzzle brake weighs 0.5 kg? If this thing is about 0.4 kg... While I'm at it, do the BS-1 Tishina 30mm grenades really weigh 1.9 kg? (The 40x46mm grenade has a weight of about 0.2 kg)


Nope, you're not being nitpicky, those two are valid issues. I'll have them, and/or the 40x46mm mass fixed in next patch (how much does a 40x46mm weigh?)


Flugente
@wil: Nope, I don't use any P3Items. I tried using P4 for the food stuff, but that went horribly wrong. At least I am not able to use that.

Any items I added are in P1, except for the food, that one is in P2.

There is a facility that can be used to feed your mercs if you staff it: the Alma barracks cantina.


Can the definitions used for the "cantina" be an ambient facility quality? I don't want to have to assign a merc to managing a per diem budget.

[Updated on: Thu, 26 July 2012 00:38] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #308134] Thu, 26 July 2012 00:44 Go to previous messageGo to next message
Flugente

 
Messages:3542
Registered:April 2009
Location: Germany
By ambient you mean an effect (+food) without staffing?

At the moment not, cantina requires staffing (assigning to eat). You could either increase the facilities sCantinaFoodModifier, which governs how much can be eaten in one hour, or slow down the digestion speed in the ini, thereby giving you more time to eat. Or, best option, just put some food in your mercs inventory, as they will eat it automatically when they are hungry. You can also adjust the amount of food they get from each food item.

But no, there is no facility that just feeds mercs without doing anything. Propably wont be any, to be honest. If someone doesn't want that particular piece of micro-management, he can just play without food - its a pure immersion and micro-management feature after all Smile


Re: Urban Chaos-1.13 v3.70 ADCAP[message #308135] Thu, 26 July 2012 00:50 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
wil473
Nope, you're not being nitpicky, those two are valid issues. I'll have them, and/or the 40x46mm mass fixed in next patch (how much does a 40x46mm weigh?)
~200g


Re: Urban Chaos-1.13 v3.70 ADCAP[message #308137] Thu, 26 July 2012 01:12 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
DepressivesBrot
wil473
Nope, you're not being nitpicky, those two are valid issues. I'll have them, and/or the 40x46mm mass fixed in next patch (how much does a 40x46mm weigh?)
~200g

Ok, so I'm only fixing the BS-1 round's mass.


Flugente
But no, there is no facility that just feeds mercs without doing anything. Propably wont be any, to be honest. If someone doesn't want that particular piece of micro-management, he can just play without food - its a pure immersion and micro-management feature after all Smile
UC-1.13's mandate is to showcase major v1.13 features (well most of them anyways), so I'm inclined to implement this as some kind of liaison with the local shops&restaurants "facility" interaction.

[Updated on: Thu, 26 July 2012 01:13] by Moderator



Re: Urban Chaos-1.13 v3.70 ADCAP[message #308138] Thu, 26 July 2012 01:33 Go to previous messageGo to previous message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
Looks like the HK 416 D10RS and HK 416C are really close to each other, IMHO too close if the C version is supposed to be shorter. It's only advantage over the 416 is 1 less AP for single and auto fire...

Also, either I'm stupid, don't understand some underlying mechanic and still can't read the XML editor, or this has no clear explanation. Similar ghost AP reductions are present on many full auto-capable weapons, maybe all of them, and they vary. The 416C there for example has -5 AP instead.

Edit: Is it just me, or are the Crepaton drugs pretty ineffectice? They heal maybe 10 HP or so...

Edit2: Ready cost of the Saiga 12K could be lowered to 21 APs from 24 so it would be more consistent with the other AK-type full-length weapons.

[Updated on: Sat, 28 July 2012 00:37] by Moderator

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