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Re: AIMNAS WF2012 Part 11[message #312849]
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Fri, 07 December 2012 12:08
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I'm currently working very hard to actually make a x-mas release with the first 4 rows of bigmaps done.
This release will of course still contain bugs and not be complete (not all desired underground maps available, most quests will not work correctly, no complete support for a lot of recent features in the development trunk... no food, only basic overheating values, no prisoners yet, etc... and before you ask, nope... no NCTH support).
What it will contain is a slew of new items (some new guns, MOLLE LBE items, some new grenades and mines...) and a lot more big maps (yes, this means, this AIMNAS version is also bigmaps exclusive... I changed a lot in regards to item IDs, adapting it to the old small maps will mean serious trouble for everyone trying to do so, so I recommend not even trying...).
Instead of 40 something maps I try to complete the 64 maps in the first 4 rows... the main problem for this will probably be Chitzena, 4 town sectors usually take a lot of time, something like at least 7-10 days per map... if all else fails, I'll make a x-mas release without Chitzena (or with a boiled down version of Chitzena... whatever will be doable in the given time...).
So, that's the news I can provide atm.
And I'm also quite confident, that the other smaller issues with bigmaps (like the roof reappearing after reloading bug...) get handled sooner or later.
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Re: AIMNAS WF2012 Part 11[message #312903]
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Sat, 08 December 2012 23:36
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Taro_M |
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Messages:292
Registered:November 2008 |
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Quote:and before you ask, nope... no NCTH support
Damn, you just made another cute kitten die a horrible death. However I understand; it is all in the name of !!SCIENCE!!, so it's ok.
I hope that I will be able to to make at least temporary placeholder submod to add NCTH values.
[Updated on: Sat, 08 December 2012 23:38] by Moderator Report message to a moderator
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Master Sergeant
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Re: AIMNAS WF2012 Part 11[message #313489]
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Mon, 24 December 2012 14:28
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Here's the much anticipated XMAS release of my AIMNAS/Bigmaps mod project.
Note: It is still work in progress and would also still be in closed beta if it wasn't xmas.
This means especially, that:
a.) You can't play a full campaign with this.
b.) Maps contain no items yet.
c.) Civilians are rather basic (no equipment on kingpin goons for example, as a certain someone who was responsible for this vanished at the start of the month...)
d.) Some (or better... most) quests don't work properly, so handle with care...
e.) Several new features are not implemented yet (no food, no NCTH, no Zombies...)
Okay, with that out of the way, let's see what the mod does contain:
1.) Bigmaps for around 60 maps (!). That's right... that's almost 4 complete rows on the strategic map, including Drassen and San Mona (unfortunately not Chitzena, just didn't have enough time to build another city... each city map takes at least 10 days... so it would have been another month at least to get it done...).
2.) Several new items (guns, lbes, grenades, etc...).
3.) Support for Overheating.
4.) Support for Dirt System (though disabled in the ini... I found it to be quite tedious micro management which basically required just another press button after combat routine... if you're into this kind of 'realism' feel free to re-activate it in the ini... gun cleaning kits are still available in some starting kits, mostly mercs you'd expect to have such an item have it... while dirt is disabled, these items obviously are useless, just get rid of them...)
5.) Support for Scuba Diving feature.
6.) Support for tripwires, claymores, fragmentation grenades.
Download link via Depri's Thread.
Merry Xmas and happy holidays to all of you.
Enjoy. :happybear:
[Updated on: Mon, 24 December 2012 14:34] by Moderator Report message to a moderator
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Re: AIMNAS WF2012 Part 11[message #313494]
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Mon, 24 December 2012 16:21
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KonTheDon |
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Messages:6
Registered:October 2012 |
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Thank you so much Smeagol! I love your mod with all this holy stuff. Good Work! I hope for a stable version in future but please keep up the good work.
Greetings from Germanya and merry xmas of course!
[Updated on: Mon, 24 December 2012 16:22] by Moderator Report message to a moderator
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Private
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Re: AIMNAS WF2012 Part 11[message #313511]
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Mon, 24 December 2012 21:16
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Ramirez |
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Messages:89
Registered:January 2004 Location: M |
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Any value. I usually changed magsize and accuracy of the HK 417 20". Now this doesn'T work anymore.
edit: in the weapon.xml file
[Updated on: Mon, 24 December 2012 21:48] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: AIMNAS WF2012 Part 11[message #313531]
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Tue, 25 December 2012 22:07
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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Smeagol,
First of all thanks for the perfect release and Merry Christmas! I have started my JA journey very long time ago in Metavira and followed all significant JA2 mods since the very beginning. There were a lot of features implemented but along with HAM big maps is something that made JA2 evolution to the next level. Being on sick leave I have spend almost 2 days playing Christmas release almost non-stop. This time it was something special - JA 2 experience that I have never had. I am staring to write a very long post that has nothing to do with any requests, complaint or holy wars around AIMNAS. I suppose that I have met something special and probably I was the first one who noticed this. The next post will follow shortly.
To be continued...
[Updated on: Tue, 25 December 2012 22:49] by Moderator Report message to a moderator
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Staff Sergeant
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Re: AIMNAS WF2012 Part 11[message #313532]
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Tue, 25 December 2012 22:15
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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...
One of the initial ideas behind the big maps was to bring realistic ranges to the game. It took a lot of time (as far as I remember more then 2 years) from the initial discussion to the end result in the trunk, then a lot of time to build perfect AIMNAS big maps, some people left Bears Pit and the idea of realistic ranges was forgotten.
Personally I am not a very big fan of realism, but I decided to revive the old idea and give it a try. It was very hard for me to guess what the result would be but keeping in mind all the old discussions regarding ranges I was really interested in how would it be.
To be continued...
[Updated on: Tue, 25 December 2012 22:16] by Moderator Report message to a moderator
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Staff Sergeant
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Re: AIMNAS WF2012 Part 11[message #313533]
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Tue, 25 December 2012 22:26
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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...
Being one of the beta testers of Headrock's NCTH I decided to give the idea a try this way. Quick study of weapons.xml resulted in a very promising finding: very big part of AR-s have 12. This was a perfect beginning to start messing with NCTH. I have changed about 12 parametrs in CTH_constants.ini tweaking the efficiency of iron sights, aim clicks, optical scopes, muzzle sway, recoil distance and penalties, AI distance to engage target etc. Then I have changed JA2_options.ini increasing visual range up to 100 tiles and weapon ranges by 300% (that was a little bit more then required but was important for proper AI behavior).
I have tuned up NCTH to significantly increase a probability of hit (comparing to the trunk version), with the very good iron sights hit probability up to 50 tiles with an AR (together with 100 tiles vision range).
Then I unequipped all the scopes (as they needed a special care in Items.xml and I decided not to mess with xml files) and started to play.
To be continued...
[Updated on: Tue, 25 December 2012 22:35] by Moderator Report message to a moderator
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Staff Sergeant
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Re: AIMNAS WF2012 Part 11[message #313539]
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Tue, 25 December 2012 23:51
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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...
After tweaking sniper scope in items.xml (the story with scopes under NCTH is very long and complicated) I can say that sniper could be extremely useful but you can not win the combat with snipers only. Playing with SUPPRESSION_EFFECTIVENESS = 350 this is also a whole new experience. Being unable to hit the enemy you can suppress him for a 2-3 turns until someone from your squad obtains good shooting position and clear LOS. This worked on small maps also but this quickly becomes your main tactics on big maps. You can not win the fight without changing your position, you can not change your position without suppression auto fire. You need someone able to shoot and run at one turn. Snipers stay in their own niche, useful but not universal at all.
As the enemy also actively uses suppression fire every position that is unsupported at least by another team member sitting somewhere nearby becomes very vulnerable and a tactical advantage quickly becomes a serious loss as you can not shoot accurately for at least another turn or simply can not move. Then the only question is how much turns are you able to survive under fire without any help. And to provide help first of all you need someone to move for the clear LOS and to counter-surpress the enemy giving chances to your first merc to regenerate AP-s.
Due to the greater distances on big maps you have to reconsider the you tactical movements, placing several mercs next to each other is a bad idea (all can be suppressed by one single enemy). Placing them too far will mean that they would be unable to change their position and counter suppress within a reasonable amount of time. By the way AI acts reasonably smart and does not group all the enemies in one place.
Again, big maps make this experience much more bright.
[Updated on: Wed, 26 December 2012 00:07] by Moderator Report message to a moderator
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Staff Sergeant
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