Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » 1.13 Stock Data Overhaul
1.13 Stock Data Overhaul[message #314623] Tue, 22 January 2013 23:20 Go to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
1.13 Stock Data Overhaul (SDO)

What is it?
This project originally started as an attempt to improve the NCTH performance in the base 1.13 mod by re-balancing the items and adding a couple of new items/features. However integration into stock 1.13 without interfering with OCTH/different balancing approaches proved too difficult, so it grew into a own separate mod instead.
By now other aspects like maps and pre-placed loot were extensively modified, so it can be seen as a further development of the stock 1.13 mod, which mainly serves "just" as a new feature dump today.

However if you are looking for an extensive item mod with hundreds of new items you won't likely get happy with it, as only a relatively small number of genuinely new items was added. The general policy is to add more only in small doses, if they help improving the game balance or to flesh out new features.

It's mainly based on "unstable" SVN revisions (sub mods for the Stable Release 2014 also are available, but not the focus). Because of the nature of these revisions you will trade bugs or other annoyances with access to brand new features, you are basically signing up as a beta tester (however these are in general quite playable contrary to what the term unstable otherwise might suggest).

Download/Installation

Direct Method
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SVN Method
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To play open the INI Editor and Select INI-File: Data-SDO\Ja2_Options.INI (or open the file directly with Notepad++ and co.) (and modify the options to your wishes. What options you shouldn't likely change is specified further below). All options are centrally controlled here, even for the SDO map sub-mods. Then you have to choose the map sub-mod

vfs_config.Modname+SDO_Default_Maps.ini
or
vfs_config.Modname+SDO_Scaling_Map_Loot.ini

Scaling loot means the pre-placed items on the maps will change over the course of the game, mainly dependent on progress, instead of staying static,. This means if you visit a sector late in the game it will contain "better" items with higher coolness than if you would enter the sector early in the game for the first time.

Future Updates
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FAQ
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Credits/Thanks

wil473 - for some xml-data and images from Urban Chaos.
smeagol - for some images from Aimnas.
Cyborg - for more realistic recoil values.

[Updated on: Sun, 25 January 2015 06:09]




WiP: SDO, a rebalance mod for the base 1.13 map, Arulco Revisited and Wildfire 6.07.
Re: 1.13 Stock Data Overhaul[message #314624] Tue, 22 January 2013 23:20 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Features

General Weapon Rebalance
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Weapon Attachment Overhaul
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Item Progression
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Scaling Map Loot
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New Ammo Types
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Armour/Camouflage
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Attachment Points
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Load Bearing Equipment
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[Updated on: Sun, 25 January 2015 06:13]

Re: 1.13 Stock Data Overhaul[message #314625] Tue, 22 January 2013 23:21 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
New Game Settings
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Known Issues
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For general questions about NCTH these 2 threads are the place to go:

New CTH system - Presentation
New CTH System - The Formula

They are outdated in some parts, but still useful. If you still have questions about it, feel free to ask here.

Available Arsenal Options
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IMP Starting Gear:

Toggle Spoiler
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[Updated on: Sun, 25 January 2015 06:32]

Re: 1.13 Stock Data Overhaul[message #314703] Thu, 24 January 2013 20:13 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
Hire does it correlate to MAM and wil473's own attempts to rebalance weapon progression?
Re: 1.13 Stock Data Overhaul[message #314704] Thu, 24 January 2013 20:55 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
I don't know, i didn't have a look at this part of their work while i designed my xlsx-sheet. What do you specifically mean?
Re: 1.13 Stock Data Overhaul[message #314789] Sat, 26 January 2013 14:15 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
This looks interesting, and a good way to try out AR, as you pointed out.

It's been ages since I played with bog standard 1.13, so I don't really know/remember how screwed up the balance actually is. But if you ask me, it's about time someone decided to do something to correct that issue.

I'll be (or at least trying to be) posting some thoughts on how this compares with wil473's work.

Edit: Not sure what's causing this. When switching Scully's firemode to underbarrel GL, I can't switch back to single or auto fire, unless I remove the grenade.

[Updated on: Sat, 26 January 2013 16:15] by Moderator

Re: 1.13 Stock Data Overhaul[message #314807] Sat, 26 January 2013 22:14 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Hazapuza
Not sure what's causing this. When switching Scully's firemode to underbarrel GL, I can't switch back to single or auto fire, unless I remove the grenade.

That's working as intended, they got the new 33554432. You are supposed to load grenades when you actually need them with most underbarrel grenade launchers, not ahead of that point.
Re: 1.13 Stock Data Overhaul[message #314810] Sun, 27 January 2013 00:07 Go to previous messageGo to next message
Hazapuza

 
Messages:264
Registered:February 2009
Location: Finland
Thanks for clearing that up. Obviously I'm not familiar with UGL use, but it does strike me as a bit odd to not keep the launcher loaded in combat. After all, they usually have their own trigger groups and safeties to prevent accidents.
Re: 1.13 Stock Data Overhaul[message #314811] Sun, 27 January 2013 00:20 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Even if there's a SOP in (some?) forces to never load a GL ahead of time:
1)We are mercs, we don't care.
2)There's no technical reason that prevents you from shooting.
3)Hell, 2 is the whole point why UGLs were invented and rifle grenades fell out of favor (except with the frenchies)
4)33554432 triggers the full RG behavior, including taking a round to fire.

Edit: Do the MGL and the Thumper still work btw?

[Updated on: Sun, 27 January 2013 00:23] by Moderator



Re: 1.13 Stock Data Overhaul[message #314819] Sun, 27 January 2013 02:24 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Toggle Spoiler

Basicly i wanted to give all those standalone grenade launchers an edge over the underbarrel variants with the ability to load ahead of use time. Maybe i think about reverting it again (if enough object it^^).
Re: 1.13 Stock Data Overhaul[message #314820] Sun, 27 January 2013 05:41 Go to previous messageGo to next message
Uriens

 
Messages:332
Registered:July 2006
I'm with depri on this one.
Also, standalone are useful if you have a gun that can't mount underbarrel version or you use another attachment that prevents it. No need to force a player this way.
Re: 1.13 Stock Data Overhaul[message #315006] Thu, 31 January 2013 19:27 Go to previous messageGo to next message
krux

 
Messages:62
Registered:June 2011
This is a very good and needed initiative. Unfortunately I won't have time to test it in awhile, but as far as I can see it seems very promising.
I like the penalties on scopes and more even handling values across weapons, as this attribute has a very dominant effect on aiming.

Do scopes give a penalty to recoil control and Ready Time? That would seem like very reasonable penalties for using scopes to me.

Edit: Default attachments as actual attachments is very nice! Makes it easier to mod too.

Overall it surprises me that this hasn't generated more interest.

[Updated on: Thu, 31 January 2013 19:37] by Moderator

Re: 1.13 Stock Data Overhaul[message #315008] Thu, 31 January 2013 20:04 Go to previous messageGo to next message
jaredh

 
Messages:8
Registered:June 2006
Location: Dallas Tx
I've read your changelist 5-6 times now, and while most of it sounds good (anything I don't specifically mention below falls into the good category, which you'll find is most of your list), a few pieces make me not want it in my game.

It seems like this is going to water down the weapons even more and make them more indistinguishable from each other (beyond their picture). 1.13 is bad enough for this already. Moving all the weapons in a class together is going the wrong way IMHO. For instance:

- There are plenty of pistols that have terrible default aim, and others with great. Your default stats suggest a pistol is a pistol and there isn't any significant difference. I can say the same thing for all the other categories...
- The general ability to aim accurately between a pistol and an SMG is reversed IMHO. SMGs don't have the accuracy of a pistol in my experience....at least not bare bones ones.
- It gets even worse with Rifles over SMGs/Pistols. Rifles are much more accurate bare bones.

I'm assuming you are including certain sights in with you scopes, otherwise you should be...plenty of advanced sights increase aim noticeably.

As for your aiming levels on the scopes, I don't agree with that entirely either. You are leaving out the x4 level it appears completely, and lumping its accuracy in with x2 scopes. It entirely eliminates any desire to pay extra for a x4 scope, or even add the weight, since it isn't going to give any advantage.


[*]Most former "internal" attachments are now actual ones; this is especially important for the new folding stocks.

- What does this mean?

[*]Most assault rifles lost the ability to mount small 2x scopes and 7x battle scopes. No more *Jack-of-all-Trades*.

- This is probably the thing that bothers me the most. I see no justification for it. There is plenty of real-world justification for a guy with a 2x scope on his AR and a the guy next to him with a 7x with the same gun, and the next guy ridding the middle with a 4x.
Re: 1.13 Stock Data Overhaul[message #315064] Fri, 01 February 2013 21:58 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
@ krux

Scopes have the penalties to the following properties:

PercentReadyTimeAPReduction
PercentAPReduction
PercentTunnelVision
PercentCounterForceAccuracy

Scopes with Magnification over 4x additionally have:

PercentHandling
PercentTargetTrackingSpeed
........

jaredh
There are plenty of pistols that have terrible default aim, and others with great. Your default stats suggest a pistol is a pistol and there isn't any significant difference. I can say the same thing for all the other categories...
As it was just a presentation, the info given is limited. For example actually there are 3 "main groups" for pistols:
Toggle Spoiler
You are right, within a group the differences are small, the biggest one are the caliber properties. Unfortunatly i don't see much room for changes, that's why i excluded many from Reduced Arsenal.

jaredh
As for your aiming levels on the scopes, I don't agree with that entirely either. You are leaving out the x4 level it appears completely, and lumping its accuracy in with x2 scopes. It entirely eliminates any desire to pay extra for a x4 scope, or even add the weight, since it isn't going to give any advantage.
Where did you get these informations?

jaredh
Most former "internal" attachments are now actual ones; this is especially important for the new folding stocks.

- What does this mean?
For example in the "old" 1.13 data the stats of the stocks were directly on the item/weapon; the designer assumed they were folded/retracted most or all of the time. This had the disadvantage that all these weapons were far worse from the start than all the others with fixed stock of each weapon category.

With the changes the stock is a separate item, attached to a weapon. In the default state it gives no penalties and can be folded only if required, with an item transformation. This also makes modding easier as you only have to edit a handfull items instead of a large mass of individual weapons.

jaredh
Most assault rifles lost the ability to mount small 2x scopes and 7x battle scopes. No more *Jack-of-all-Trades*.

- This is probably the thing that bothers me the most. I see no justification for it. There is plenty of real-world justification for a guy with a 2x scope on his AR and a the guy next to him with a 7x with the same gun, and the next guy ridding the middle with a 4x.
As with most attachments this is based onto gameplay/balancing reasons, not real life. If you absolutly can't stand it, you can change the Attachment Points in your Items.xml.

[Updated on: Fri, 01 February 2013 22:09] by Moderator

Re: 1.13 Stock Data Overhaul[message #315066] Fri, 01 February 2013 23:47 Go to previous messageGo to next message
Headhunter

 
Messages:265
Registered:November 2009
Location: Sweden
Strohmann
jaredh
Most assault rifles lost the ability to mount small 2x scopes and 7x battle scopes. No more *Jack-of-all-Trades*.

- This is probably the thing that bothers me the most. I see no justification for it. There is plenty of real-world justification for a guy with a 2x scope on his AR and a the guy next to him with a 7x with the same gun, and the next guy ridding the middle with a 4x.
As with most attachments this is based onto gameplay/balancing reasons, not real life. If you absolutly can't stand it, you can change the Attachment Points in your Items.xml.


But aren't attachments based more on real life than balance as it is? And isn't that to give the player the freedom to determine which weapons to use for different ranges, rather than the game arbitrarily determining that?
Re: 1.13 Stock Data Overhaul[message #315067] Sat, 02 February 2013 00:15 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Headhunter
Strohmann
As with most attachments this is based onto gameplay/balancing reasons, not real life. If you absolutly can't stand it, you can change the Attachment Points in your Items.xml.
But aren't attachments based more on real life than balance as it is? And isn't that to give the player the freedom to determine which weapons to use for different ranges, rather than the game arbitrarily determining that?
IMO the optimal state to strive for is when attachments are actually balanced instead of annoying the player with 'Why the f does scope x fit but scope y doesn't?! - Because [arbitrary balance decision]'
Can you put a big hulking 10x scope on a UMP? Yes. Does it make sense? No. Which style of thinking should be encouraged?
[ ] Slap biggest possible scope on rifle - modder determined it's the best for gun Z.
[ ] Think about it and probably use a lower powered scope because it works better for the intended role.

Bonus: Fewer attachment points - less work for the modder.


Re: 1.13 Stock Data Overhaul[message #315071] Sat, 02 February 2013 05:42 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
One of the goals of NCTH was to give each weapon a role and purpose.

If one allows to many scopes (in combination with the old laser stats) like in the stock 1.13 data this typically lead to the situation that you were inclined just to carry the same weapon (insert universal assault rifle of your choice etc.) and only swap the scopes according to the current tactical requirements.

Also i'm not a fan of giving the player access to questionable or at worse nonsensical choices just for the sake of players freedom. That reeks of laziness from the modder for me.
Re: 1.13 Stock Data Overhaul[message #315076] Sat, 02 February 2013 11:59 Go to previous messageGo to next message
Headhunter

 
Messages:265
Registered:November 2009
Location: Sweden
DepressivesBrot
Headhunter
But aren't attachments based more on real life than balance as it is? And isn't that to give the player the freedom to determine which weapons to use for different ranges, rather than the game arbitrarily determining that?

IMO the optimal state to strive for is when attachments are actually balanced instead of annoying the player with 'Why the f does scope x fit but scope y doesn't?! - Because [arbitrary balance decision]'
Can you put a big hulking 10x scope on a UMP? Yes. Does it make sense? No. Which style of thinking should be encouraged?
[ ] Slap biggest possible scope on rifle - modder determined it's the best for gun Z.
[ ] Think about it and probably use a lower powered scope because it works better for the intended role.

Bonus: Fewer attachment points - less work for the modder.


Isn't that what we have now? Sniper Rifles can't mount 2x or 4x scopes, or reflex sights. Some can mount a PSO-1 but the clear and vast majority are limited to 7x or more times magnification.

Same is true for submachineguns and machine pistols. Only a handful can mount anything with more than 2x magnification. Now, I concede that weapons like the G36C or the SCAR-WP CQC have no particular use for a 7x scope and shouldn't be able to mount one. The AKS-74U can't mount a PSO-3 for instance and that makes complete sense.

The problem lies in weapons like the Steyr AUG-A3, the HK 417 or the SIG 550 for that matter. Weapons that have the speed necessary for CQB and the range for fighting over distance. Weapons that are in fact, jacks-of-all-trades.

I agree to some extent with the intent, a FAL has no reason for a 2x and a Micro Galil has no reason for a 7x, but there are still ~20 or so assault rifles that could be used for both CQB as well as for extended ranges. How would you decide which gets the 2x and which gets the 7x when they have a similar stats? This is the arbitrary part that I don't like.
Re: 1.13 Stock Data Overhaul[message #315162] Mon, 04 February 2013 19:35 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Small Update:

- various minor xml-tweaks
- replaced most placeholder images
- overhauled EnemyGunChoices again, created separate list for elite enemies and - militia

Download and overwrite everything as usual. Waiting for feedback then.

[Updated on: Mon, 04 February 2013 19:36] by Moderator

Re: 1.13 Stock Data Overhaul[message #315339] Tue, 12 February 2013 01:35 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
new update: *link*
  • overhauled EnemyItemchoices, created separate lists for elites, regulars and admins. Militia draw their gear from the same pool (admin -> green etc.)
  • overhauled IMPItemchoices again: items based on attributes/physical stats, LBE-Gear based on major trait, in general many new additions to traits
  • reordered the itemsizes of the weapons, so there is more room for size changes by attachments like folding stocks.

    - size 7-10 fit in combat pack, gun sling and general large slots
    - size 11 fits in gun sling and general large slots
    - size 12 fits only in general large slots now
    - suppressors/barrel extender +1 size, retracted stocks -1 size, folded stocks -2 size

    - carbine ARs, SMGs size 9
    - regular sized weapons size 10
    - size 11 for large weapons like sniper or battle rifles
    - oversized weapons like lmgs or anti-material rifles belong in 12

    In general the result should be that you have to rely onto (attaching and) transforming the stocks more if you want to transport big weapons in other places as your backpack or hands.
  • Splitted FMJ ammo type into 4 subgroups with different penetration values

    old - was 0.75 for everything
    Weak Penetration (0.Cool - pistol catridges
    Medium Penetration (0.7) - 5.56x45mm
    Good Penetration (0.65) - 7.62x39mm, 6.8x43mm
    Excellent Penetration (0.6) - 7.62x51mm+
  • Enabled rod & spring for most weapons again, but excluded it from access to the enemy army, so it's penalty doesn't fuck them over. Also added match and tracer ammo variants for 6.8x43mm. With new own c-mag adapter, more ammo types* and increased penetration it should be finally competitive with 5.56x45mm, so i lifted the battle scope restriction for some high coolness 5.56x45mm weapons.

    The Assault Rifle balancing pattern is now:

    - Steyr Aug variants: scope magnification 2x
    - G36 Non-RAS variants: integral reflex scope 2-3x
    - Mass of the regular ARs: ACOG/Reflex Scope/PSO-1 3-4x
    - XM-8 Sharpshooter, FN SCAR-L SV, SIG SG550, Diemaco C7A2, HK 416 20", HK G11: ACOG/Reflex Scope 3-4x, battle scope 5-7x
    - 6.8x43mm/7.62x51mm caliber AR: ACOG/Reflex Scope 3-4x, battle scope 5-7x (exceptions: FR Ordnance MC51, FN SCAR-H CQC, FN SCAR-68 CQC)

*reordering could cause save game compatibility issues for this ammo type (?)
Re: 1.13 Stock Data Overhaul[message #315354] Tue, 12 February 2013 16:16 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
*moved content to OP*






[Updated on: Sat, 23 February 2013 08:28] by Moderator

Re: 1.13 Stock Data Overhaul[message #315375] Wed, 13 February 2013 12:37 Go to previous messageGo to next message
Andris

 
Messages:81
Registered:October 2006
Location: Budapest, Hungary

Hi,

What exactly do I have to download to play this with Arulco Revisited mod 1.4?


I was reading this and other Xml modification related topics and something caught my eye. Im no expert in internals, but Im very familiar with most AK (47 to 103 versions) assault rifles externally and have seen or used most of the available external rail and optics mounts to speak from experience. All AK based rifles can be mounted with a a so called "Infra mount"/"Side mount base"/"AK mount". The real life weight of this item is between 150-250 gramms. Its a small steel rail for Soviet only optics.

For this reason the player should have the option to mount all standard Soviet optics (including PSO-1 from the SVD) to even old AK-47 rifles. All AK-74 and later models have this mount factory attached.

The game should also have a side mounted Optics rail item that connects to the soviet rail, so players can mount every possible attachment that fits a standard milspec 20 mm rail. Real life item weight is 200-300 gramms. Its normally made of Aircraft grade aluminum.

The possibilty to mount such items should be present for historical reasons. On the other hand penalties should apply too to reflect real life use (Size, weight, balance etc):
-AK-47 and AKM rifles with PSO-1 scope is an overkill (in real life) but Russian forces used it for great effect in 1982 in Afghanistan in moonlit night fights at close 100-250 meter range.

-Ak-47 with PSO-1 in full auto is useless (in real life). Russian soldiers confirm its stupid.

Im huge AK fan, and Im sad that we have these fantastic mods and balancing going on, but nobody cares to implement the modernisation and the possible external (quick detach) attachments for AK type rifles in the game. If anybody would do the coding, I would gladly do the research and come up with the data, that needs to be fed into the XML's.

Here is what I would love to see ingame:

1)Infra mount item added to the game (so we can pimp AK-47(S), AKM(S) with old russian and modern optics from present day including western optics)
2)side mounted Optics rail that sits between the russian infra mount and the western optic you wish to add.
3)Western rail handguard systems(Ultimak, TDI, CAA) with different stats example:
-Ultimak rail + CompM2 or Micro T1 red dot (very accurate Co-witness effect. No close range penalty)
-TDI or CAA front handguard rail so AK's can take a vertical foregrip and mount red dot sights too. This should have a slight accuracy penalty at close range and prone position, because the red dots on these handguards sit too high up to be usefull in close range fights. Soldiers shooting prone with these high mounted red dots tend to hit the ground in front of them if prone. Smile

Cheers

Andy

Re: 1.13 Stock Data Overhaul[message #315378] Wed, 13 February 2013 14:31 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
I think what you want is wil473's AFS mod.


Re: 1.13 Stock Data Overhaul[message #315381] Wed, 13 February 2013 17:05 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Btw, are you working on (some of) the changes discussed in the Realistic ranges on bigmaps (Aimnas Christmas release) - thread like the scope scaling factor?

I was thinking about releasing an experimental CTHConstants.ini next time with something like:

NORMAL_SHOOTING_DISTANCE changed from 70 to 150
AIM_TOO_CLOSE_SCOPE changed from -4.0 to -6.0 or -8.0
RECOIL_COUNTER_ACCURACY_MIN_ERROR changed from 0.2 to 0.35
NORMAL_RECOIL_DISTANCE changed from 70 to 75

and halfing all scope mag factors and projection factors as compensation (could become tight with the ranges of scope 2x and the lasers). With your changes at least the first part wouldn't be problematic and confusing for players.
Re: 1.13 Stock Data Overhaul[message #315383] Wed, 13 February 2013 18:48 Go to previous messageGo to next message
CapnJack

 
Messages:58
Registered:June 2012
Will you eventually be changing/rebalancing starting gear around the mod's changes or no?

[Updated on: Wed, 13 February 2013 18:48] by Moderator

Re: 1.13 Stock Data Overhaul[message #315384] Wed, 13 February 2013 19:36 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
uhm, i changed it with the last update, the list is just some posts above (IMPItemchoices = starting gear for your IMP(s)). If you don't like something about it, post the specifics and your reasoning.

I will include a optional version with higher coolness gear in the next release.
Re: 1.13 Stock Data Overhaul[message #315389] Wed, 13 February 2013 20:38 Go to previous messageGo to next message
CapnJack

 
Messages:58
Registered:June 2012
No, I'm talking about AIM and MERC starting gear not IMP choices. Sorry for not being more specific earlier.

[Updated on: Wed, 13 February 2013 20:38] by Moderator

Re: 1.13 Stock Data Overhaul[message #315406] Wed, 13 February 2013 23:51 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Ah, my bad.

Well, a complete overhaul is outside the scope of this mod, but i could exchange the weapons and ammunition with some of similar coolness.

Before i do that it would be helpful if someone could post the formular with that the original item prices were calculated. Also some feedback about the current coolness distribution of the weapons could help at first.
Re: 1.13 Stock Data Overhaul[message #315407] Thu, 14 February 2013 00:27 Go to previous messageGo to next message
Sam Hotte

 
Messages:2006
Registered:March 2009
Location: Middle of Germany
About prices you might consider getting in touch with ClarkeW and incorporate his price balancing:
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/311554/Weapon_Price_Economy_Balance_M.html
Re: 1.13 Stock Data Overhaul[message #315643] Sat, 23 February 2013 07:53 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
new update: *Link*

If you don't play with Arulco Revisited, delete the folder Data-AR.
  • altered most A.I.M. and M.E.R.C. starting gear: more automatic weapons, pistol usage reduced, some scoped weapons for expensive mercs, more warsaw pact weapons. Deadly Games Mercs are not included; i could take a look at their gear in the future, but that's pretty low on my priority list.
  • weapon prices overhauled; coolness is the main factor for price differences now
  • global accuracy buff for assault rifles, some fixes
  • after experimenting with the HeavyGun-Tag, it seems indeed to work only in standing stance as likely intended, despite the eye-icon not changing if crouching or prone; but it prevents any scope toggle behaviour. In this state it would only have use for maybe 2-3 weapons on my list, so i have decided to add some of the penalties firing-from-the-hip would normally apply to the integral and heavy bipod instead.
Re: 1.13 Stock Data Overhaul[message #315826] Fri, 01 March 2013 21:51 Go to previous messageGo to next message
sevenfm

 
Messages:1994
Registered:December 2012
Location: Russian Federation
What about doubling APsToReload?
Read about it somewhere here on forum and it seems to be good idea.
Main reason: more planning needed, more need for second gun/pistol.

OICW and XM25 will be nearly useless if not able to fire as regular grenade launchers.
And for underbarrel grenade launchers i think that we should keep their original behavior: load once - fire when needed.

Seems to be a good mod/overhaul, will try it once i finish the queen in my current campaign.

Does anybody know, CTHConstants.ini applies only for NCTH?


Re: 1.13 Stock Data Overhaul[message #315829] Fri, 01 March 2013 22:07 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
CTHConstants.ini only applies for NCTH.
Re: 1.13 Stock Data Overhaul[message #315978] Tue, 05 March 2013 22:23 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
new Update: *Link*

If you don't play with Arulco Revisited, delete the folder Data-AR.

[color:#FF0000]Warning: exe 5869 onward breaks save game compatibility! If you don't want to do that, use the 5862 exe and move Pockets.xml + PocketPopups.xml from the folder Items to Inventory and use a older Ja2_Options.INI.[/color]
  • overhauled existing lbe gear
  • added some MOLLE pouches that can be attached to lbe gear vest, some high coolness vests and leg carrier rig
  • added new pocket types, used item sizes increased from 34 to 50
........
Sevenfm
What about doubling APsToReload?
Read about it somewhere here on forum and it seems to be good idea.
Main reason: more planning needed, more need for second gun/pistol.

The costs are already higher than stock 1.13.

Quote:
And for underbarrel grenade launchers i think that we should keep their original behavior: load once - fire when needed.

The original behaviour is restored since some updates.


Re: 1.13 Stock Data Overhaul[message #316065] Fri, 08 March 2013 05:14 Go to previous messageGo to next message
Warthog

 
Messages:5
Registered:September 2007
I
Re: 1.13 Stock Data Overhaul[message #316072] Fri, 08 March 2013 15:58 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Small Update: *Link*
  • updated the starting weaponry of the remaining Deadly Games Mercs
  • restored Spooky as A.I.M.-Merc with proper biography and text files
Warthog
[...]I
Re: 1.13 Stock Data Overhaul[message #316095] Sat, 09 March 2013 04:21 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
I'm having trouble in AR+Overhaul - both IMPs and AIM mercs arrive in-country with no LBE, except leg rigs. I thought I perhaps installed the mods incorrectly so I did like so:

Reinstall AR, then Overhaul, update, AR patch
Adjust ini settings where I want them
Play - with missing LBE

I'm running v5900. Not sure what else to add right now.

Thank you for your time. Hoping to enjoy soon!
Re: 1.13 Stock Data Overhaul[message #316101] Sat, 09 March 2013 05:58 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Update should be always the last.

If that doesn't do the trick, check if you have the Ja2_Options.INI from the latest update.

If not, search in your own INI for the entries MAX_ITEM_SIZE and
MAX_WEAPON_SIZE and set the first to 50 and the last to 14.
Re: 1.13 Stock Data Overhaul[message #316102] Sat, 09 March 2013 06:02 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
That fixed it, thank you. I thought AR compatibility patch came after the other update.
Re: 1.13 Stock Data Overhaul[message #316117] Sat, 09 March 2013 22:55 Go to previous messageGo to next message
Warthog

 
Messages:5
Registered:September 2007
Oops! I made the same mistake. Things are making sense now.
Re: 1.13 Stock Data Overhaul[message #316199] Mon, 11 March 2013 23:18 Go to previous messageGo to previous message
Vince7403

 
Messages:146
Registered:February 2012
I've had a chance to play a few sectors on this mod + AR and I suspect something is wrong. My mercs only seem to make about 10% of their shots, while the enemy makes about 1/3 or so. I tested it somewhat systematically for a while and found that my 85 marksmanship IMP still only makes about 10% of her shots from two tiles away, no matter how many aim levels I spend.

Am I misunderstanding the NCTH system? Did I break the shooting logic somehow? Or am I just crazy?
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