Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » 1.13 Stock Data Overhaul
Re: 1.13 Stock Data Overhaul[message #319378]
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Sat, 11 May 2013 22:28
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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krux- Anyway, shotguns drain stamina a lot! Maybe could tweak that a little?
- AP cost for pulling the hammer on large pistols seems a bit high. Will be addressed in the next update. I was working on a method to circumvent the transformation crash with mag adapters, but recently Flugente has turned his attention to it and might fix it. That would make all the xml changes obsolete, so further work is halted.
Quote:- the foregrip might be a bit overpowered. How so? Statwise it just gained 5 PercentReadyTimeAPReduction and lost 35 PercentMaxCounterForce.
CyborgI'm very happy you are able to use my Exel, could you tell me what formula you are using for the x/y recoil values? I used the values that the v2 formula in the second row generated, with some tweaks like increased recoil for weapons with suboptimal stock like the AK-47 or SIG MP41/44. I might also increase the recoil of the 7.62mm lmgs in the future, as there isn't much difference to the 5.56mm variants.
Quote:Still early days so won't comment on balance, except suppression seems very powerful given the prevalence of auto weapons. I'll play with stock values for a bit, but will probably tone it down soon. I must admit i'm biased, as i was playing solely on insane, so i'm willing to decrease the default value. Suggestions from anyone? Stock 75% is too mild...
Quote:Regarding IMP item choice, I would lose the folding stocks and maybe consider adding a low level bolt rifle (WWII is fine) for the sniper speciality. Also maybe add in some higher quality pistols instead of the MP (and give auto weapons a decent SMG instead). The first bolt rifles appear at coolness 3, that's too good for cheap IMPs. Not every major trait (combination) will result in an additional good weapon, so everyone gets an automatic weapon with sufficient marksmanship as safety net instead of a weak pistol. Is the MP5N no decent weapon early on?
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #320437]
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Fri, 24 May 2013 02:58
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Cyborg |
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Messages:37
Registered:November 2006 Location: Europe |
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Strohmann
Quote:Still early days so won't comment on balance, except suppression seems very powerful given the prevalence of auto weapons. I'll play with stock values for a bit, but will probably tone it down soon. I must admit i'm biased, as i was playing solely on insane, so i'm willing to decrease the default value. Suggestions from anyone? Stock 75% is too mild...
I went with 125%, seems to work ok.
Strohmann
Quote:Regarding IMP item choice, I would lose the folding stocks and maybe consider adding a low level bolt rifle (WWII is fine) for the sniper speciality. Also maybe add in some higher quality pistols instead of the MP (and give auto weapons a decent SMG instead). The first bolt rifles appear at coolness 3, that's too good for cheap IMPs. Not every major trait (combination) will result in an additional good weapon, so everyone gets an automatic weapon with sufficient marksmanship as safety net instead of a weak pistol. Is the MP5N no decent weapon early on?
With the MRK in the high 70's I only got Steyr TMP's for everyone. I got some Rugers early as pickups but the Ironsights (upgraded ones, good idea BTW) arent's working even at 15 tiles or so and max aim. Found a M1 carbine early and that's ok with the WWII 4x scope I started with.
Wasn't happy with the above so I've been playing around in the CTH ini, f.e. making ironsights a bit longer ranged and upping the importance of MRK while nerfing EXP for the base calculation. I hope this will also help with the mid-end game power creep.
As as aside, how can I edit your ItemchoiceXML? I tried pointing the editor to the NCTH folder but it's obviously not finding all the files it needs and throws up errors. Should I just drop it into the default 1.13 folder?
[Updated on: Fri, 24 May 2013 03:10] by Moderator Report message to a moderator
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Private 1st Class
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Re: 1.13 Stock Data Overhaul[message #320484]
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Fri, 24 May 2013 04:13
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Quote:I got some Rugers early as pickups but the Ironsights (upgraded ones, good idea BTW) arent's working even at 15 tiles or so and max aim. Really? I started a fresh game with default settings, and got this:
Sniper, Aperture Sights, prone, Lv.1, Mrk/Dex/Wis 85
at 15, then 25 tiles. Looks very good to me given these conditions.
Quote:As as aside, how can I edit your ItemchoiceXML? I tried pointing the editor to the NCTH folder but it's obviously not finding all the files it needs and throws up errors. Should I just drop it into the default 1.13 folder?
I edit everything by hand, as the editor has sometimes the habit of eating newly introduced tags and other issues. If you want to use it nevertheless, create a new folder where you copy+drop the contents of stock 1.13 and then my stuff last to overwrite everything. Then direct the editor to it. Finally copy the files you modified back into my stuff.
Quote:Should I first update with the latest unstable SCI?
It's all in the opening post(s). Aside from the current latest exe at that point there should be no overlap between stock 1.13 and my stuff, so the order doesn't matter.
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #320523]
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Fri, 24 May 2013 12:12
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Cyborg |
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Messages:37
Registered:November 2006 Location: Europe |
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StrohmannQuote:I got some Rugers early as pickups but the Ironsights (upgraded ones, good idea BTW) arent's working even at 15 tiles or so and max aim. Really? I started a fresh game with default settings, and got this:
Sniper, Aperture Sights, prone, Lv.1, Mrk/Dex/Wis 85
at 15, then 25 tiles. Looks very good to me given these conditions.
That actually looks quite reasonable....but I'll never have those kind of stats until late game.
My Merks, with something like 77/77/82, shooting (supported) from windows will get something like the second gif at 15 tiles (max aimlevel) and mostly, like 80%, miss.
Stats are probably more influential than I thought, or is the sniper trait that powerful...
Anyway I'll try some things out.
[Updated on: Fri, 24 May 2013 12:14] by Moderator Report message to a moderator
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Private 1st Class
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Re: 1.13 Stock Data Overhaul[message #321067]
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Tue, 28 May 2013 12:03
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krux |
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Messages:62
Registered:June 2011 |
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Strohmann
- Since the scope mode feature still isn't fixed properly (lack of penalties if under a scope's optimal range), i reverted back to the old system; use item transformations to toggle between different magnifications on high power scopes.
Could you please expand a bit on this. I'm not really aware of how the old system works. I remember from my own dabbling in xml tweaking that the "too close" penalty didn't seem to really work.
I like the idea of having it as a transformation though, then there will be a small AP penalty to switch modes. Switching scope modes was always too flexible IMO.
Also, a small transformation bug (not latest version): Combine a reflex sight and an ACOG, and then revert it, and you will get a different sight instead of the reflex.
[Updated on: Wed, 29 May 2013 17:22] by Moderator Report message to a moderator
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Corporal
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Re: 1.13 Stock Data Overhaul[message #321189]
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Thu, 30 May 2013 11:54
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krux |
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Messages:62
Registered:June 2011 |
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Ah, ok. I was a little confused by the different magnification factors in each picture, but I realize now that you used the same scope for all tests and this is just how the game displays the optimal mag factor to target.
Edit: Tried the new version. To be honest I think I prefer the new design with scope mode set to false. That feature made scopes too flexible which wasn't really what I wanted, or what you seem to go for.
Looking through the starting equipment at AIM I couldn't find any scope that can switch magnification factor through item-transformations. I wouldn't mind if some scopes had a few modes you could switch between (for 20+ AP or something).
[Updated on: Fri, 31 May 2013 12:06] by Moderator Report message to a moderator
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Corporal
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Re: 1.13 Stock Data Overhaul[message #322588]
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Wed, 10 July 2013 17:13
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Gambigobilla |
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Messages:693
Registered:July 2008 |
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By new release if you mean a stable release i wouldn't bet on it. If you are content with unstable check here
[Updated on: Wed, 10 July 2013 17:13] by Moderator Report message to a moderator
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First Sergeant
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Re: 1.13 Stock Data Overhaul[message #322598]
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Wed, 10 July 2013 23:55
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krux |
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Messages:62
Registered:June 2011 |
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Good news! I too have a lot of work right now so I'm fine waiting a bit.
I never finished the game but I captured Chitzena, Cambria and Alma at least, so I can give some feedback on the early game.
I played the AR version btw.
Honestly I have to think really hard to come up with some good criticism though, I really enjoyed most of it, I plays so much better than vanilla.
Most of all I like what you did to the handling values, and the ironsights buff, so I really look forward to a new play through with the scope penalty bug fixed.
I think I mentioned most of it already, and maybe you fixed some of it.
Pistols could get a small buff, especially larger guns.
The reload time between each shot on the revolvers was a bit much I think (8 just as shotguns?).
I also tweaked my game a bit, for example I like when every attachment has a downside, how small it might be.
For example the fore-grip I gave a small aiming cap penalty, you rarely see snipers using those etc.
I made it so you could switch the IR night-sight off, turning it in to a normal (but pretty crappy) laser sight for day use etc. No idea if realistic, but transformations are cool.
When thinking of it I prefer if all scopes use transformations for different scope-modes. In your last version I set the AP cost to 10-20 for this, and it played really well.
Kind of forces you to create a few dedicated snipers, some specialized close quarters, and some in-between.
People might see it a bit tedious to switch though so I could see if you chose not to go this way.
Double the cost for reloading (not chambering rifles/shotguns) would make gameplay more interesting too.
Other than that I would love to see some more shops, mostly selling crappy guns (WWII arms and maybe stuff thatthe army doesn't use that much etc).
A general store (empty sand bags, hunting stuff, tools etc) and a drug store with limited selection. The shops are much more fun than using the website IMO.
That said, I have no idea how hard it is to do with the externalized merchants, and maybe you want to leave that to the AR team.
[Updated on: Wed, 10 July 2013 23:55] by Moderator Report message to a moderator
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Corporal
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Re: 1.13 Stock Data Overhaul[message #323531]
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Thu, 01 August 2013 00:48
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Hell, it was about time!
Main
AR-Compatibility
Use this/these for updating your game files, there is no genuine update file at the moment.
[color:#FF0000]Before installing however please delete the folders
Gamedir/Docs/1.13 Stock Data Overhaul
Gamedir/Data-1.13 NCTH/BigItems, Interface and tilesets[/color]
to prevent conflicts with older versions, as the complete file structures have been changed (this also means no savegame compatibility of cause).- Attachment distribution across the weapons was slightly changed again and some new were added.
- Some buffs for shotguns by attachments, coolness and ammo.
- Some weapons at early coolness level got their ammo type changed or were replaced. The only left are the Ruger Mini-14, HK SL8, HK SL8 RAS and ColtCanada C7CT (all 5.56x45mm). Not sure what to do with them, they fire the most common ammo type, but the lack of auto fire prevents a relocation to higher coolness levels...(however you cannot buy 5.56x45mm ammo before coolness 5 now).
- Support for scope modes is back for most low power scopes. Most high power scopes still use item transformations to change their magnification.
Know Issues:
The additional IMPs from Parkan still have russian voice files.
The updated NCTH code from silversurfer is not actived yet in the ini; i need to test it some time.
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Master Sergeant
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Re: 1.13 Stock Data Overhaul[message #323561]
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Fri, 02 August 2013 13:19
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Moses has small toolkit, but no combat pack -> so he puts toolkit where he thinks his combat pack is. (strange bug, started another game and he had tt3 pack this time)
Transforming Benelli m3 convertible in turnbased -> merc drops tt3 daypack (from his tims backpack)saying
"Due to the lack od inventory space after transformation .. etc"
Using latest svn+AR+overhaul1719+overhaulAR1719+exe6263
[Updated on: Fri, 02 August 2013 21:32] by Moderator Report message to a moderator
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Re: 1.13 Stock Data Overhaul[message #323601]
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Sat, 03 August 2013 20:42
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Strohmann |
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Messages:287
Registered:August 2011 Location: Division Thought Crimes |
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Quote:With NORMAL_SHOOTING_DISTANCE=70 it's hard to hit anything without scope.
So this long-range rifle that should be pretty accurate to at least 200-300 m becomes less useful than a shotgun with effective distance about 100m.
Strange thing. Was this test performed with the lacking iron sights and with Moses? Well, if this was the case you were missing 10% bonus to aiming cap and Moses has very low dexterity to begin with.
The problem with changing the NORMAL_SHOOTING_DISTANCE is, that this constant also acts as multiplier for calculations involving the lasers and scopes, so you aren't just "improving" the iron sights.
A better method could be the increasement of the -value of the iron sights, items 2100-2109. In this case don't forget to increase the -penalty of the corresponding scopes, too (they should cancel each other out). But be warned, doing so can make iron sights better than any scope in the standard sight radius, if you accumulate enough stats and trait bonuses later in the game.
Quote:And turning on "improved" NCTH function still lead to blackscreenfreeze. Please elaborate. Can it in any way be related to this mod?
kruxIs this referring to the new 'too close' penalty? Any reason to believe it's not working correctly? As i said, i had no time to test it at all. Just from reading silversurfer's description it seems to make scopes way to good without counterbalancing measures, hence default = off for now.
kruxBtw, this ought to work with the new briefing room missions right? ?
Parkan[Previous version of your mod was very playable on wildfire maps, but now there is a lot of junk on maps and it not playable. Is there any chance to make some compatibility patch for it? Or how can i make it myself?] You have started a new game, right? If yes, i need the of these junk items to comment on anything.
On another note, while the layout of these maps is great, you can aquire too powerful items way to early (just from my memory coolness 7 sniper rifle and assault rifle from the very "first" SAM battery near drassen), so the playthrough may not be very balanced.
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Master Sergeant
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