Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » S&F minimod
S&F minimod[message #328853]
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Sun, 08 December 2013 15:13
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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Shipments and Facilities minimod
Overview:
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More shiping destinations from Bobby Ray's and Enhanced facilites.
The goal for this mod was game enhancement with player convinence and game balance in mind (I hope). It's nothing huge, just XML and map editing, but I did put a lot of love in this so I hope you'll enjoy.
Here's the story;
Once you reach mid-game, you'll probably have a base located at Cambria, San Mona or Grumm. The extended BR delivery locations make a player's life easier (for a higher delivery price ofcorse).
Facilites are revamped and I added a few new ones. You now have a place to effectively train every stat. With some training you can put some of the new mercs to good use. Also, you now have a few more income options. And most imortantly, I've extended the tooltips of Facility assignmets so now you know exactly what each Facility does ingame. Read below for more details.
DOWNLOAD
Installation:
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1. Install JA2 and the latest 1.13 build (Unstable 1.13 SCI DOWNLOAD HERE )
(You could also use the 4870 release, but you'd be mad to miss out on all the new stuff:)
2. Extract "S&F_minimod" archive into root/Profiles/UserProfile_JA2113
This way, the new files won't overwrite the original 1.13 files, and in case of problems you can easily uninstall this mod (by deleting TableData, Maps and RadarMaps folders form the profiles folder)
3. That's it, start JA2 normaly and enjoy.
Savegame compatibility: The mod should work fine with an already started campaign. I did a few map changes, so worst-case scenario - you could have an item or two missing from the map.
Shipments enhanced:
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Shppments from Bobby Ray's extended to San Mona, Cambria and Grumm
- shipments to new locations have higher costs:
Cambria - $250
Drassen - $200 (standard)
Grumm - $270
San Mona - $350
Meduna - $400
Story wise I imagine it like this:
Once you reach and secure a certain town you have acces to vehicles that can handle shipments from Drassen further on. The extra transport and handling makes the deliveries more expensive.
In Cambria you hire a few locals to take care of the shipments. In San Mona you broker a deal with Kingpin to take care of the stuff (but his price is steep). In Grumm, Freddo agrees to take care of your shipments. Meduna price is high since you gotta have the Queens guards on payroll in order to bring in stuff in her own backyard.
Shipments destinations:
Cambria G9 - House marked with Delivery west of Keith's shop
San Mona C5 - House marked with Delivery south of Hans' XXX shop
Grumm H1 - Freddo's workshop now has an extension in the south-east end of the house. The keys to the new shed are on his counter.
I chose these sectors as they're most suited for a base. Cambria and San Mona have Keith and Tony, so you can sell stuff you don't use right away. Grumm H1 has Freddo and Arnie to repair your electronics and weapons (since you can no longer repair them 100% on your own).
- I also removed other usless locations (New York, Bagdhad...) so you don't need to scroll while finding your desired location.
Map changes:
For the new deliveries I made a few cosmetical changes:
H1 - upgraded Freddo's house to receive shipments
C5, G9 - added crates for deliveries
Facilities enhanced:
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I focused on three areas: stat training, enemy detection and income.
Also:
- Added/changed Facility text descriptions where appropriate
- Changed/added Facility locations (see below)
- All facility tooltips show exact effect of facility
The space is limited for the tooltip descriptions so I had to use some abbreviations:
Staff# is the number of mercs allowed for that assignment
HLT = HEALTH, DEX = DEXTERITY...
MEC+ = Increase in MECHANICAL skill
Some costs are stated as "Cost per hour" and some (for PRACTICE assignments for exaple) as "Daily cost" since you'll probably be using them all day or longer
Stat training
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I made some tests ( SEE HERE ) and noticed that attributes were very hard to gain by practicing or being a student.
For example you have a good merc but he can't carry enough. Although it is originaly intended, it was really a pain to wait almost 2 weeks for STR to go from 80 to 81. Not to mention AGI.
So I revamped the facilities to enable faster training of all stats (except for LDR which goes up pretty fast).
Here's my implementation:
- All attributes can be practiced with 300% performance (means 3x faster gain)
- All skills can be practiced at 200% performance
- All facilities for stat gain have costs (pretty expensive for the beginning, but by mid/late game you should be able to afford it)
- Certain facilities heve assignments for TRINER/STUDENT. These are exclusive to MRK, EXP and MED. Performance is 250% for both trainer/student, which is great, but the price is high.
Normally, the growth of stats is not the same for each stat and I gave all the new attribute/skill facilities a performance of 200/300. Now, to preserve the balance I made the price in ratio with the original speed of practicing. So you'll see that I made AGI practicing the most expensive, while EXP/MED training is the cheapest.
Enemy detection
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I believe that 1.13 default had the A.C.A facility too powerfull while the Alma Mil. Headquarters wasn't good enough to justify it's use.
So I revamped these facilites:.
- A.C.A now only shows enemies in radius of 2 sectors
- Military Headquarters detects exact groups in radius of 5 sectors and detects enemy groups in sectors patrolled by Mobile Militia, but you need a great merc to operate this facility
- ALMA has 2 new facilites: Satellite Access - Limited and Full (both detect enemies globally, but with varying precision. Refer to the tooltips and the list below for details). Their price is extremly high so use them to get a glimpse of the enemy locations then get the merc off the assignment or you'll go bankrupt.
Income
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I've changed the Drassen Airport facility to help your inital financial situation (HINT: there are 2 new very cheap mercs from M.E.R.C ideal for this).
I've added 2 new Facilites for income (In Alma and Estoni)
The Mine facility now has an assignment to increase the mine's income by 10%.
For balance reasons I've made high requirements in WIS & LDR for these facilities, so to make an extra profit, you'll first have to invest in cheap mercs to make them usefull.
Full list of Facility Changes:
Toggle SpoilerHospital
- now requires Loyalty of 60% to be used (since originaly, Steve and Vince won't heal your guys until you have higher Loyalty in Cambria)
- You can now practice MEDICAL
- DOCTOR performance of DOCTORing is now 200%, and Combat hospital has 150% (in regular 1.13 it was the other way around, which wasn't logical). Also I've adjusted the Medkit degrade rate as appropriate
- both assignments assignment now have a cost
Boxing club - you can now practice AGILITY and STRENGTH as well as HEALTH, with pretty good performance, but at a price
Shooting Range
- Is now much more usefull: You can now have Trainers and Students and you can gain a bit of DEXTERITY.
- Using this facility now has costs
Mine
- Practice Explosives performance increased, and now there is a small but deadly chance of an injury
National Museum
- new STAFF assignment with a chance to increase WISDOM
- high cost
Lab in Orta
- you can have trainers and students of MEDICAL and EXPLOSIVES with great effectivness (Students of EXPLOSIVE have a small chance of Fatal injury but not as high as in a Mine)
2 new Facilities for stat increase:
Freddo's workshop - practice DEX, 5% chance of MEC+
Arnie's Workshop - practice MEC, 5% chance of DEX+
Revamped the use of Facilities to scout out enemy groups.
- A.C.A now only shows enemies in radius of 2 sectors
- Military Headquarters detects exact groups in radius of 5 sectors and detects enemy groups in sectors patrolled by Mobile Militia, but you need a great merc to operate this facility
2 new Facilities in ALMA:
Satellite Access - Limited Detects enemy patrols in visited sectors, and exact numbers only in wilderness (not in cities)
Satellite Access - Full - Detects exact enemy locations and numbers across the whole map
Airport is now a source of income with a chance of increase in STR
New STAFF assignment of Mines to increase your profits a bit
2 new Facilites to increase your profits a bit:
Gas Station + $3000 per day
Military Warehouse + $1500 per day
Full list of new Facilty Types:Toggle Spoiler
Hospital - total Staff#: 4
DOCTOR:
Heal your wounded men here. You'll first have to earn the trust of the locals before you can use this hospital. Also you'll have to pay for the extra supplies needed. Staff#: 2, Cost per Hour: $100, DOCTOR performance 200%,
PRACTICE MEDICAL:
Put on your scrubs and learn from the local doctors. But you'll first have to earn the trust of this town, and the training and extra medical supplies will cost you. Staff#: 2, Daily Cost: $750, PRACTICE MEDICAL performance 200%,
Small Sleazy Bar (no changes except for 6 allowed Staff)
Prison Complex (no changes)
Small Airport STAFF:
Job offer at local airport: 2 guys needed for unloading of aircraft. Earn a few bucks and a slight increase in strength. Staff#: 2, Daily income +$300, 5% chance of STR+, Requirements: STR-70
Munitions Factory (no changes except for added cost $50 per hour)
Military Barracks (no changes)
Military Headquarters STAFF:
The war room with hi-tech communications equipment for your strategic awareness. Highly skilled operative required. Staff#: 1, Detects exact enemy groups in radius of 5 sectors, Detects enemy groups in sectors patrolled by Mobile Militia, Requirements: LDR-80 WIS-80 LVL-6
Shooting Range - Total Staff#: 7
PRACTICE_MARKSMANSHIP
Why not spend some time practicing your aim? There are 6 targets available for your mercs to practice their accuracy, but the extra ammo and weapons have a cost. Staff#: 6, Daily Cost: $1,050, PRACTICE MARKSMANSHIP performance 200%, 5% chance DEX+
TRAINER_MARKSMANSHIP
With the appropriate equipment here, a skilled marksman and trainer will perform better in teaching how to shoot more accurately. The trainer asks for a raise. Staff#: 1, Daily Cost: $3,000, TRAIN MARKSMANSHIP performance 250%, Requirements: MRK-90 LDR-40 WIS-60
STUDENT_MARKSMANSHIP
Learn from a skilled marksman how to place your shots where they're supposed to hit. Staff#: 6, Daily Cost: $1,050, STUDENT MARKSMANSHIP performance 250%, 10% chance of DEX+
A.C.A Building STAFF
Coordinated by a skilled commander, local militia are able to scout out the surrounding area for you. Staff#: 1, Detects exact enemy groups in radius of 2 sectors, Requirements: LDR-30 WIS-75 Loyalty-60%
SAM Site (no changes)
Mine - total Staff#: 3
PRACTICE_EXPLOSIVES
For a fee, the mine demolitioners will teach you "stuff go boom" skills. Be warned, these mines aren't 100% safe and the quality of the explosives is a bit worrying. Staff#: 2, Daily Cost: $750 PRACTICE EXPLOSIVES performance 200%, 5% chance of FATAL injury, Requirements: EXP-30 Loyalty-60%
STAFF
A wise and capable manager can increase this mine's productivity. Staff#: 1, Increases mine production by 10%, Requirements: LDR-40 WIS-85
Small Church - (no changes exept for allowed 6 Staff)
Boxing Club - Total Staff#: 18
PRACTICE_HEALTH
There's plenty of gymnastic equipment here, just waiting to be used. This is a great way to get a balanced work-out that might improve your shape considerably. Staff#: 6, Daily Cost: $2,400, PRACTICE HEALTH performance 300%, Requirements: HLT-60 AGI-40 STR-40
PRACTICE_AGILITY
The gym here is equipped to train full-fledged fighters. Kick-box training will improve your speed and reflexes. Staff#: 6, Daily Cost: $3,000, PRACTICE AGILITY performance 300%, Requirements: HLT-60 AGI-40 STR-40
PRACTICE_STRENGTH
The gym here has free weights, resistance bands, weight machines... It's all here, waiting for you to increase your power. Staff#: 6, Daily Cost: $2,400, PRACTICE STRENGTH performance 300%, Requirements: HLT-60 AGI-40 STR-40
National Museum STAFF
Study the history and arts of Arulco to expand your mind. Staff#: 2, Daily Cost: $5,250, 20% chance of increase in WISDOM, Requirements: WIS-40
Laboratory - Total Staff#: 6
STUDENT_MEDICAL
This high-tech lab has all the equipment and books necessary for medical studies. The queen's scientist made a few asstonishing breakthroughs in medicine, so expect a high degree of knowledge gain. Staff#: 2, STUDENT MEDICAL performance 200%, Requirements: MED-30 WIS-60
TRAINER_MEDICAL
The great conditions here allow for the trainer to give superb performance. Top class doctor required. Staff#: 1, TRAINER MEDICAL performance 250%, Requirements: MED-90 WIS-90
STUDENT_EXPLOSIVES
The queen's lab here has all the condition for top class explosive experiments. Although it's a controlled environment there's still a small chance for the things to go wrong. Staff#: 2, STUDENT EXPLOSIVES performance 250%, 1% chance of FATAL injury, Requirements: EXP-30 WIS-60
TRAINER_EXPLOSIVES
This high-tech lab has all the equipment and books necessary for the study of explosives. The conditions are top-notch so expect a high degree of knowledge gain for the STUDENTs. Top class expert required. Staff#: 1, TRAINER EXPLOSIVES performance 400%, Requirements: EXP-90 WIS-90
Junkyard (no changes)
Beach Resort (no changes)
Combat Support Hospital DOCTOR
Perform urgent life-saving treatment on your wounded men in field conditions. Staff#: 2, DOCTOR performance 150%, Medkits lasts 40% longer, Requirements: MED-60 WIS-60
Army Barracks Cantina (no changes)
Military Prison (no changes)
INTERROGATE_PRISONERS
Town Prison - (no changes)
INTERROGATE_PRISONERS
Freddo's Workshop PRACTICE_DEXTERITY
For a price Freddo is willing to teach you in repairs of fine electronics. The delicate work makes for a steadier hand. Staff#: 1, Daily Cost: $2,700, PRACTICE DEXTERITY performance 200%, 5% chance of MEC+, Requirements: DEX-40 WIS-50
Arnie's Workshop PRACTICE_MECHANICAL
Arnie is willing to teach you in repair methods. He ask for a fee, though. Staff#: 1, Cost: $850, PRACTICE MECHANICAL performance 200%, 5% chance of MEC+ Requirements: MEC-40 WIS-50
Gas Station STAFF
Get this old gas station up and running. Arulco is in need of gas, and if you can supply it, the locals will pay for it. Staff#: 1, Daily income +$3000 Requirements: LDR-35 WIS-80
Military Warehouse STAFF
You've found a huge warehouse full of military gear. An organized manager here can sell the army surplus to bring in some extra cash. Staff#: 1, Daily income +$1500, Requirements: LDR-35 WIS-80
Satellite Access - Limited
Access limited satellite imaging. Detects enemies only in visited sectors and the number of city garrisons cannot be detected. Staff#: 1 Cost: $8,000 per hour, Detects enemy patrols in visited sectors, Requirements: LDR-80 WIS-80 LVL-6
Satellite Access - Full
Access full satellite imaging to detect enemies in all of Arulco. Infra-red and thermo imaging detects even well hidden enemies within cities. Staff#: 1 Cost: $20,000 per hour, Detects exact enemy locations and numbers in the whole map, Requirements: LDR-80 WIS-80 LVL-6
Facility Locations:
Toggle Spoiler
All the default locations are still there. I only added new ones:
Drassen:
Extra A.C.A faciliy in C13 for better scouting of incoming attacks
Chitzena and Balime:
Added Beach ressort to A2, L11, L12
Alma:
New Warehouse facility at H14
New Satelitte facilities in H13
Cambria:
Added Junkyard at G9. The locals started cleaning the mess from F9 to a Junkyard in G9. Luckily for you, you probably have a base there, which will make repairing of items easier.
G9 map - added a small junkyard to the north-east corner to justify the new facility
Estoni:
Now has the new Gas Station facility
Grumm:
Extra Munitions Factory in H1 for easier repairs (if you have a base here).
Meduna:
Added Combat Support Hospital in N3 to aid you in your final push
Credits:
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Headrock for externalizing Deliveries and Facilities
wil473 - I got the idea of income facilites from his UC mod
All other JA2 modders out there for making the game so great
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Sergeant
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Re: S&F minimod[message #328860]
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Mon, 09 December 2013 00:30
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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smeagolNice ideas. Probably going to steal a few for upcoming AIMNAS XMAS release I haven't come up with myself.
Be my guest, smeagol. I've enjoyed your mod from the very begining, so your theft would be an honor:)
I must admit though, I still haven't tried the big maps project, gotta visit your part of the forum to see the new stuff...
As for the non-Arulcan destinations... I thought about that. Removing them does subtract a bit form the original immersion, but then I thought - what's the point since there's no functionality...hmmm
Maybe a comprimise: Arulcan destinations on top of list and then comes the rest. Or would you like all of them in A-Z order?
This going in the trunk? I'd be flattered, yes, but I still need to test and find a good balance.
My stat gains and prices are based on theory and some average calculations. I still need to make a fast play-through to see how it all actually comes together.
All feedback is welcome!
Thanx to all for the support so far, I'm glad I can finally contribute something, since this is an amazing community. Hell, we still got new players coming. Forums full of noob question - it's great really
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Sergeant
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Re: S&F minimod[message #328872]
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Mon, 09 December 2013 10:54
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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axor01Awesome addition. Trying it out now, with AR and SDO.
Edit: Mine daily income is reset to 0$. Intended? Started old savegame; is new game required?
This mod is not intended for Arulco Revisited. At least not the Shipments part. If you install it on top of an AR install, you'll have C5, G9 and H1 maps from the original game (+my edits), so theoretically it should work. But AR changes some other stuff like NPC locations, city borders, etc. so you'll probably have some inconsistencies. Your mine income bug could be the first symptom.
Use at your own risk. I gotta first look into all the changes from AR and SDO, so no guarantees on compatibility, but...
Have some patience, because I was already planning to make a version of S&F just for Arulco Revisited - with edits to the AR maps for working new deliveries, more facilities and facility locations tailored for the AR map set.
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Sergeant
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