Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: IMP gear selection
Re: New Feature: IMP gear selection[message #336598] Sun, 12 October 2014 08:47 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
I'm not completely certain I understand about which file I need to edit to change the different options I can pick from.

"What always somewhat annoyed me (and I assume others too) were the items one got. They depend on ItemChoices.xml, but this also involves randomness. One can never be sure what you get."

Based on this, am I to assume that the same xml that JA2 picks IMP item choices NORMALLY is used for this update? As in i can edit the file normally, be it by hand with notepad or with the XML editor?

Does this mean it's innately compatible with mods that change/increase the number of items?

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Master Sergeant
Re: New Feature: IMP gear selection[message #336601] Sun, 12 October 2014 10:38 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Yes and yes.

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Captain

Re: New Feature: IMP gear selection[message #336611] Sun, 12 October 2014 15:18 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Writing a mod that's innately flexible with further mods like this is amazing and is EXACTLY what mods (at least for this game) should work like. Thank you, Flugente! Anyone that calls says you're anything less than excellent can go have particularly unpleasant things happen to them for all i care, you rock!


Edit 1: When editing the IMP Item Choices table via the XML editor, what are some rules i should follow? Dump all the items I want available to into 'Default' items? What about Random items? And the rows relating to attribute points like Wisdom or Marksmanship? Are the items listed under the skills such as Auto Weapons restricted to IMPs that take them? What about the # Choices and # Items columns? Do they have any effect on custom IMP loadouts, or are they only there for the old version and I can freely add items after what the game would normally use in the XML/table?

[Updated on: Sun, 12 October 2014 19:53] by Moderator

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Master Sergeant
Re: New Feature: IMP gear selection[message #336656] Mon, 13 October 2014 23:50 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
All items of the Default, Random and the stat categories are added to the selection without any preconditions. I simply don't care how high the attributes are - just dump the items into there. I also don't care about the # Choices and # Items columns - this is supposed to be as small a hassle as possible. This affects the old IMP creation method however, as the xml is used for both.

The trait category items are only added if you have those traits, so 'Sniper Exp' items are only accessible if you pick 2 sniper traits.

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Captain

Re: New Feature: IMP gear selection[message #336660] Tue, 14 October 2014 01:30 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Fantastic, that simplifies things if i want to go with the old selection method (it just picks how it used to) and then i just add whatever i want after that and it goes into the new method, nice.


Flugente, hot damn, this is amazing!

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Master Sergeant
Re: New Feature: IMP gear selection[message #336686] Wed, 15 October 2014 00:12 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
As of r2167, the stock IMPItemChoices.xml has been altered. I've added a few items teasing the player that there is new stuff to do (food, cleaning kit, binders...) and added a few weapons.

Snipers can now get the Mauser M-03. It's a decent sniper rifle, but the ammunition should be hard enough to come by to not make this to exploit-heavy - and the scope that comes along with it cannot be used on anything except those Mauser rifles.

Bombardiers can now get a LAW. Sounds powerful, but they get just one (and, well, the thing costs money).

With army food rations and canteens in the selection, this should also make life easier for those who play with 'Food' turned on and don' know where to get it Smile

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Captain

Re: New Feature: IMP gear selection[message #336690] Wed, 15 October 2014 01:32 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
Well, i've been working all day on that file and was about to post my version, the coincidence is amusing. It was modifying those things too.

Here's my IMPItemChoices.xml, maybe it can help to tweak the starting equipment.

I tried to widen the selection, with IMP gear selection in mind, but keeping compatibility with Old method and old trait system (it wasn't easy).
Maintaining a good balance and not giving overpowered stuff to the IMP is hard. I tried to stick to low tier weapons but modern, varied and standard ones, while quite compact for an air drop. The hard part being the Marksman/sniper and Heavy. I did want to make them more viable, but equiping them with low tier weapons is hard, even more without WW2 stuff. They may be somewhat overpowered, but ammo scarcity and initial cost should balance it.

For every trait you can have specialised stuff, including food, LBE and misc items.

By the way, while testing my file, i had some difficulties using the drop down menus in the IMP gear selection screen (resolution 1024x768 in full screen). Sometimes they overlap with each other, making it difficult to select one item in the list or scroll down. The holster lists overlap with the "FINISHED" button on the right, and in the struggle this last one often wins!

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Master Sergeant
Re: New Feature: IMP gear selection[message #336794] Sat, 18 October 2014 21:02 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
The UI for this feature could use some touching up.

On the right half, selecting a face item while the cursor is over another drop-down tab causes the current drop-down menu to hide BEHIND the other tabs

using 7572 SCI

Sorry if i'm using strange terms

Edit 1: Currently testing to see if this is still a problem. Upon re-installation I seem to not be having this problem anymore

Edit 2: YES, this is an issue

https://www.dropbox.com/s/ciibn250o2u709n/Example%201.png?dl=0
https://www.dropbox.com/s/udbrml0jq6u8tgq/Example%202.png?dl=0
https://www.dropbox.com/s/sv6g59ita4w6ebk/Example%203.png?dl=0

Edit 3: Additionally, the drop-down menu won't scroll all the way to the bottom. I can't access some of the items I put in the XML document this way. A minor inconvenience but still a notable bug nonetheless.

Edit 4: Found an interesting way to cheat the system. Create a merc with gear that exceeds the original $3000 to completion, then start a new campaign and simply enter the IMP's nickname in for the password. You'll get the merc with all his/her equipment for $3000 instead of the larger cost

EDIT 7: It saves the amount as however much the last IMP costed. To test this i set someone up that cost about $17,000 with her equipment. I then exited to the main menu and hired four IMPs at once; they all cost that same 17k amount.


Edit 5: Why is it that i can have multiple drop-down menus open at once?

Edit 6: This mod seems to ignore the following .ini setting:
; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
EXPERTS_GET_DIFFERENT_CHOICES = FALSE


Edit 8: Primary weapon slots seem to be capped to 56 (not including 'nothing') items

[Updated on: Sat, 25 October 2014 03:11] by Moderator

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Master Sergeant
Re: New Feature: IMP gear selection[message #337081] Fri, 24 October 2014 08:20 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
Hi All


Fab feature. Smile


Found a couple of issues though.

Had a sniper but the mauser didn't come with a scope and had no option to choose one Sad

Also for the options I chose duplicates. 2 first aid kits, several mauser ammo. Got charged but never received the duplicates Sad


Otherwise fab stuff Smile

Martin

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Corporal
Re: New Feature: IMP gear selection[message #337216] Mon, 27 October 2014 15:49 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Getting glitches when selecting items in the last row, due to the menu expanding out of the boundaries of the in-game laptop.

Also I think it is rather illogical if it is possible to buy multiples of certain items. It seems like it's possible to select 4x laser sights, 4x canteen and so on... is it possible to add a max limit for items in the impgear.xml that restricts the numbers for certain items?

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Lieutenant

Re: New Feature: IMP gear selection[message #337218] Mon, 27 October 2014 16:11 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Also... uhm... why use the same xml file for old and new method of gear selection? wouldn't it have been a bit easier to use a new buyimpgear.xml (or whatever name suits the nomenclature)?

With current xml setup adding additional choices to buy will most likely screw up the old item selection, won't it?

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Lieutenant

Re: New Feature: IMP gear selection[message #337221] Mon, 27 October 2014 16:46 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
smeagol
With current xml setup adding additional choices to buy will most likely screw up the old item selection, won't it?

Why? Just add the items out of the old method range.
If 5, then put your items in slots 6 to 50.
Just keep the original range untouched for the old method.

Do i miss something?

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Master Sergeant
Re: New Feature: IMP gear selection[message #337225] Mon, 27 October 2014 18:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Not sure if it works like this. If it does, it could work, I guess (not the most clean solution to implement it, though).

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Lieutenant

Re: New Feature: IMP gear selection[message #337230] Mon, 27 October 2014 19:33 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Ok, I can confirm that the items will show up if added after viable choices. But... ugh... it IS a dirty, ugly hack.

Also... which file is used for the interface graphics? Considering to put in some of my free time into making it look a bit nicer.

Would it be possible to change the drop down menus to be non-dynamic in length and have them get a default length? Would already look a lot better if they would have a more streamlined layout.

Edit:
Will added main guns allow all types of ammo to be selected? I think this is quite overpowered for guns like shotguns that have some really funky ammo choices (I tried it with a Spas-12 and could get stuff like Polyshok, Duplex, SAP etc without adding them to the xml... way too good in the early game in my opinion).

[Updated on: Mon, 27 October 2014 19:46] by Moderator

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Lieutenant

Re: New Feature: IMP gear selection[message #337235] Mon, 27 October 2014 20:27 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
smeagol
Getting glitches when selecting items in the last row, due to the menu expanding out of the boundaries of the in-game laptop.
No fix for that, as that is how the laptop display works.

smeagol
Also I think it is rather illogical if it is possible to buy multiples of certain items. It seems like it's possible to select 4x laser sights, 4x canteen and so on... is it possible to add a max limit for items in the impgear.xml that restricts the numbers for certain items?
The goal of this feature is to make selecting IMP gear easier and more user-friendly, without adding or altering new xmls. So no.



smeagol
Also... which file is used for the interface graphics? Considering to put in some of my free time into making it look a bit nicer.

Would it be possible to change the drop down menus to be non-dynamic in length and have them get a default length? Would already look a lot better if they would have a more streamlined layout.
Which part of the graphics, and which length do you mean? I took care to make them dynamic, as cutting text looks awful.

smeagol
Will added main guns allow all types of ammo to be selected? I think this is quite overpowered for guns like shotguns that have some really funky ammo choices (I tried it with a Spas-12 and could get stuff like Polyshok, Duplex, SAP etc without adding them to the xml... way too good in the early game in my opinion).
All ammo can be selected. In the old system, the player could always add whatever he wanted to his IMP anyway, so there is no new loophole here. I am sick to death of externalising/optionalising every friggin' piece of code. People can use this or not, I don't intend to add any options to this. This includes the hardcoded limits of 6 mags per ammostack and 4 per various item stack.

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Captain

Re: New Feature: IMP gear selection[message #337282] Tue, 28 October 2014 13:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Glitchie glitch glitch...

Looks like drop down menus overlap each other.

http://oi60.tinypic.com/dpuy4x.jpg

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Lieutenant

Re: New Feature: IMP gear selection[message #337321] Wed, 29 October 2014 00:37 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Yes, that happens when several ones are opened and are over each other. I redraw them very sparingly, otherwise they would be closed all the time. Won't fix.

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Captain

Re: New Feature: IMP gear selection[message #337656] Mon, 10 November 2014 01:16 Go to previous messageGo to next message
tdevine is currently offline tdevine

 
Messages:31
Registered:March 2011
OK, so I have dl to the latest trunk whatever 7623 and got an exe from one of the official places, but wont run, EXACTLY HOW DO I MAKE THIS RUN??? SVN? EXE? GAME DIR? PLEASE FOR NEW GUYS..... EXPLAIN LIKE YOU HAVE NEW PLAYERS WITH LIMITED MODDING KNOWLEGE.....

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Private 1st Class
Re: New Feature: IMP gear selection[message #337664] Mon, 10 November 2014 13:17 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
FOR INSTALLATION, SEE THIS THREAD, AND THEN FIX YOUR CAPSLOCK!!!111ELF!!!!

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Captain

Re: New Feature: IMP gear selection[message #339753 is a reply to message #337664] Sat, 28 February 2015 21:31 Go to previous messageGo to next message
JimQuaid is currently offline JimQuaid
Messages:1
Registered:February 2015
Flugente wrote on Mon, 10 November 2014 12:17
FOR INSTALLATION, SEE THIS THREAD, AND THEN FIX YOUR CAPSLOCK!!!111ELF!!!!


Is this feature enabled in the 7609 update? On a clean install of JA2, 7435 and running the .bat of the 7609 update the item selection screen does not show up for me after finishing attributes. Does this need to be enabled via options?
Also, link does not work anymore.

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Civilian
Re: New Feature: IMP gear selection[message #339759 is a reply to message #339753] Sun, 01 March 2015 00:59 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Welcome to the pit, JimQuaid!

This is not included in the 2014 stable release. It is however included in current unstable releases.

[Updated on: Sun, 01 March 2015 01:00]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New Feature: IMP gear selection[message #340272 is a reply to message #336070] Fri, 27 March 2015 20:25 Go to previous messageGo to next message
puer

 
Messages:9
Registered:April 2007
Location: Estonia
Hi, for feedback there is no gun selection option (IMP: spy+radio operator, seems same issue with other skills). SCI_Unstable_Revision_7783_on_GameDir_2226

pic: upload.ee/image/4597375/no_gun_-_SCI_Unstable_Revision_7783_on_GameDir_2226.PNG
Do I need edit ..\Data-1.13\TableData\Inventory\IMPItemChoices.xml?

Edit: IMP started the game without a gun.

[Updated on: Sat, 28 March 2015 09:42]

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Private
Re: New Feature: IMP gear selection[message #340277 is a reply to message #340272] Fri, 27 March 2015 23:24 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
They will get the default items, which includes a weapon. You can modify that file to give your IMP a specialized weapon. You can put it in the Covert Ops, Covert Ops Ex and/or Vox Operator sections. They will still get the default weapon also unless you remove that. Remember to change the ubChoices and ubNumItems to reflect your changes. Also remember that ubChoices cannot be more than ubNumItems.

[Updated on: Fri, 27 March 2015 23:25]

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Sergeant Major
Re: New Feature: IMP gear selection[message #340383 is a reply to message #340277] Fri, 03 April 2015 10:40 Go to previous messageGo to next message
math3ws is currently offline math3ws

 
Messages:19
Registered:March 2013
Location: Czech Republic
I've noticed an exploit. If you create an IMP with gear, you pay the correct price for the equipment, but if you then use the same IMP in another game by typing their nickname in the IMP site, you only pay the regular price ($3000), as defined by the .ini file.

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Private
Re: New Feature: IMP gear selection[message #340384 is a reply to message #340383] Fri, 03 April 2015 11:35 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
This is probably because the game doesn't know that this IMP was once created with the new gear selection method. A new tag would need to be saved in the IMP file.


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New Feature: IMP gear selection[message #341054 is a reply to message #340384] Tue, 19 May 2015 19:13 Go to previous messageGo to next message
Anthropoid is currently offline Anthropoid

 
Messages:145
Registered:February 2014
Just to clarify, you can only buy one of each item, right?

The interface seems to allow you to buy two or more of any given item (and it will charge you for them it seems); but when you get done it seems you only wind up with one of each multiple chosen item.

Possible exception being canteens and/or first aid kit and if they are included in the first couple rows. I vaguely recall having successfully purchased two or more canteens in one mercs set.

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Sergeant
Re: New Feature: IMP gear selection[message #341057 is a reply to message #341054] Tue, 19 May 2015 19:56 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
A lot of the bigger items only fit once in the mercs inventory. For example you can only equip one night vision device. If there is no space for another in inventory the second NVG is lost.


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New Feature: IMP gear selection[message #341061 is a reply to message #341057] Tue, 19 May 2015 23:55 Go to previous messageGo to next message
Anthropoid is currently offline Anthropoid

 
Messages:145
Registered:February 2014
Argh, there goes my clever ploy to equip my 6 person IMP squad with NVGs using only 3 Night Ops qualified toons happy

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Sergeant
Re: New Feature: IMP gear selection[message #341105 is a reply to message #336070] Fri, 22 May 2015 17:54 Go to previous messageGo to next message
Johuotar is currently offline Johuotar

 
Messages:5
Registered:December 2010
The feature is nice, but for some reason I my IMP did not start with weapon and the weapons list was empty. Had to start without anything, good thing he was stealthy/martial artist. cheeky

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Private
Re: New Feature: IMP gear selection[message #343343 is a reply to message #341105] Thu, 26 November 2015 07:09 Go to previous messageGo to next message
TheSilentGamer is currently offline TheSilentGamer
Messages:1
Registered:November 2015
Location: New York
Where is the download?


Keep calm and jagged alliance on!

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Civilian
More throwing knives[message #347343 is a reply to message #336070] Sun, 16 October 2016 02:21 Go to previous messageGo to next message
Michael Gal is currently offline Michael Gal

 
Messages:14
Registered:May 2015
Location: Balgownie NSW Australia
Hi i know that the xml editor has bugs & so i am using notepad++ & i was wondering how to add more throwing knives for the IMP with the trowing trait?

The IMPItemChoices.xml looks like this...
<uiIndex>23</uiIndex>
<name>Throwing</name>
<ubChoices>2</ubChoices>
<ubNumItems>2</ubNumItems>
<bItemNo1>38</bItemNo1>
<bItemNo2>38</bItemNo2>
<bItemNo3>0</bItemNo3>
<bItemNo4>0</bItemNo4>
<bItemNo5>0</bItemNo5>
<bItemNo6>0</bItemNo6>
<bItemNo7>0</bItemNo6>
<bItemNo8>0</bItemNo6>

I have changed the ubNumItems from 2 to 6 & the bItemNo3-6 from 0 to 38, bit it seams to only allow you to have one knife total.

I am running SCI_Unstable_Revision_8301_on_GameDir_2341__3 & JA2_8307__4.

Thanks for your time.

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Private
Re: More throwing knives[message #347344 is a reply to message #347343] Sun, 16 October 2016 02:54 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Eh? With this feature (new selection method), we only check for the different items in the xml, not how often they occur, so adding the same item multiple times is useless.
In the old method, ubNumItems is the number of items that we can choose from that list (yes, that information is fairly obvious to anyone reading that xml, and is utter nonsense). ubChoices is the number of items taken from that list.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: More throwing knives[message #347345 is a reply to message #347344] Sun, 16 October 2016 03:02 Go to previous messageGo to next message
Michael Gal is currently offline Michael Gal

 
Messages:14
Registered:May 2015
Location: Balgownie NSW Australia
Thanks what was i thinking.

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Private
Re: More throwing knives[message #350033 is a reply to message #347345] Sun, 11 June 2017 23:24 Go to previous messageGo to next message
Vadim Dolvich is currently offline Vadim Dolvich

 
Messages:26
Registered:February 2009
Location: None
Is there a tutorial on how to modify the IMPItemChoices.xml? I can't make head or tails of the equipment list. I wanted to add a basic .357 for my Gunfighter IMP (Rick Grimes from the Walking Dead) so he can tote at least a revolver.

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Private 1st Class
Re: More throwing knives[message #350034 is a reply to message #350033] Sun, 11 June 2017 23:46 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Does the release you are playing with already have a "Sidearm" category in IMPItemChoices.xml? If so you could add the revolver to that category. This requires a bit of luck when using the old automatic distribution method or you can select the revolver directly using the new distribution method. This way would allow the gun for all IMPs no matter what traits they have.

You could also add the gun to the "Gunslinger" categories if you only want to give it to gunslingers. Make sure to increase both <ubChoices> and <ubNumItems> so you get the gun on top of the already present items in the list when you use the old distribution method.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New Feature: IMP gear selection[message #350035 is a reply to message #350033] Mon, 12 June 2017 03:58 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
Vadim Dolvich wrote on Sun, 11 June 2017 13:24
Is there a tutorial on how to modify the IMPItemChoices.xml? I can't make head or tails of the equipment list. I wanted to add a basic .357 for my Gunfighter IMP (Rick Grimes from the Walking Dead) so he can tote at least a revolver.



If your after a couple specific guns or ammo or whatever, instead of spending a bunch of time in the XML fire up the map editor and edit the drop sector by where the Heli drops you off and insert the items you want.

yeah your getting a free gun or whatever, but it it makes you happy...

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Master Sergeant
Re: New Feature: IMP gear selection[message #355738 is a reply to message #350035] Thu, 08 November 2018 21:25 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Urgs. I need to set some sort of 'I'm away for a while' message in the future. Anyways, I'm not really back to coding - this and the next week is a lot of stress @work, after that it's holidays - but I have a tiny clarification:

On known oddity of this feature is that of one creates an IMP via this feature, and then later loads that existing IMP into a campaign by entering the callsign at the website, the additional gear costs are not deducted. I am well aware of that. The issue is we don't store the cost of the gear in the profile. We also don't store whether an IMP was created via the old, non-gear-costing method or this new one. We don't store that data because, frankly, this doesn't affect the character at all.
I could determine the cost from the items upon loading the IMP, but... in that case you would also have to pay for gear with IMPs created by the old method.

I assume at that point the fans of the old method would then cry 'foul', but... at least it's consistent then. Everybody pays for gear exceeding IMP_PROFILE_COST.

Edit: Coded this in in r8638. However you create an IMP, if the gear costs more than IMP_PROFILE_COST, you pay for that extra cost. This is not optional, because I say so.

Edit2: On third thought, might not yet wotk for old method on direct creation? Have to check on the weekend or so.

edit3: Urgs. With the old method, the gear is drawn at random after we confirmed the creation process, so we cannot know the cost beforehand. We could if I changed that, but... you know what? Eff that. So, to clarify:
  • via the old method, gear costs nothing extra, whatever you select
  • via the new method, you pay the gear cost exceeding IMP_PROFILE_COST. So if you pay 3000 for an IMP and buy gear costing 4000, you pay 3000 + (4000 - 3000) = 4000 total.
  • when you load an IMP via callsign, you always pay as if you've created them via new method. I do not intend to change that.
    In case somebody wants to whine about this, note that via the above argumentation, once an IMP is created you cannot prove to me you didn't create them via the new method greedy

[Updated on: Fri, 09 November 2018 22:33]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New Feature: IMP gear selection[message #356645 is a reply to message #355738] Fri, 08 February 2019 19:51 Go to previous messageGo to next message
jcsang is currently offline jcsang

 
Messages:7
Registered:February 2019
The link to this mod seems defunct. Is there any other link I can use to get this? It seems awesome and I'd love to give it a spin.

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Re: New Feature: IMP gear selection[message #356646 is a reply to message #356645] Fri, 08 February 2019 23:52 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
jcsang wrote on Fri, 08 February 2019 18:51
The link to this mod seems defunct. Is there any other link I can use to get this? It seems awesome and I'd love to give it a spin.

The link to what mod? This feature is part of the standard SCI.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: New Feature: IMP gear selection[message #356680 is a reply to message #356646] Wed, 13 February 2019 12:44 Go to previous messageGo to previous message
jcsang is currently offline jcsang

 
Messages:7
Registered:February 2019
Thanks, silversurfer. I installed that SCI and it worked. I soon went back to my previous version since it looks like the option to have more than 1 IMP merc was no longer an option, and I'm enjoying that at the moment.

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