Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Mai's Assorted Questions
Mai's Assorted Questions[message #355964] Fri, 23 November 2018 21:09 Go to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Greetings everyone happy

During my homecoming playthrough several questions arose, would be great if you could help clarifying them.



1) NCTH

a) Scopes: <MinRangeForAimBonus>
I'm confused about this $var on scopes. Is it used only for OCTH ; if not, how is it used ?

b1) Recoil
Before i confuse with potentially redundant questions, i shorten it to: what are the formulas to calculate
- gun's Recoil
- shooter's Counterforce

b2) Horizontal Recoil
Some items in AFS mod alter a gun's Horizontal Recoil, however, EDB doesn't update in this case ; respectively, the item alters Horizontal and Vertical Recoil, however only the Vertical seems to get applied. Is Horizontal Recoil applied, but not updated in EDB, or is it an unused remnant from previous versions ?

c) Base CTH, Aiming CTH
In CTHconstants.ini, there are paragraphs for Base CTH and Aiming CTH. I understand they are important for calculating a shooter's actual CTH, but how ? For the sake of simplicity, lets ignore all other factors and assume that there are only BASE_Attribute and AIM_Attribute:
EXP = 5.0
MRK = 10.0
WIS = 2.0
DEX = 4.0
How would the result change if i set them all to 3, or 10 for example ?

d) How does X come into play:
- CTH Cap
- Flat Aiming Modifier
- gun's Accuracy
- gun's Handling
- Flat Snapshot Modifier
- % Snapshot modifier



2) Backgrounds and Attributes

a) Attribute Cap
Several Backgrounds give boni to Attributes. Example, Daredevil grants +6% Agility.
By default, Attributes max out at 100 ; is it possible to exceed this cap with Backgrounds, for the purpose of Skill Checks for example ?

b ) Attribute effects
There is no tool tip for Attributes. Is there an up to date list or article that details what their effects are ?



3) Traits

a) Squadleader MAX_STACKABLE_BONUSES = 3
The explanation is ambiguous:
Max number of active bonuses from squadleaders/deputies for a single soldier

Does it mean, from the list of possible boni, X are chosen at random (or by some sophisticated method) ?
Or does it mean... for example from the Doctor trait:
Max stackable Paramedic(Doctor is counted for two) traits for regeneration of nearby mercs
MAX_NATURAL_REGEN_BONUSES = 4


"Translated" for Squadleader:
Max stackable Deputy (Squadleader is counted for two) trait boni on nearby mercs
MAX_STACKABLE_BONUSES = 3


b1) sociable: when a couple of mercs are nearby
b2) loner: when no other merc is nearby
b3) nervous: if left alone
What is the distance for alone/nearby and is this distance a fixed integer or a float (based on lvl or such) ?



4) Difficulty Settings
StrategicAiActionWakeQueen : When first fight finished, wake up queen ?
UpdateLastDayOfPlayerActivity : How many days ago does the player check he was active in the captured sector ?

The descriptions are vague, what are these settings doing ?



5) Item related stuff

a) Mortar/Grenade Launcher
If shooting an invisible (out of sight range) target (soldier/bloodcat/"creature" ), there are penalties to accurcy. Does this also apply when targetting out of sight ground tiles with mortars and/or GLs ?

b ) Do
- ENERGY_COST_FOR_WEAPON_WEIGHT
- ENERGY_COST_FOR_WEAPON_RECOIL_KICK
also apply to Enemies and Militia or only to mercs ? I find the default settings too draining on energy, but before i change them i'd like to know how much easier i'll make the game if i lower them.

c) Armour Settings
CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = X
Just to be sure (i have a tendency to struggle with the most obvious things shy )
- LBE vest has 10 camo
- armour vest (Ghillie) has 40 camo
then resulting camo is [80% of LBE + 20% of armour] = 8 + 8 = 16 ?
However, ingame i get a value of 10 + 40 = 50 anyway, what am i overlooking ?

d) MG area suppression
I faintly remember that it was possible using full-auto weapons to suppress an area by drawing the mouse. I also do get the red crosses on the screen, but when i release the mouse button, the merc shoots only in a straight line. I tried narrowing the angle, yet to no avail.
--> solved: seems i didn't narrow it enough

e) Adding new items
As much as i like AFS, i feel i miss something. I had a short chat with Wil, he explained he is following a specific philosophy in his mods. To make a long story short, the most fruitful way would be if i create an after-market-mod, so to say. I understand the majority of things related to adding new items, except:
- i'm interested in extracting some item graphics from the main trunk, do i need to aquire someone's permission ; if yes, whose ?
- assuming the new items shall ultimately be displayed (visually) at BRs, on the tactical map as well as in the merc and sector inventories, from which folders would i copy the files ?
- can i simply add the items to Items.xml, or do i need to update an index/counter somewhere ?



Thanks in advance happy

[Updated on: Sat, 24 November 2018 10:16]

Report message to a moderator

Corporal
Re: Mai's Assorted Questions[message #355965 is a reply to message #355964] Fri, 23 November 2018 22:07 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
2) so far i can only make (afaik) reliable statement based on ingame "proof":
Backgrouds that increase mrk, like competitive shooter,
allow mercs to train other mercs mrk (via trainer student task) to a higher value
than a trainer with identical values that affect training, but without the mrk increasing background.
Calculation for individual mercs based on what i can regongnize as modifiers appears to support the observation,
also that mrk values > 100 are used for calculation of "mrk_trainer competence".


Note that if you check out stuff in game, trainers ldr (perhaps along with students wis) also affects the max trainable mrk value.
Lets say Leech trained 6 bad and 2 mediocre shots, merc8 reached the cap and Leech cant train him anymore,
but since training 7 people continues to raise his ldr for several pts/day, merc8 may join training again after some days.

Report message to a moderator

Master Sergeant
Re: Mai's Assorted Questions[message #355967 is a reply to message #355964] Sat, 24 November 2018 01:42 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2416
Registered:October 2005
Location: Australia
Mai Ti Miao wrote on Sat, 24 November 2018 06:09

e) Adding new items
- i'm interested in extracting some item graphics from the main trunk, do i need to aquire someone's permission ; if yes, whose ?


I doubt you'd need someone's permission, but it's good practice, as is crediting or contacting the original creator or at least try not to take credit for someone else's work. Some modders (me included) would like to retain some unique features, character or items in their mod but I'm sure collaborations or sharing is also encouraged most of the time. The main trunk tends to consist of contributions from many developers and modders in and out of the pit, so it might be hard to find who made what. You could ask someone who's been around for ages to double-check from the main 1.13 team if needed.

Report message to a moderator

Lieutenant

Re: Mai's Assorted Questions[message #355968 is a reply to message #355967] Sat, 24 November 2018 03:16 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
@ Mao Ti Miao

Lots of good questions here. I personally get rather miffed at some of the poor descriptions in the comments of certain key files, like the Wake Up Queen one you mentioned (which Queen, I presume it is the Creature Queen, but it might be Deidrianna). This post will not be very helpful to you, but I wanted to at least agree with you that we need some really clear info on all these and that your questions are excellent. These comments pertain to only v1.13, not familiar with AFS itself.

Ok, I'll take a stab at some of these. I'm not certain of the meaning, but I've read so many things over the years in posts, that I might be right. However, they are either from v1.13 posts or old JA2 posts I read, so they may be wrong, even if I remember accurately.

1 a ) I tried to explain this slightly in one of your thoughts about Variable Scope in one mod. The Scope will only benefit you once you are using it at some minimum range. I found this frustrating with the current v1.13 2x scope for example. (But that ended up being mostly because I could not see in the dark far enough). But here, what it means is that the more powerful the Scope Magnification, the larger is the minimum range you need to get the larger aim bonus from the scope. At something less that minimum range, you get no benefit or more likely a malus to even using that scope.

1 b 1) Have no idea. Didn't know a Creature could have counterforce. Counterforce and recoil battle each other in controlling the autofire, etc., but you already know that.

1 b 2) Another surprising one. Horizontal Recoil is news to me. I did not know it was even in the game. I'd guess that it is a statistical spread, similar to what happens when you burst or use automatic fire, perhaps widening the aperture. But like you, news to me.

1 c ) There is a formula I believe given in the comments to the CTHconstants.ini file that explains this. But I don't know it. I know that the various numbers contribute more if higher. The idea was that CTH should be influenced by certain attributes or skills or experience level. I believe this is mostly for NCTH, but not sure. Another excellent question. So if you go with 3 instead of the numbers given you will be letting all those inputs have a more even effect on contributing to the chance to hit, where in the numbers given MRK is the most important contribution, and WIS the least. I think the numbers are multipliers and then are divided somehow later, but don't know the formula. They might just be percentage adds, but not my recollection.

1 d ) How does X come into play? Whew, hard and deep questions.

-- CTH cap. Not quite sure. A weapon's condition should cap much of the max CTH. I think there is a 99% CTH cap also, but it is possible to modify. So not sure what is the actual cap here, but they exist.

-- Flat Aiming Modifier -- whew. Could be several things, as you no doubt have considered, great question. I would have guessed it is the flat bonus on just raising the weapon and aiming down sights. But you remember those CTHconstants modifiers. It might be the flat bonus before MRK, WIS etc get thrown in per that file. It also probably is effected by the various dynamic aiming choices and so on, in the ja2options.ini selected. You point out by this question how much of a mess all this aiming nonsense has become. Too many options, too many customization and aiming methodologies can be set. It's great to have options, but there is no way that most players can know for certain how all the choices truly effect how the game will play out. IMHO and all that.

-- Gun's Accuracy -- it is a flat bonus LOL, to CTH built into the weapon. It is before you do anything else. I believe it can run into caps, and so you cannot guarantee a 100% hit or anything.

-- Gun's Handling -- another tough one. It is one of three possibles. Easier to draw and raise -- thus easier, quicker, using less ap to bring to bear on target -- mostly important on first shot to target. Or it is gun's ability to handle recoil. Or might be gun's ability to ease or hurt ability to burst or autofire. Does it not show any info on mousing over the Gun's Handling in the extended information window? (I've noticed some of the lines in the enhanced description are not lining up and giving such info always, which is a problem in v1.13 currently sometimes). It might also have impact on loading and rechambering times. Anyway, I'm sure you've thought of all this. Excellent question. I used to assume my first guess above, but not sure anymore. Pretty sure it impacts shotguns also from vague memory, hmm. Dunno.

-- Flat Snapshot Modifier -- wow. I'm guessing that a Snapshot is not aimed down the sights. However, v1.13 introduced a little while back shooting from the hip. This is a semi-raised state, raised to hip. It may have an impact on that also. So, this is a modifier to simple non-aimed shot OR for semi-auto selected fire on a burst or autofire selectable weapon, sheesh which? It might be a special for a 2-handed non fully raise(able) weapon. Much like the Accuracy bonus on a normal gun, but for only single-shot but non-aimed. Still it might just be for single shots bonus, and not for burst or autofire. Gosh, we need a guide for this game. (There may be enough info in the old various pages on 7609 website for v1.13 or the old HAM stuff -- used to be so -- but some of this is bound to have changed over time. Damn, scary to realize. Have never seen this one before.

-- % Snapshot Modifier -- wow. Is this in a Background or something? I'd guess this would be perhaps on an attachment or possibly a background, for maybe a Heavy Weapon's user or Automatic Weapons or Burst Weapons. Wow, where did you see this, just in the CTHconstants.ini?

2 ) Backgrounds and Attributes

a ) Long ago I asked the very same question, well maybe a year ago. I was told it was possible to exceed the Cap. I believe it is in the way you considered -- but don't know the code. That is, for skill checks, but not to exceed 99% CTH or whatever that max is. Supposedly there is code to handle it -- but I'd like proof of that. I would have personally guessed before I was told that, that it would cap out. The original JA2, I believe, would not allow it, as you mentioned I think in the original post. Great question.

b ) Good point. I believe they were changed from the original JA2 meaning, that is why we can increase them differently doing different tasks. As you noticed in the CTHconstants file, you have already some new code in how they influence CTH and Aiming bonus. So, it's a mess to figure out completely. So you are asking about STR, DEX, AGI, WIS, and the like? How they effect Explosives and Melee Combat, Repair and Hand to Hand Unarmed combat, is all a bit changed in their contribution. I think you might find a bit of mouseover information either in the original IMP creation screens or in the Laptop screen for reviewing your Mercs and Backgrounds. Maybe. If you have not double-checked those, not sure. Since throwing grenades is now aided by Explosives Skill, and throwing knives is now influenced by Throwing Skill or perc, you can see that the formulae are probably changed. Likewise, not perhaps directly related, but you can gain in general Marksmanship by hitting with Throwing Knives, even though that is not using a gun. Likewise since movement is now an assistance to avoiding fire depending on number of tiles moved, it is likely the AGI attribute may have changed a bit what it can do. Don't know exactly, sorry. But there were posts on how using certain skills or tasks influence or increase some things, and they have changed.

3 ) Traits

I believe the range WAS 6 tiles. That was what nearby sorta was (note the sorta/maybe/kinda).

a ) Yep people forget that single soldier can modify both parts of the sentence, programmers always presume their comments can be short and understood. Not so, too many pronouns and possessives, in this case which soldier we talking about? But anyway. 3 Different Deputies can combine their Boni to each friendly in their range. I'm guessing it will take the 3 largest Boni and drop any additional Deputy's bonus (if a fourth is in range to assist the "single soldier"). Deputy effect has a range, and not sure but it may be modifiable. I believe the range is mentioned in the Background info or better in the Laptop info for the Deputy when you mouse over what it means in the Laptop. It might depend also on EXP LVL of the Deputy, and on Extended Ears gear, not sure. Thought is was a range of either 10,15, or 20 tiles, but I forget by now. Must have seen it somewhere though. I think you translated the meaning correctly in your post. MAX STACKABLE BONUSES, yep.

b1 ) I think it is 6 tiles, can't remember why. Might also have to be in a squad as well, but also proximity.

b2 ) Probably not within 6 tiles AND no squad mate. But still, who the heck knows, we need a definitive guide. Mao, you want to write this thing? happy you would have no life afterwards, unfortunately.

b3 ) Phew. Yep we need clarification. Can't be just 6 tiles. Has to be more. And we have the extended ear question. What about Militia, do they temper the effect a bit? What if other Mercs are in a vehicle, or another floor in a building? In same squad but all the way across the map with a river between, sounds scary for Flo, Biff, Lance etc. I'd think within vision and audio range. Needs major clarification.

4 ) Definitely those settings need clarification. The Wake Queen, might mean how immediately after the Omerta fight, since I had it on and immediately ran into gobs of reinforcing elites. But, I think it might also do with the Creature Queen, so not sure anymore. LastDayOfPlayerActivity, your guess is as good as mine.

I gave up on the rest. My comments don't provide the definitive information and calculations you need. I hope you will get definitive answers. Then I hope it is made into a sticky post or a guide.







[Updated on: Sat, 24 November 2018 03:25]

Report message to a moderator

Sergeant 1st Class
Re: Mai's Assorted Questions[message #355970 is a reply to message #355968] Sat, 24 November 2018 08:51 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Thanks a lot everyone happy


Hawkeye wrote on Sat, 24 November 2018 00:42
The main trunk tends to consist of contributions from many developers and modders in and out of the pit, so it might be hard to find who made what. You could ask someone who's been around for ages to double-check from the main 1.13 team if needed.

It's about the 3 pieces of Ghillie Suite, they'd fit perfectly for my idea.

Edit:
I just realized that Vanilla 113 now has updated Ghillie graphics ; i'd need to check an older version, but i assume if i pick one from 2 years ago i'd find the graphics i'm looking for.



ZedJA2 wrote on Sat, 24 November 2018 02:16
@ Mao

big grin It's Mai. Seriously: i don't even own the Red Book cheeky

*professor* sidenote: Mai is forename, Mao (in my case: Miao) is surname. Accoding to eastern etiquette, it'd be: Miao Mai Ti ; but i digress ;)


ZedJA2 wrote on Sat, 24 November 2018 02:16
I personally get rather miffed at some of the poor descriptions in the comments of certain key files, like the Wake Up Queen one you mentioned (which Queen, I presume it is the Creature Queen, but it might be Deidrianna).

Yes, exactly ; and i'm pretty much convinced that it is Deidranna big grin


ZedJA2 wrote on Sat, 24 November 2018 02:16
1 a ) [..] The Scope will only benefit you once you are using it at some minimum range. [..] At something less that minimum range, you get no benefit or more likely a malus to even using that scope.

There are formulas to calculate gun's min-range and penalty range (*), that's the reason this $tag is confusing.

(*) these are
Minimum range = Mag.Factor * NORMAL_SHOOTING_DISTANCE / 10 * SCOPE_RANGE_MULTIPLIER
Penalty range = this range * AIM_TOO_CLOSE_THRESHOLD


ZedJA2 wrote on Sat, 24 November 2018 02:16
1 b 1) Have no idea. Didn't know a Creature could have counterforce.

Alrighty, [creature] is misleading ; i wanted to avoid the textblob [merc/enemy/militia]. I conclude [shooter] would be easier to understand, thus i updated the question with Shooter.


ZedJA2 wrote on Sat, 24 November 2018 02:16
1 c ) There is a formula I believe given in the comments to the CTHconstants.ini file that explains this.

There is indeed a formula, however it
- is only explained for Base CTH
- is vague without an example calculation

I.E., taking my numbers from the opener
EXP = 5.0
MRK = 10.0
WIS = 2.0
DEX = 4.0
and for the sake of simplicity the merc's stats being
EXP = 10
MRK = 100
WIS = 100
DEX = 100
then
Toggle Spoiler

EXP = 5 * 3 * 10
MRK = 10 * 100
WIS = 2 * 100
DEX = 4 * 100
-
EXP = 150
MRK = 1000
WIS = 200
DEX = 400
-
Sum = 1750

-----
Split
-----

Div1 = (5 * 3) + 10 + 2 + 4 = 31
-
End = 1750 / 31 = 56.45
Err : 56.45 != 33
---------------------------------------
Div2 = (3 * 10) + 100 + 100 + 100 = 330
-
End = 1750 / 330 = 5.303|period ~= 5.3
Err : 5.3 != 33

Edit:
Actually, if i got the formula right for Div1, then:
[56.45 RNDDWN 33] = 33
because 33 is maximum possible bonus, but as said, there is an insecurity, also regarding Aiming CTH https://www.smiliesuche.de/smileys/verwirrte/confused.gif


ZedJA2 wrote on Sat, 24 November 2018 02:16
1 d ) [..]
Is this in a Background or something?

All of these modifiers descend either from the weapon itself, or from its attachments.
They also have tooltips, just over time they start sounding similar [modify accuracy ; higher is better], maybe i overcomplicate things by thinking about and interpreting into them too much https://www.smiliesuche.de/smileys/schulterzuckende/schulterzuckende-smilies-0009.gif


ZedJA2 wrote on Sat, 24 November 2018 02:16
3 ) Traits
a ) Deputy effect has a range, and not sure but it may be modifiable.

It has a default range of 10. Extended Ear headgear increases this range based on
BONUSES_RADIUS_EXTENDED_EAR


ZedJA2 wrote on Sat, 24 November 2018 02:16
But still, who the heck knows, we need a definitive guide. Mai, you want to write this thing?

I was already considering to write a guide. Respectively, i have a good deal of experience editing/writing Wiki entries.
No decision and no promises, though, with Christmas and much needed holidays ahead shy


ZedJA2 wrote on Sat, 24 November 2018 02:16
4 ) Definitely those settings need clarification. The Wake Queen, might mean how immediately after the Omerta fight [..]
LastDayOfPlayerActivity, your guess is as good as mine.

They appear to be a boolean [yes/no] instead of a float https://www.smiliesuche.de/smileys/schulterzuckende/schulterzuckende-smilies-0009.gif
It makes sense for Wake the Queen, but not for Player Activity. Anyway, the point is [what do they mean in the first place].

[Updated on: Sat, 24 November 2018 10:23]

Report message to a moderator

Corporal
Re: Mai's Assorted Questions[message #355977 is a reply to message #355964] Sat, 24 November 2018 12:58 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
In general I suggest to look at the code when someone wants exact formulas and calculations. Yeah, I know that most players aren't programmers (me included) but the code is text that can be searched. Also there are quite a few comments in the code that explain certain things.

Mai Ti Miao wrote on Fri, 23 November 2018 20:09

a) Scopes: <MinRangeForAimBonus>
I'm confused about this $var on scopes. Is it used only for OCTH ; if not, how is it used ?

It's only used for OCTH.

Mai Ti Miao wrote on Fri, 23 November 2018 20:09

b1) Recoil
Before i confuse with potentially redundant questions, i shorten it to: what are the formulas to calculate
- gun's Recoil
- shooter's Counterforce

b2) Horizontal Recoil
Some items in AFS mod alter a gun's Horizontal Recoil, however, EDB doesn't update in this case ; respectively, the item alters Horizontal and Vertical Recoil, however only the Vertical seems to get applied. Is Horizontal Recoil applied, but not updated in EDB, or is it an unused remnant from previous versions ?

Recoil is something that is only applied to auto fire and bursts and only to the bullets after the first (or even later if the gun has <ubRecoilDelay> set). Horizontal recoil affects EDB, at least in my game (r8640). The EDB only displays the combined recoil so for example if recoilx = 4 and recoily = 8 it displays sqrt( 4² + 8² ) = 8.9.
Counter force is applied after recoil kicks in. Max counter force is calculated in function CalcCounterForceMax in LOS.cpp. It depends on the shooters strength, agility, experience and item modifiers. How accurate our shooter can apply counter force depends on his dexterity, agility, wisdom and experience. It's calculated in function CalcCounterForceAccuracy in LOS.cpp.
You can go through function CalcRecoilOffset to see step by step how the game gets recoil for the shot, max counter force and counter force accuracy and then uses that to apply counter force to the next bullet in function CalcCounterForceChange.

Mai Ti Miao wrote on Fri, 23 November 2018 20:09

c) Base CTH, Aiming CTH
In CTHconstants.ini, there are paragraphs for Base CTH and Aiming CTH. I understand they are important for calculating a shooter's actual CTH, but how ? For the sake of simplicity, lets ignore all other factors and assume that there are only BASE_Attribute and AIM_Attribute:
EXP = 5.0
MRK = 10.0
WIS = 2.0
DEX = 4.0
How would the result change if i set them all to 3, or 10 for example ?

For that you should look at function CalcNewChanceToHitGun in Weapons.cpp. In general the values of these attributes are used to put weight on certain attributes and calculate a base line for CtH. If you set them all to the same value you make them equally important for the calculation.
For example if you have a good merc with level 6, Marksman 90, Dexterity 80, Wisdom 85 and the default 1.13 values for base CtH (BASE_EXP = 3.0, BASE_MARKS = 1.0, BASE_WIS = 1.0, BASE_DEX = 1.0) you'd get a base CtH of:
(6*3*10) + (90*1) + (80*1) + (85*1) = 435 / (3+1+1+1) = 72.5 / 3 = 24
The best value you could get with this calculation and perfect stats is 33. This is before modifiers for the shooter and target, handling or gear that are applied as well. A similar calculation is done for aim CtH.


Mai Ti Miao wrote on Fri, 23 November 2018 20:09

a) Mortar/Grenade Launcher
If shooting an invisible (out of sight range) target (soldier/bloodcat/"creature" ), there are penalties to accurcy. Does this also apply when targetting out of sight ground tiles with mortars and/or GLs ?

No but weapon type penalties do apply. If you are using mortar with a merc that doesn't have the heavy weapons trait he will have a hard time hitting a certain tile.

Mai Ti Miao wrote on Fri, 23 November 2018 20:09

b ) Do
- ENERGY_COST_FOR_WEAPON_WEIGHT
- ENERGY_COST_FOR_WEAPON_RECOIL_KICK
also apply to Enemies and Militia or only to mercs ? I find the default settings too draining on energy, but before i change them i'd like to know how much easier i'll make the game if i lower them.

Of course these settings apply to anyone.

Mai Ti Miao wrote on Fri, 23 November 2018 20:09

c) Armour Settings
CAMO_LBE_OVER_VEST_MODIFIER = 0.2
CAMO_LBE_OVER_PANTS_MODIFIER = X
Just to be sure (i have a tendency to struggle with the most obvious things shy )
- LBE vest has 10 camo
- armour vest (Ghillie) has 40 camo
then resulting camo is [80% of LBE + 20% of armour] = 8 + 8 = 16 ?
However, ingame i get a value of 10 + 40 = 50 anyway, what am i overlooking ?

A ghillie suit is an attachment to your armor. It is worn over the LBE. The CAMO_LBE modifiers apply only to the base armor. For example if you are wearing a Zylon Combat Vest that grants 15 percent woodland camo it will only grant 15*0.2 = 3 percent woodland camo if you wear a LBE vest over it. So a Russian 106 Vest LBE that provides 20 percent woodland camo will make it a total of 3+20 = 23.



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

Report message to a moderator

Lieutenant
Re: Mai's Assorted Questions[message #355978 is a reply to message #355977] Sat, 24 November 2018 18:05 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Thanks a lot silversurfer happy

Btw, is this the current code ?


silversurfer wrote on Sat, 24 November 2018 11:58
In general I suggest to look at the code when someone wants exact formulas and calculations. Yeah, I know that most players aren't programmers (me included) but the code is text that can be searched. Also there are quite a few comments in the code that explain certain things.

The problem with reading code is: if you don't understand the meaning of operands, then you won't get that far, and the operands are sometimes
- explained at the beginning of the file
- described at the part of the file you want to look at
- described at a different part of the file
- not explained at all because you are reading a subordinate file
- not explained at all because the programmers didn't feel like

I don't know which of these and how often they are true for JA2 code, after all i only looked at a handful of files, but i.e. Weapons.cpp is missing a quite a few (at least at the parts that i looked at). But i digress angel


silversurfer wrote on Sat, 24 November 2018 11:58
The EDB only displays the combined recoil so for example if recoilx = 4 and recoily = 8 it displays sqrt( 4² + 8² ) = 8.9.

Squareroot is witchcraft big grin


silversurfer wrote on Sat, 24 November 2018 11:58

Mai Ti Miao wrote on Fri, 23 November 2018 20:09

c) Base CTH, Aiming CTH

For that you should look at function CalcNewChanceToHitGun in Weapons.cpp.

Interesting ; if BASE_Attribute_1 + .. + BASE_Attribute_4 != [multiple of 10], then even a shooter with all attributes capped cannot reach max Base CTH bonus through attributes alone ; emphasis on "capped", as Effective_Attributes might raise it, but that's nitpicking with default (or at least sane) values.



silversurfer wrote on Sat, 24 November 2018 11:58
A ghillie suit is an attachment to your armor. It is worn over the LBE. The CAMO_LBE modifiers apply only to the base armor.

This is excessive ; which reminds me, Helmet Camo Covers add their camo bonus to that of Camo Helmets as well.
I gotto make a note somewhere so that i don't forget rebalancing these one way or another, if my "mod-mod" materializes.




After having read through some parts of code, and adding your answers, i conclude that my set of questions can be answered (for my personal purposes at least):

1) NCTH
Toggle Spoiler

--> solved


2) Backgrounds and Attributes
Toggle Spoiler

I don't know where to look for effects of attributes --> 2b) still open.


3) Traits
Theoretically answered ; and i think i spotted the cpp file for that.


4) Difficulty Settings
No idea which file that would be.


5) Item related stuff
Toggle Spoiler

Last open question of 5e), where are item graphics stored ; only in ~/BigItems subfolder ?

[Updated on: Sat, 24 November 2018 18:13]

Report message to a moderator

Corporal
Re: Mai's Assorted Questions[message #355979 is a reply to message #355978] Sat, 24 November 2018 19:33 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Mai Ti Miao wrote on Sat, 24 November 2018 17:05

Btw, is this the current code ?

No, that's the old stable version. The current code is here.

Mai Ti Miao wrote on Sat, 24 November 2018 17:05

Interesting ; if BASE_Attribute_1 + .. + BASE_Attribute_4 != [multiple of 10], then even a shooter with all attributes capped cannot reach max Base CTH bonus through attributes alone ; emphasis on "capped", as Effective_Attributes might raise it, but that's nitpicking with default (or at least sane) values.

Why not? A super merc with level 10 and all stats at 100 will get:
(10*3*10) + (100*1) + (100*1) + (100*1) = 600 / (3+1+1+1) = 100 / 3 = 33. That's the max for base CtH.

Mai Ti Miao wrote on Sat, 24 November 2018 17:05

This is excessive ; which reminds me, Helmet Camo Covers add their camo bonus to that of Camo Helmets as well.
I gotto make a note somewhere so that i don't forget rebalancing these one way or another, if my "mod-mod" materializes.

Camo covers cannot be attached to camo helmets, at least in default 1.13.

Mai Ti Miao wrote on Sat, 24 November 2018 17:05

2b) still open.

I don't think that there is a list somewhere.



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

Report message to a moderator

Lieutenant
Re: Mai's Assorted Questions[message #355983 is a reply to message #355968] Sun, 25 November 2018 11:46 Go to previous message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
I couldn't find
- Nervous
- effects of Attributes
- StrategicAiActionWakeQueen / UpdateLastDayOfPlayerActivity (*)

Either i used wrong search entries, searched the wrong files (i did check unintuive files too, though), or they weren't externalized.
The latter point makes sense: there needs to be some standardized game behaviour, so that players and modders of different mods don't get too confused with too many differences.


(*) actually did find some lines in XML_Diff..cpp, but thse were only definitions [how does game call this], they didn't explain what these are doing



ZedJA2 wrote on Sat, 24 November 2018 02:16
3 ) Traits

Sociable: I think it is 6 tiles, can't remember why. Might also have to be in a squad as well, but also proximity.

Loner: Probably not within 6 tiles AND no squad mate.

And we have the extended ear question. What about Militia, do they temper the effect a bit?

Basic stuff:
- being or not being in a squad has no effect, only the presence of a merc is taken into account

- i didn't try Civilians and Militia ; the code specifically calls "Merc" respectively "Teammate" (depending on $function) ; mercs are Merc, hired mercs are in PlayerTeam, Civilians are in CivTeam, Militia are in MilitiaTeam

- Deputy/Squadleader trait affects Moral gain and merc efficiency, so this is hard to test

- Extended Ear and merc lvl have no effect


Finally, the number crunching.

Sociable
a ) if at least 1 other merc is nearby and this merc is not Malicious, then gain a small bonus to Skill Check
b ) if at least 2 other mercs are near and non of them are Malicious, then gain a large bouns to Skill Check
Toggle Spoiler


Loner
a ) if at most 1 other merc is nearby and this merc is also Loner, then gain a small bonus to Skill Check
b ) if no other merc is nearby, then gain a large bonus to Skill Check
Toggle Spoiler


Nearby means:
Distance to TeamMate <= 20




silversurfer wrote on Sat, 24 November 2018 18:33
No, that's the old stable version. The current code is here.

Thanks again happy


silversurfer wrote on Sat, 24 November 2018 18:33
Mai Ti Miao wrote on Sat, 24 November 2018 17:05

Interesting ; if BASE_Attribute_1 + .. + BASE_Attribute_4 != [multiple of 10], then even a shooter with all attributes capped cannot reach max Base CTH bonus through attributes alone

Why not?

Whoopsy. You are right.
To my excuse, i was tired at that point ; i changed to a different shift and am trying to deal with the change to sleep/wake times tired


silversurfer wrote on Sat, 24 November 2018 18:33
Camo covers cannot be attached to camo helmets, at least in default 1.13.

Goodie, i'll report to Wil since it happened in AFS.

Report message to a moderator

Corporal
Previous Topic: auto save function
Next Topic: Ira doesnt like violence?
Goto Forum:
  


Current Time: Tue Apr 16 07:07:14 GMT+3 2024

Total time taken to generate the page: 0.01300 seconds