Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » ArulcoVacations v12 BETA (AV v12 BETA Discussion/Bug Reports)
Re: ArulcoVacations v12 BETA[message #362553 is a reply to message #362547] |
Sat, 27 February 2021 20:05   | |
Lynx2005
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Messages:27
Registered:February 2021 |
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Hello Ed,
Again: Great work!
Here are some more finds on game start:
- Igor's (Merc 9) AIM-kits shows all a rifle, but after transfer to Drassen it didn't appear in his inventory. Instead he holds med kit and scope in his hands.
I've tried to figure out how the game puts the items into the inventory, but I've failed. The game didn't put kit items into his backpack. So he has only his PMM for game start fights.
- Stogies (Merc 166) Kit 5 contains bazooka-grenades. After transfer to Drassen they didn't all appear in his inventory. Instead they appear inaccessible on map-inventory.
- Ice (Merc 18) has two lines with the newskilltrait3 slot, one line of this newskilltraitslots should be tagged instead as newskilltrait4.
After conquer of Drassen Airport - Bobby Ray is available:
- Tiger stripe pants allow attachment of the ghillie-over-leggins.
But The Tiger stripe jacket don't allow attachment of ghillie-over-vest and the Tiger stripe boonie hat don't allow attachment of the ghillie-over-hood.
- 9x19 mm AET mags and 9x19 (AP/ HP) cold mags didn't fit into the spare mag pocket from the mp-holster and didn't fit into the 9mm molle compatible (double smg mag and triple smg mag) mag pouches.
- same for any sort of 9x18mm (20rd or 30rd mags).
- sometimes mags in 9x18mm can't converted back into a ammo box via map inventory button. instead this caliber is converted in 64rd large mags.
- the Barrett mag pouch can't be fitted to any molle vest or molle leg rig, but is described as molle compatible. Shouldn't it be handled like the other big pouches (e.g. tool-pouch)?
- H&K 33 SG 1 is at bobby rays displayed as a picture form a mortar.
- FAMAE SAF CP is described as with folding-stock, butt a folding-stock isn't attachable.
- Shift + "b" drops backpacks for actual squad on actual place. Is there a way to drop backpacks from every squads at actual place at once?
- Tac Safety Glasses, new Sun Glasses didn't fit to face position - only to a helmet. How do I see if they work if applied?
- How does Compound 17, 19 and 20 work? They can't be applied as Compound 18 is.
- C13 - middle of drassen at Herve Santos bar, when talking to the little civilian there is showed "quote 12", "quote 3", etc" instead of saying the quote.
- mostly all mercs hate now at Dimitri. Poor Dimitri. Is this intended?
- L2 A1 SAW - Description says is not sold by Bobby Rays but can there be bought.
- at Bobby Rays Ammo inventory are mags and clips for the SIG K31 and the SIG STG 57 shown. For all other ammo (e.g. 7,62) there are only the ammo boxes available.
- I've accidentally hired Waldo at Drassen Airport - is hire able Waldo intended?
- Can there be a Deadlock for Militia-turn be activated? Sometimes the Clock is showed endless (Happened at Middledrassen twice and one time at Drassen airport - had to abort the game via task manager).
- how can be the "Spotting" feature can be activated? CTRL + "." didn't work.
- side note for the missing Groza built-in-gl - the built-in-gl from the AICW has its own item (909). Is a own bult-in-gl-item for the Groza necessary too?
My best Regards
Lynx2005
[Updated on: Sat, 27 February 2021 21:04]
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Re: ArulcoVacations v12 BETA[message #362554 is a reply to message #362553] |
Sat, 27 February 2021 21:13   | |
edmortimer
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Messages:1463
Registered:January 2015 Location: Home Free |
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Thanks for the report! A few quick answers for you, and the rest I'll investigate:
The gearkits have always been a pain. There's about a thousand different gearkits and each one to be tested needs a new game start - and if it needs to be fixed that means multiple new game starts for that one gearkit. So you can see I depend on reports from players like you just did to help me find the gearkits that are being recalcitrant.
The civilians who say "Quote #" simply don't have any lines to speak. Until I find something interesting for each to say it's low priority to fill in their quotes with empty phrases and because the editor is difficult to work with. The multiple civilian factions such as the town civilians and workers are there for future expansion, and so if the civilians go hostile through accident or intent only a smaller faction will have to be dealt with instead of every civilian going hostile.
Waldo is recruitable, yes.
The new Compounds are applied like Compound 18, but have different effects and each is used on a different type of material.
Dimitri? While Ive modified a lot of opinions for many characters, Dimitri is not very much different than Miguel & Carlos & Ira . . . each of those have their individual quirks in MercOpinions, but generally speaking characters that respect Miguel will respect Dimitri at least a little. What characters don't like him?
There are some ammo types that do not have crates, and some of the rare ammo that do not have boxes either. Unfortunately Magazines.xml is an unforgiving and multi-connected XML with a rigid structure. Crates were removed in order to add a different type of ammo to that caliber, or to add another magazine size to that caliber, without having to track down and modify several dozen entries across 3 additional files.
The Groza has it's GL defined in Items.xml - 911.
Deadlock on militia, and hotkeys are codework, which I don't do.
I'll look into it all. Thanks for this!
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Re: ArulcoVacations v12 BETA[message #362557 is a reply to message #362554] |
Sat, 27 February 2021 21:49   | |
Lynx2005
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Messages:27
Registered:February 2021 |
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Dimitri is Merc 60. I suppose, this will not affect any of other players. Don't waste your Time, that should not have priority. So far I've changed the MercProfile.xml myself. --> is now 50 = Bubba, the most hated merc...
The mercs who learn to hate at Dimitri are: Blood, Vicky, Ivan, Reaper, Fidel, Fox, Sidney, Gus, Buns, Ice, Bull, Static, Len, Danny, Magic, Wolf, Meltdown, Razor, Flo, Larry, Slay.
[Updated on: Sun, 28 February 2021 02:02]
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Re: ArulcoVacations v12 BETA[message #362559 is a reply to message #362557] |
Sat, 27 February 2021 22:14   | |
edmortimer
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Messages:1463
Registered:January 2015 Location: Home Free |
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Quote:e Mercs are: Blood, Vicky, Ivan, Reaper, Fidel, Fox, Sidney, Gus, Buns, Ice, Bull, Static, Len, Danny, Magic, Wolf, Meltdown, Razor, Flo, Larry, Slay.
I know that some of those don't like him to varying degrees, and can guess without looking it up that many others in that group probably respect him the least of the Rebels because of his lack of professionalism -- as you have a very professional, and very opinionated group . . . for the most part. :-)
I can imagine he comes up on a lot of the snitch's reports. If a particular Merc is unhappy I think the Snitch just goes through every Merc applying their own modifiers (who they like and dislike has an effect on their reporting) and if the end result is a minus number then that character is reported as being a problem. I'm guessing about the last part, the minus number.
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Re: ArulcoVacations v12 BETA[message #362641 is a reply to message #362640] |
Fri, 12 March 2021 02:41   | |
edmortimer
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Messages:1463
Registered:January 2015 Location: Home Free |
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Quote:This is a weird one: it look like ceramic plates are randomly spawning. After defending Drassen Airport I have a stack of 21 plates that are not attached to anything, a few of them were probably there before the attack but the rest must have been dropped by enemies or just appeared out of nowhere.
Ok, loaded an earlier save, and I had 13 plates there, also three plates were in sector A3 and after sleeping in that sector and defending the airport the three plates in A3 are now four plates.
Side note just to clarify: I did not "remove all item attachments" after the airport defense.
There was a similar bug regarding re-spawning items that was fixed, IIRC. That's a lot of ceramic plates for the early game, regardless. I haven't seen that, but I did have all 20 enemies equip gas masks after I used tear gas. That was a bummer, and not intentional that every soldier have a gas mask on day 3.
[Updated on: Fri, 12 March 2021 02:41]
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Re: ArulcoVacations v12 BETA[message #362642 is a reply to message #362641] |
Fri, 12 March 2021 12:59   | |
sevenfm
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Messages:2479
Registered:December 2012 Location: Russian Federation |
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Elites have 75% chance to have gas masks, army 50%.
They should not appear if they have too high coolness for progress, but in AV they have <ubCoolness>1</ubCoolness> so it's ok.
I can probably make chance progress dependent, but I never thought it could be a problem, gas mask is a standard military equipment after all, especially since army itself uses all kinds of gas attacks on rebels.
As for plates, elites always have them, for army it's a chance based check depending on a vest class.
As for dropped plates, since you have ATTACHMENT_DROP_RATE = 100 it's no surprise.
[Updated on: Fri, 12 March 2021 13:04]
7609+AI (r2049) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8962) | 1.13 Starter Docs | 1.13 How to get | Win10 fix
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Re: ArulcoVacations v12 BETA[message #362643 is a reply to message #362642] |
Fri, 12 March 2021 13:54   | |
edmortimer
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Messages:1463
Registered:January 2015 Location: Home Free |
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Quote:
Elites have 75% chance to have gas masks, army 50%.
They should not appear if they have too high coolness for progress, but in AV they have <ubCoolness>1</ubCoolness> so it's ok.
I can probably make chance progress dependent, but I never thought it could be a problem, gas mask is a standard military equipment after all, especially since army itself uses all kinds of gas attacks on rebels.
As for plates, elites always have them, for army it's a chance based check depending on a vest class.
As for dropped plates, since you have ATTACHMENT_DROP_RATE = 100 it's no surprise.
Elites always having plates is new, and is not intended by me, so yes, it is a surprise - especially since I went to all the trouble of creating other types of armour plates and made them more common than ceramic in this backwater country in 1999.
Same goes for gas masks that appear AFTER the player uses tear gas. If they are going to have standard military equipment they need to have it all the time, they all need backpacks so they have room to carry the stuff, and also get the penalties for wearing a backpack. Otherwise, it's cheating.
And gas masks don't need to be high coolness . . . standard military equipment after all.
[Updated on: Fri, 12 March 2021 14:02]
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Re: ArulcoVacations v12 BETA[message #362644 is a reply to message #362643] |
Fri, 12 March 2021 14:06   | |
sevenfm
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Messages:2479
Registered:December 2012 Location: Russian Federation |
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edmortimer wrote on Fri, 12 March 2021 16:54Elites always having plates is new, and is not intended by me, so yes, it is a surprise - especially since I went to all the trouble of creating other types of armour plates and made them more common than ceramic in this backwater country in 1999.
They don't always have plates, and not always ceramic type, just a random available for coolness. It's not even a plate always, just a random armour attachment thing.
Quote:Same goes for gas masks that appear AFTER the player uses tear gas. If they are going to have standard military equipment they all need backpacks so they have room to carry the stuff, and also get the penalties for wearing a backpack. Otherwise, it's cheating.
It would be strange if enemy were always wearing gas masks when no gas nearby, they just carry them and put on when needed, just like mercs.
Why would anyone want to keep his gas mask in the backpack? It's usually some kind of small bag carried on belt or something.
7609+AI (r2049) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8962) | 1.13 Starter Docs | 1.13 How to get | Win10 fix
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Re: ArulcoVacations v12 BETA[message #362649 is a reply to message #362647] |
Fri, 12 March 2021 15:02   | |
edmortimer
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Messages:1463
Registered:January 2015 Location: Home Free |
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Quote: Yeah, but they don't carry them when there's no gas around
No, they carry them in the inventory, and put on when needed.
Quote:
and they don't have a bag at their belt.
They don't even have a NIV to have a belt in the first place. If you want them to carry belt, just give it to them in the editor.
Quote:
It materializes out of thin air and they don't have to carry it around with whatever else they have.
Nothing in the game materializes out of thin air.
Quote:
Well then, it ain't working like it's supposed to.
It works exactly how it's supposed to.
So, no sense of me modifying ItemChoices_Enemy_Admin, ItemChoices_Enemy_Regular, and ItemChoices_Enemy_Elite anymore because what I put there is overridden. LBE is in those XMLs also - I'm not supposed to have to go into the editor and give every single enemy LBE . . . we have XMLs for inventory that we modify.
I don't object to gas masks, or grenades, or flashlights, or whatever else you decide they need . . . but there are XMLs for that, and if the incidence of the game choosing from the XMLs is too low (which I think it is, and obviously you think so also) then perhaps increasing the chance (equal to progress, I'd say) that each soldier gets an item from each category within those XMLs is a better way to go.
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