Home » MODDING HQ 1.13 » v1.13 Feature Requests » externalisations
externalisations[message #121036] Sun, 13 August 2006 20:38 Go to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
this is a thread dedicated for various externalisation requests, including older stuff that was requested but never really made it
feel free to add to my requests

- weird NPC placement rountines

that was agreed on. And since it`s not in proedit, i don`t think exernalising the prof.dat will help a lot concerning this

all npc`s that can`t effectively be tied to one sector in prof.dat would be affected

- patrol routes

that`s something rather straighforward, as to my knowledge, there`s a simple table in the exe that defines where enemy patrols go through. Setting the route, priority and basic number of enemies is already in that table i think to remember

- sectors with initial garrisons

that`s very important one. Once judge`s externalsiation of the strategic map is in, we might be able to redraw any road networks and such, so it becomes necessary to set new garrisons = sectors that are occupied at the beginning of the game (not roving patrols)
in fact this is crucial to any mod

- new sublevel sectors

that`s something on which we were agreeing on very early. Being able to have sublevels in other than the ja2 default sectors would allow to add soooo much. think of sewer systems under each city from where you can sneak to other sectors and such... simulating inside of large buildings or small vents to sneak into some warehouse or building SWAT-team style.

probably more to come, sorry
Re: externalisations[message #121037] Sun, 13 August 2006 20:45 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
I'd like to have enemy bonuses externalized for all levels. For example, there is +10% chance to hit bonus for enemy on expert level. I'd like to be able to set it in ini file.
Re: externalisations[message #121038] Sun, 13 August 2006 20:45 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
oh, and for the sake of not opening too many threads nobody is interested in, can somebody make a sticky of this?

I`m requesting most of if for the second or third time Wink so once it`s stickied i would open less new threads
Re: externalisations[message #121039] Sun, 13 August 2006 20:53 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
- SAM sites. Let us redefine the sectors each site protects, and enable us to add new SAM sites to the countryside. Or, disable them.

- Define places where militia can/can't be trained.

- Well, mines obviously. Particularily how much money each mine makes. And the ability to place them anywhere on the map, with or without sublevels (like Factories?).


Re: externalisations[message #121040] Sun, 13 August 2006 21:00 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
- I've asked for APs externalization... being able to edit the AP cost for non-weapon actions. Personally I'd make mods where you can't move 200 meters in one turn Smile

- Global Events? Including E-mails...

- A way to define the player's progress during the game... For example, on a vanilla map, if I made Cambria into a big fortress and wanted to make it so that taking cambria would bump the game to progression level 8?


Re: externalisations[message #121041] Mon, 14 August 2006 02:29 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
Location: CH
- bobby ray website availability

at the moment there only seems to be a check if d13 is under player control to enable BR`s web site. Maybe that hardcoded reference could be externalised as well?

i mean there are plenty of things we could this tie to, like skyrider succesfully escorted or such quests, or only tie it to a different sector...
Re: externalisations[message #121042] Mon, 14 August 2006 03:11 Go to previous messageGo to next message
Headrock

 
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Or, disable it completely if we want to. Smile


Re: externalisations[message #121043] Mon, 14 August 2006 03:25 Go to previous messageGo to next message
ShadoWarrior

 
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Registered:January 2006
Location: Twilight Zone
Why is there a need to disable BR? No one is forcing you to use it. Do you guys comprehend the concept of self-control? Razz

Re: externalisations[message #121044] Mon, 14 August 2006 03:48 Go to previous messageGo to next message
JT

 
Messages:10
Registered:August 2006
Location: Coquitlam, B.C., Canada

We understand it. We just don't have it. Wink
Re: externalisations[message #121045] Mon, 14 August 2006 03:57 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Exactomundo.

The thing is, if you make a new mod, you may sometimes not want the player to have that choice, which is very legitimate - we saw this kind of approach in SOG '69, and it worked excellently with the game. You had to get your weapons off the enemies or from US army weapon depots, and that was that. It prompted more control, and made the mod interesting. If they had just told you "oh, and please try not to buy anything from BR", the whole campaign would've been much less interesting. We're so used to BR, and really, would you really skip BR if you hadn't seen any ammo for your favourite gun in two weeks of gametime? No, you'd probably go to BR and buy some, wanting to get yourself back into the game. But the spirit of that particular mod wasn't like that, and it's part of what made the campaign special. I'm pretty sure there are other modmakers who would like to see BR turnoffable. Smile


Re: externalisations[message #121046] Mon, 14 August 2006 05:18 Go to previous messageGo to next message
Majek

 
Messages:445
Registered:January 2003
Location: Slovenia
There was BR's in Sog69 and everything was free on top of that. YOu just had to know the right "delivery route" Razz

And yeah if i decide not to use BR's i wouldn't use it period, besides it's too many clicks away and there's no need to use the laptop most of the time so that would be very easy to resist.
Re: externalisations[message #121047] Mon, 14 August 2006 05:26 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
Quote:
Originally posted by ShadoWarrior:
Why is there a need to disable BR? No one is forcing you to use it. Do you guys comprehend the concept of self-control? Razz
would you please resist to fill my threads with spam? :whoknows:
the general discussion forum isn`t called like that for fun, go there for idiot remarks

there are obvious reasons for a MOD to tie BR to something else than it currently is. I`m making a HUGE mod with as completely new story and it might be useful for that MOD to tie BR to, say, conquering the harbour in g1? or talking to the owner of the privat company that runs the drassen airstrip? Who happens to live in balime?

there are tons of possible reasons, so please stop filling my serious externalisation requests with spam. thank you

there are people that have been playing ja2 and its mods excessively and intensely during the last years. And they might just know what they are talking about. This is the request forum

dumbass remarks --> general discussion forums

thank you
Re: externalisations[message #121048] Mon, 14 August 2006 10:25 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:638
Registered:July 2005
Location: Canada
@Scorpion: Stickied. I'm pretty tight on time these days, but should hopefully have a bit more time this fall, so I'm just doing the quick stuff ATM.

Can you prioritize the externalizations for me? That way I can try to do what you need most first.


Re: externalisations[message #121049] Mon, 14 August 2006 19:03 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
thx muggsy

from the stuff i requested i`d say sectors with initial garrisons (it simply means being able to define enemy new/ additional enemy presences in important sectors)

and the adding new sublevels

from head rock`s stuff i`d say sectors with mines (it`s possible, i`ve had them changed in vengeance) and maybe SAM sites, where they are and what area they cover

additional garrisons and new sublevels would be my personal priorities as i`d require it for some aspects of my mod, the other things migth however be very useful for future mods too.

oh, and if new sublevels is too complicated you can drop it too, only if it`s somehow managable.
Re: externalisations[message #121050] Mon, 14 August 2006 20:22 Go to previous messageGo to next message
profound

 
Messages:66
Registered:October 2004
Location: Lithuania
Having DAMAGE_MULTIPLIER and SIGHT_RANGE in Ja2_Options.ini, I think it would be great, if we we would also have:

- GUN_RANGE_MULTIPLIER (changing SIGHT_RANGE more dramatically, means you have to change range of weapons, too. Manually, it's a lot of work there)

- EXPLOSION_RADIUS_MULTIPLIER

- THROWING_RANGE_MULTIPLIER (again, increasing SIGHT_RANGE, logically you should increase throwing range, but to do it, it's worse than guns - to increase throwing range, one must decrease object's weight)
Re: externalisations[message #121051] Mon, 21 August 2006 16:51 Go to previous messageGo to next message
Player-X
Messages:1
Registered:August 2006
How about externalize the effects of regen and energy boosts?
Re: externalisations[message #121052] Tue, 22 August 2006 17:17 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
something else:

drop rate for item classes and items

ubitemclass

- nada 0 percent

- guns 60 percent

- knives 30 percent

- armour etc misc 20 percent

(just examples)

and for single items as well

ubitemindex 347

-drop percentage = 90

ubitemindex 29

-drop percentage = 50

this can allow to fine-tune other options as well

or alternatively, a tag in items.xml for each item to define a drop rate. This would be an attempt to finding a controlled middle way between drop all and the normal option

for mods, we could set weapons to 100 percent drop, but reduce armour to 20 percent and ammo to 10 percent. that means soldiers would drop their guns all times, but not all the other stuff that only clusters the inventory screen
Re: externalisations[message #121053] Tue, 22 August 2006 18:24 Go to previous messageGo to next message
BulletSix

 
Messages:50
Registered:October 2005
Location: Germany
hmm ... my likings aside ( Wink ), but wouldn

Re: externalisations[message #121054] Tue, 22 August 2006 18:40 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
in which xml the new tags or such go is not that very important to me. however, enemy item and gun choices both only have those values of the items that are already in there

if i changed them, i'd have to adjust values for new items, while if set in items.xml or a propriertary xml file, i'd have all items at once and i could then just swap around things in the differnt choices xml files

actually very straightforward as far as the xml loic goes, but the coding must be the harder part of it i think. But i'll have to wait for coder feedback on how doable this is anyway (and how desirable)

*edit*

theoretcially, there's no use in setting a drop percentage for items that aren't already in a choices file. But there are in maps placed objects and prof.dat controlled NPC inventory which may have items that aren't on any choics file. There would have to be some valid entry for them too i guess
Re: externalisations[message #121055] Wed, 23 August 2006 01:48 Go to previous messageGo to next message
Lesh
Messages:2
Registered:March 2006
Location: Ru
Wow! Today I realized one big plus of externalizing army composition types. This array describes how many people in enemy squad, % of elites, etc. It is possible to link enemy gun and amunition choices data to every type relatively easy. This brings control over guns. They depend from army type.

Thus we'll have police with shotguns and pistols in towns, :luckystrike: :bravo: :bravo: :rulez: .

But this is at least 50% at theory. I didn't looked yet how enemy gun and amunition choices data is stored in game.

Re: externalisations[message #121056] Wed, 23 August 2006 06:52 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
Location: CH
Lesh

both externalisations would be powerful modding ressources, both army composition and weapon type according to soldier types!

i wrote an email to madd muggsy concerning this. are the two of you working together on this?
it's a treasurecove for modding options!
Re: externalisations[message #121057] Wed, 23 August 2006 13:59 Go to previous messageGo to next message
kyrub
Messages:3
Registered:August 2006
1) As I've seen the sniper debate in the other thread, it would seem nice to externalize the scope modifiers, because they have huge influence on gameplay.

2) I would appreciate the possibility to tune the advance of the marksmanship skill (down... or up). It's important for mod designing: large maps with many enemies need slower progress of MKS, or you'll become Mike-ish in the mids of the game.
Maybe even the exp level...
Other stats are now OK.
Re: externalisations[message #121058] Wed, 23 August 2006 14:08 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Cool.

The more we can modify factions the more complex entire story lines can get.

A variable and switchable alliance (friend, foe, neutral) feature would be great but I don't know how feasible this is.

I also like the ability to slow stat advance down. The best thing would be to be able to adjust the stat progression of each stat for each merc making specialists and the much sought after character classes idea come to life.
Re: externalisations[message #121059] Thu, 24 August 2006 02:10 Go to previous messageGo to next message
Lesh
Messages:2
Registered:March 2006
Location: Ru
@Scorpion:
Quote:
both externalisations would be powerful modding ressources, both army composition and weapon type according to soldier types!
Especially in one XML!!

Quote:
i wrote an email to madd muggsy concerning this. are the two of you working together on this?
No. I'm finishing flashbangs.

Re: externalisations[message #121060] Thu, 24 August 2006 03:32 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
@Scorpion & all: I'm currently working on the new item-drop system with different XML-Files. It is not a replacement of the old system, it is an additional optional system.


Re: externalisations[message #121061] Thu, 24 August 2006 03:33 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
Quote:
Originally posted by the scorpion:
something else:

drop rate for item classes and items

ubitemclass

- nada 0 percent

- guns 60 percent

- knives 30 percent

- armour etc misc 20 percent

(just examples)

and for single items as well

ubitemindex 347

-drop percentage = 90

ubitemindex 29

-drop percentage = 50

this can allow to fine-tune other options as well

or alternatively, a tag in items.xml for each item to define a drop rate. This would be an attempt to finding a controlled middle way between drop all and the normal option

for mods, we could set weapons to 100 percent drop, but reduce armour to 20 percent and ammo to 10 percent. that means soldiers would drop their guns all times, but not all the other stuff that only clusters the inventory screen
Work in progress ... :type:


Re: externalisations[message #121062] Thu, 24 August 2006 03:34 Go to previous messageGo to next message
ShadoWarrior

 
Messages:251
Registered:January 2006
Location: Twilight Zone
What do you mean by "item-drop system"? Please enlighten us. thx

Nevermind, you posted faster than I did! thx

Re: externalisations[message #121063] Sat, 26 August 2006 04:26 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:638
Registered:July 2005
Location: Canada
More things to be externalized:

- Possible drop-off locations for BR's
- Starting sector
- Additional shopkeeper information (price modifiers, cash on hand, etc)


Re: externalisations[message #121064] Sat, 26 August 2006 04:28 Go to previous messageGo to next message
ShadoWarrior

 
Messages:251
Registered:January 2006
Location: Twilight Zone
Yes, I'd like to see cash on hand moddable. Tony never has enough to suit me. Wink

Re: externalisations[message #121065] Sat, 26 August 2006 21:39 Go to previous messageGo to next message
Freelancer
Messages:9
Registered:January 2004
Location: Hong Kong
Suggestions for more BR externalisations:

1. Item choice schedule against the game progress

2. Item quantity in daily random generations

3. Item price factor - as simple as increases/decreases all prices across the board by a factor (default = 1)
Re: externalisations[message #121066] Tue, 29 August 2006 07:00 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
Location: CH
soldiers:

how many soldiers of which type in which default garrison sector (e.g in a9, difficulty experienced, 5 yellows and 5 reds or however it actually is)

what body types and color palette (ja2 pal.dat entries) soldiers can have according to their type (female red shirts, only blond hair and tanned skin... yes!)

item used at night or day only! (this refers to nightscopes. is there any way in the current xml's i can prevent the enemy from using nightscopes at day? seems kind of silly you know)
Re: externalisations[message #121067] Tue, 29 August 2006 18:02 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:638
Registered:July 2005
Location: Canada
Quote:
item used at night or day only! (this refers to nightscopes. is there any way in the current xml's i can prevent the enemy from using nightscopes at day? seems kind of silly you know)
I made a quick change to the code, so you don't need to do this in the xml. The soldiers simply will not use items which grant a nightvisionrangebonus during the day.

Is that sufficient?


Re: externalisations[message #121068] Tue, 29 August 2006 18:04 Go to previous messageGo to next message
ShadoWarrior

 
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Registered:January 2006
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Will LAMs still be usable by enemies during the day?

Re: externalisations[message #121069] Tue, 29 August 2006 18:28 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
LAM 200 should be usable during night /and/ day, anyway (it has two types of laser in it). The vision bonus is only for the night, though (and is not applied during daylight).

So the LAM 200 should be exempt from being forbidden to the enemy because of its Nightvision bonus.


Re: externalisations[message #121070] Tue, 29 August 2006 18:35 Go to previous messageGo to next message
ShadoWarrior

 
Messages:251
Registered:January 2006
Location: Twilight Zone
The question wasn't "should be", it was "will be". I was asking that someone check the code to be certain that LAMs will work correctly after Mugsy's latest change. However, I just checked the code myself and IC_FACE is part of the conditional, so LAMs should be okay (since LAMs are not IC_FACE items).

Re: externalisations[message #121071] Tue, 29 August 2006 21:06 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
Muggsy

yes, for me it would suffice as i don't use the LAM-2000

but you heard starwalker and shadowwarriors objections to that so it looks like a more elaborated solution is needed.

for me, your change would do it conveniently (i would just have to remove night vision bonus on other scopes but that's not much work since it would only affect ip to 6 items anyway
Re: externalisations[message #121072] Tue, 29 August 2006 21:09 Go to previous messageGo to next message
ShadoWarrior

 
Messages:251
Registered:January 2006
Location: Twilight Zone
Scorp, Mugsy's fix only deals with items that are IC_FACE class, so any scopes or other items (such as the LAM) that are not worn on the face should be unaffected by his fix.

Re: externalisations[message #121073] Wed, 30 August 2006 00:12 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
why would he do the fix then? i think they weren't using night vision goggles by default... sounds kind of strange.
Re: externalisations[message #121074] Wed, 30 August 2006 03:46 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:638
Registered:July 2005
Location: Canada
Quote:
i think they weren't using night vision goggles by default
As far as I can tell they were. There didn't used to be any penalties to wearing NVGs during the day and sun goggles at night in vanilla JA2, but there have been since some time last year in 1.13.

It's not just IC_FACE, it's all items other than attachments. I just made the corresponding fix to sun goggles being worn at night too. No more "Corey Hart" enemies: I wear my sunglasses at night...


Re: externalisations[message #121075] Wed, 30 August 2006 04:14 Go to previous messageGo to previous message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
everything other than attachments?

my night scope happens to be an attachment. are these more tricky?
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