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Re: "1.13" Mod - Main Thread[message #10610]
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Thu, 01 September 2005 03:04
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Khor1255 |
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Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
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I think supression fire should definately exist and; to my knowledege, the way the mercs already deal with it seems realistic enough. The one thing I would change is when brave or high level mercs are under supression fire they lose some APs (presumably from fear), I think this should only apply to cowards and incrementally to lower levels.
For instance:
1st level = 100% of whatever the AP penatly is. Cowards at first level = 160%.
2nd level = 80% the AP penalty, 90% for 2nd level cowards.
3rd level = 60%, 70% coward.
4th = 40%, 50% coward.
5th = 20%, 30% coward.
At 6th level this penalty is removed for non cowards and reains at 20% of the AP reduction for cowards reguardless of their level thereafter.
As for skill progression being adjustable, this could serve to give every player the game they want. If you could make it toggleable that would be the best possible solution. I'm of the mind that skills with zero stats apply to people who have some kind of mental bloc about learning this skill (hemphiliacs having zero Medical for instance). Having this being adjustable via Proedit solves this problem for anyone who doesn't want untrainable skills (I used to feel this way).
A way to adjust fire rates of all weapons would be awesome for the weaponmod. I know I've asked this before, but being able to have Full Auto only would allow for weapons that have this shortcomming. Of course, burst fire penalties would apply but maybe people with autofire skill could coax single shots?
Anyway, I think double handed machinegun bursts should be allowable but with a substantially increased autofire penalty (at least 200%).
Noises giving away friend or foe is theoretically possible but so many variables would have to contribute to this it is tricky. However, if you could code in a recognition of which type of ammo is being fired, this might not only reveal enemies in certain situations but also clue players in to which type of weapon they're up against. I don't mean revealing through text the specific weapon only the ammo type. This last idea is way down the wish list though and maybe not worth much time trying to implement.
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10611]
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Thu, 01 September 2005 04:14
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Wow, you guys have some serious requests here.
The INI file: I'll see what I can do for this, but it may not make this release.
I will be removing the skill training increase and replacing it with Snap's suggestions in the other thread. A multiplier could be put into an ini file easily enough in the future.
Bobby Ray's: I've removed the "Good" setting, and replaced it with "Normal", which is the same as the default JA2 BR. (BTW, the "Good" setting only had better quality used items anyway)
Hearing noises: Yes, the Extended Ear locator can go into an ini file, but I'm not going to identify ammo being fired (too much work).
Two-handed bursts: This is definitely not going to happen. There is _way_ too much code depending on the bursting gun being in the top hand slot.
Suppression fire:
Done. Enemies must have a better than 10% chance to hit, must have an auto-fire capable weapon, must have more than 50 bullets in their gun, must be able to fire at least 10 bullets (no max) and the target can't be on a roof. Existing suppression fire code already handles morale, etc.
gpmg, I'll look into your issue with the ammo belt. It's probably something to do with the 255 bullets / clip limit.
I've reduced the number of enemies starting off on roof tops. While I've never seen them all up there in Alma or Meduna, it can be silly to watch 6 guys all huddled up on one building. Anyway, the chances of them starting on roofs have been (hopefully) reduced. However, the chances of enemies with sniper rifles and/or sniper scopes climbing onto rooftops have increased.
I'll see if I can get a merc to say something along the lines of "I've got a bad feeling about this..." when there are snipers dug in on the rooftops.
I've added a few on-screen messages as well. You'll see a quick "Sniper!" warning when an enemy sniper is taking a shot, so you'll know what's actually going on. There's a similar message for suppression fire.
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Re: "1.13" Mod - Main Thread[message #10613]
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Thu, 01 September 2005 06:12
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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maybe you can force enemies with "stationary" order to remain on ground/ on roof where they were initially placed?
because AI going on roofs or climbing down at will can become a pain for a mapdesigner
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10614]
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Thu, 01 September 2005 07:26
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Scorpion,
Done! Stationary guys now have zero chance of rooftop climbing up/down when status is green. They might (small chance) still climb to investigate noises or hunt down mercs above or below them, however.
gpmg,
Some enemies are assigned a "sniper" flag if they climb a roof and are either Defensive or CunningSolo personality types. Snipers won't climb down. This was dumb on my part though, because you may, rarely, end up with a whole sector of defensive/cunning enemies who all end up being snipers, even if they only have pistols.
In the next release, any personality will be able to become a sniper, but they will only become one if they've got a scope and a gun with a range >= 30.
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Re: "1.13" Mod - Main Thread[message #10615]
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Thu, 01 September 2005 07:40
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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thx! this comes handy once designing maps. because it`s strange to see the rooftop sniper that you manually placed in his spot climb down and seek the enemy
how much AP does the AI use to get on roofs? same as mercenaries i guess?
and (this question is directed at those that have already intensly tested this feature) do the AI have a tendency of coming up to the roof all on the same spot?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10617]
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Thu, 01 September 2005 07:57
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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hm i see
because i have the tendency to actually wait for the enemy on the roof (again, i`m using an exe with this feature as well). usually they come up the same spot one after the other and usually don`t have enough AP left to fire/ seriously hurt my merc camping on the roof and waiting for them
could the AI throw grenades on the position they suspect a rooftop sniper too?
(don`t get me wrong, i like this feature, don`t want to bash the great stuff you have achieved so far)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10619]
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Thu, 01 September 2005 08:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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oh, that`s really good to hear
now there is only the risk left for them to get interruptet when they climb up
but if my merc has tunnelvision because he uses a sniper scope he might not even see them climbing up
so this actually sounds very convincing muggsy!
btw i have heard that it should be possible to raise the number of tilesets (sorry i keep bugging about that)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10621]
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Thu, 01 September 2005 09:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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my "wish" is to have a higher maximal number of tilesets
tileset folder for ja2 has around 50 or so sets of graphics that you can chose from for each map
UB has more of them (snow tilesets, Fall town and so on)
i thought, if you can add the guns from UB, you could also add tilesets. This is problematic because they would have to work with betaeditor to be of any use
the UB source also is around somewhere. if this miht be useful, i could search for the link
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10623]
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Thu, 01 September 2005 10:09
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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http://www.ja2.org/index.php?c=17
there you go, it is in russian, but to the right is an english name saying it is the UB source
hope this is any useful to you
oh, i just noticed it is apparantly the UB source in 800*600 instead of 640*480
so, apparently, some adjustments have been made to it (i hope, it still is useful for you)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10625]
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Thu, 01 September 2005 11:17
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i`m happy i could have helped you (even if the contribution is minor)
some have skills... others are well informed *gg*
btw according to members of the german board, it is even possible to raise the resolution to 1024*768 in that UB code
the thread about it is completely in german though
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10636]
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Fri, 02 September 2005 08:09
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i think the AI used to be able to use these items togehter before, but i`m unsure. i think night goggles and gas masks should not be compatible, unless you want tear- and mustardgas to become completey obsolete (that would be sad, becasue enemies tend to use gas even if they had better solutions like shooting)
if you climb up on a roof, you become visible even in far distance because the sky behind you, even at night time, is much brighter than the house wall
this difference in contrast gives away that something is moving there
it`s similar like smoking at night (although a cigarette can be spotted much further off course)
this is in every version of ja2 AFAIK and is not unrealistic. Maybe the nsiper enemies in 1.13 hit more when interrupting a merc climbing on a roof? that might be a balance issue
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10641]
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Fri, 02 September 2005 10:26
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i know the current release allows to wear gas mask and goggles at the same time
some people here even think it is realistic. i`d like to see them trying to wear a pair of night goggles over a gas mask! ever tried to shoot at something while wearing a gas mask? no? it is really hard. (even if you have an extraordinarily accurate weapon)
now imagine you have the gas mask and night goggles over it... no way you gonna be able to aim for something that moves and nooooooo way to hit it. this is no request (@muggsy) it is just my usual arguing with khor1255, but if you want it realistic, khor, add a 50 percent malus to aiming with gas mask and add a 75 percent malus to aim with gas mask AND night goggles at the same time
@muggsy
i think you`re doing right in exteranlising it. I`m usually not very particuliar about realism, but night goggles over a fully functional gas mask would never pass the reality check i`m afraid. a usual gas mask doesn`t allow night goggles and i like it that way, both for balance and for realism reasonsm, so i appreciate if this things can still be edited for each modmaker and his particuliar taste
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10644]
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Fri, 02 September 2005 11:24
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yes. modern state of the art gas masks CAN mount night goggles. howevever my arulco doesn`t yet have them, so i`d like to have the possibilty to exclude thes etwo items (but as far as i understand, muggsy is working very hard on these things
i`m absolutely for a night vision scope. sometimes they can also be attached to existing triicon or other rifle scopes so they don`t necessarily exclude each other
so, a gas mask, a night vision scope and a triicon (or Acog or something) scope could in my opinion be used together and deliver good results
the nvg atop of gas masks is probably a bit over the top for a standard arulco infantry man (or Flo as another example)
btw the condition of your gasmask is essential to the chance on hitting anything while wearing a gas mask. But this is just a sidenote and not a request (@muggsy)
Edit:
if we can have multiple gas masks, then i`d agree that it is the best solution to have different gas mask versions
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10646]
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Fri, 02 September 2005 12:27
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Lochmacher |
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Messages:53
Registered:March 2005 Location: Tacoma, WA US |
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Enemies still have 100% accuracy with their throws, even when throwing at people that they shouldn't, in my estimation, be able to see. Perhaps a random radius should be in effect?
Also, I still think that enemies that a merc can't see shouldn't show up as definite black outlines when that merc is selected just because another can see them. It should reflect the mercs understanding of the enemies location through other mercs instructions, "No, aim a little more left!", etc. (usw). It's kinda ridiculous how well the current system works if your merc has a scope and decent Marksmanship (has worked out in my favor many times, but still feels kinda dirty). If possible, could one make it so that there is a larger graphic that represents the general area that the enemy is in, like a badguy fog using red smoke or the red enemy indicator that flashes when you first spot one (the red circles effect)? You could call it "Vague Locations" and assign it a radio button to toggle on or off. Again, please feel free to disregard or back-log this if it is either unnecessary or impossible. It might just be both since you would have to incorporate it for the AI as well, giving them the choice of which to fire at for the sniper code to work. Oh well, just had to get that out there.
Again, the "Mod" sounds great, plays just as well, and I look forward to more posts by our resident experts.
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Corporal
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