Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » 1.13 - How do you play, and what do you like/Dislike
Re: 1.13 - How do you play, and what do you like/Dislike[message #11826] Thu, 22 September 2005 16:25 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Kaiden, Khor: longer burst already is less accurate due to the accumulated burst penalty (unless there is a mistake in the code). I suppose you could implement a superlinear increase of penalty, but perhaps you should first try to simply increase the base penalty. 8% is too low? Try 12% - see if that works better for you.

One thing that makes autofire accurate even at long ranges is the laser scope, which gives you a flat 20% bonus regardless of all other factors. I am planning to ruin this party :angel:

I think what Wil meant by "controllability" is "control over # of rounds" (his words). That would depend mostly on the rate of fire. I know that with relatively slow Kalashnikovs it is not difficult to fire 3-round bursts, but I am guessing that with a 1000 rpm machine-pistol you are obviously going to spend more. That's pretty much what Sirtech stats reflected.

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11827] Fri, 23 September 2005 07:06 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
I must say, the drop all is amazing and quite the eye-opener. Before, you would have to guess as to why they were so lethal and seemingly impervious to some shots. Now, you stroll on over, licking your wounds and say, "He had one of those? How am I still alive?!" The fact that now they actually use their weapons wisely, it's quite the struggle to keep things afloat. For the first time, I might actually have to have 2 squads of mercs actively engaged in combat vs. having a scavenge and training group to complement the assault team. Nice work, seriously. BTW, I did feel dirty using the Mustard Gas mortar until they started doing the same. Wow, what a horrendous weapon! Geneva convention, anyone? Smile

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Corporal
Re: 1.13 - How do you play, and what do you like/Dislike[message #11828] Fri, 23 September 2005 07:34 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
The AI is pretty nasty. If you give them a shot they take it, if you don't cover your flanks they'll get behind your firing position and they use grenades and breaklights like there's no tomorrow.

I still don't use the heavy weapons much because they mean being exposed to .50 snipers and machine gun fire (realistic enough for me!) But the enemy is not so shy (Diedranna's wrath must play havoc on their minds.)

One feature I'd like to see added, although it would take a fair bit of coding: some sort of 'command badge/sergeant stripes' attachment to armour that would cause nearby (10-20m or so) militia to move towards or stay within a few metres of a merc with them equipped to an armour pocket. I'm partial to sector defense battles with a handful of mercs and full complement of militia but a lot of the time they end up being cannon fodder. They run through breaklight perimeters established during night battles and during the day they run blindly into ambush-prone terrain. If there was some sort of primitive 'discipline' feature that could keep them roughly in a position when desired it might make tactical considerations more interesting.

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First Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11829] Fri, 23 September 2005 12:19 Go to previous messageGo to next message
Sturm is currently offline Sturm

 
Messages:88
Registered:July 2003
Location: Elyria,Ohio
would like to know how too get the rocket rifle out of the game .I can't stand this weapon,Also did I do this right .I installed JA2 Gold then in put 1.13 in folder and opened it game comes up 1.13 but I can't get the proedit to work,I changed stats for some Of the mercs and saved,I then started a new game and the merc's are not changed.they have same weapons and stats .What am I doing wrong ?...Please help .Thanks

P.S. game runs fine for me If I dont try to change mercs

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Corporal 1st Class
Re: 1.13 - How do you play, and what do you like/Dislike[message #11830] Fri, 23 September 2005 13:41 Go to previous messageGo to next message
Herrbear is currently offline Herrbear
Messages:2
Registered:February 2004
Location: Walnut, CA
Sturm --

I ran into the same problem. What you are changing is the prof.dat file. Once you make all your changes, then rename the prof.dat file to prof#.dat, where # is the level you are playing on and then your changes will be reflected.

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Civilian
Re: 1.13 - How do you play, and what do you like/Dislike[message #11831] Fri, 23 September 2005 13:57 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
What herrbear is saying is right about renaming the Prof.dat file. Just make you're Proedit changes then copy the Prof.dat file (just the Prof.dat) to you're desktop, rename it to the desired difficulty level and place it back in the Binarydata folder allowing it to overwrite the existing file.


To edit the Rocket Rifles out (or change any weapon or item you want) just go into the Tabledata file, find the Weapons.xml file and open this with notepad. You can make the Rocket Rifle any weapon you like but be careful to change the ammo type and any other relevant data before closing this file. You then have to go into the Items.xml and change them there as well. Remember the to change fingerprint id tag at the bottom of the items stats to 0 to remove this feature.


Don't be alarmed that it still appears in Proedit. This is only a default listing you can change by altering the Itemsdesc.edt (if you like).

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Sergeant Major
Re: 1.13 - How do you play, and what do you like/Dislike[message #11832] Fri, 23 September 2005 16:12 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
If you want to stop the enemy from using the rocket rifle, find its item number in the enemygunchoices.xml and remove it, remembering to bump all the other choices up a slot, and reduce the ubChoices tag by one.

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First Sergeant

Re: 1.13 - How do you play, and what do you like/Dislike[message #11833] Fri, 23 September 2005 16:42 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
i plan to remove RR as well ... when i get the next release.

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11834] Fri, 23 September 2005 16:52 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
To quickly edit Prof.dat, I made meself a batch file in Binarydata directory. This one, for instance, will let you edit Prof3.dat:

ren prof.dat _prof.dat
ren prof3.dat prof.dat
pause
ren prof.dat prof3.dat
ren _prof.dat prof.dat

Make a new text file, copy and paste the above, then rename it to, say, prof.bat Double click it (the DOS window will remain open), run Proedit, then return to the DOS window and press any key.

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11835] Fri, 23 September 2005 19:46 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
tnx for that Snap. :ok:

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11836] Sun, 25 September 2005 02:36 Go to previous messageGo to next message
Sturm is currently offline Sturm

 
Messages:88
Registered:July 2003
Location: Elyria,Ohio
Thanks for your help .By the way just got my bute kicked in dression :silly:

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Corporal 1st Class
Re: 1.13 - How do you play, and what do you like/Dislike[message #11837] Sun, 25 September 2005 04:15 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
Messages:124
Registered:November 2001
Location: old Europe
So, 'nuther tester coming out of the woods Very Happy

Played on Expert, normal drops, BR good

Hired only Sidney, who would take the AUG and be the overseer for the other weaklings.
Now got Drassen and more or less standing in front of a mountain. Encounters in the open country are very hard due to the snipers. Anyone know where I can get a sniper scope in the north of the country? The normal JA2 maps are so empty that there's almost no cover in many of the cross country sectors. The enemy snipers are a very good feature, but it's kind of unfair. In SOG we had the enemy using the RPG-7 in a similar fashion and it kind of worked because the jungles gave a lot of cover, but right now it's really a bit frustrating. I'm sure it would be different with Drop All enabled but thats such a terrible cheat...

On Bobby Ray: He's still seriously missing stuff. I think they should be stocking those health shots from day one, I always found those wonder syringes much better than reloading!

Flanking AI: The most I saw of this was a few single guys trying. Maybe if the AIs could be made to cooperate, or just gravitate towards each other, the flanking could become more effective. But very nice too Smile

Overall, it's a bit of a mixed impression. I don't understand the purpose of Drop All on the main selection screen, it's just another way to kill the weapons progression, storyline and money balance for me. Then you can just get some Lvl.10 mercs with basically endgame eqipment after Drassen, and the campaign dies the same overkill way that already DL and UC died. Like stuffed geese. For me the levelling up of your mercs, gradually getting better equipment is really what the game is about, so no way I'll ever use that Devils Drop All as standard.

Suggestion: Some kind of Map Enhancement Project. Keep the original sector purpose, things etc but add details like high grass, trees, rocks and so. It's just so terrible looking at the old flat JA2 maps after so many excellent mods, and there's just not enough cover in many sectors.

Oh yes it's really very uplifting to see something happening with the source :cheers:
So many new and cool things added to the game :drool:

Wishes would include sideways roll movement when prone, that would be great.

My greatest wish though: have Beavis and Butt-Head as mercs :rulez:

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Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11838] Sun, 25 September 2005 07:00 Go to previous messageGo to next message
Skyrage is currently offline Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Alterations that would be nice:

Lasersight - slash efficiency of it by 75% or so during the day or anywhere where it's light.

Scopes - is it possible to add some sort of option which allows your merc's to use the weapon's scope to increase their visual range? While walking, this option would of course make your merc's go slower (higher AP cost), but the advantage would be an increased line of sight, and maybe a bigger chance of detecting hiding enemies even. And while camping out on a roof or something, it'd be even more handy (stationary snipers). That way maybe there'd not be any need to generally increase the default sighting range which I find good enough for the game anyway.

Autofire option - well, only visual thing I want changed is the rate of fire. Increase it to the same speed as burstfire. On burstmode you burst bullets. On auto you sure as heck aren't. And is it possible to make burstfire release the exact same numbers of bullets that you shoot of, cause I kinda think that you don't. If it's possible to alter this, so that visually, you see the number of bullets that you really shoot off, whether in burst or auto, and have autofire shoot off bullets at the same rate as burstfire, then it'd be great.

Anyway, onwards. When it comes to the game-modes; I found the "enemy drops it all" to be insane. You get flooded with way more than you'll ever need in notime. And herein lies the problem. It's more realistic to have this option (scavenging enemy items), but it's overpowered beyond recognition. I'd want to see this option remain but to have something else coming with it as well that counteracts the easiness. I don't know what could counterbalance, but with this option on, you don't need Bobby Ray's or any shop at all. Ever.

Weapons - Too many weapon types and you'll end up with having identical weapons. Only thing that differs is how they look. Gets rather messy. Also, when it comes to the berret sniper rifle - I dunno what to think of it. It's the only weapon that really resembles a sniper rifle with it's extremely high chance of one-shot kils, but it's also so damn powerful at the same time with the extra's on it. Increase the AP's needed to use it, by one or two. It should take almost all your AP's to fire one single shot from it (bolt action rifle?) AFTER you've settled yourself down, if you ask me (look at the size of that thing anyway, running around and shooting with it should be insanely hard). To effectively use it, you'd need support from allies. Right now, I can clean out entire sectors with one single merc, using a fully modded version of this rifle, unless I get swarmed. And maybe make it so that you can't add a rod+spring to it as well (shouldn't it have a superior firing mechanism anyway already?)

Anyway, that's it for now Razz
Can't think of anything else atm. Enjoy.

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Private
Re: 1.13 - How do you play, and what do you like/Dislike[message #11839] Sun, 25 September 2005 09:04 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Skyrage:
Alterations that would be nice:
Autofire option - well, only visual thing I want changed is the rate of fire. Increase it to the same speed as burstfire. On burstmode you burst bullets. On auto you sure as heck aren't. And is it possible to make burstfire release the exact same numbers of bullets that you shoot of, cause I kinda think that you don't. If it's possible to alter this, so that visually, you see the number of bullets that you really shoot off, whether in burst or auto, and have autofire shoot off bullets at the same rate as burstfire, then it'd be great.

Anyway, onwards. When it comes to the game-modes; I found the "enemy drops it all" to be insane. You get flooded with way more than you'll ever need in notime. And herein lies the problem. It's more realistic to have this option (scavenging enemy items), but it's overpowered beyond recognition. I'd want to see this option remain but to have something else coming with it as well that counteracts the easiness. I don't know what could counterbalance, but with this option on, you don't need Bobby Ray's or any shop at all. Ever.

Weapons - Too many weapon types and you'll end up with having identical weapons. Only thing that differs is how they look. Gets rather messy. Also, when it comes to the berret sniper rifle - I dunno what to think of it. It's the only weapon that really resembles a sniper rifle with it's extremely high chance of one-shot kils, but it's also so damn powerful at the same time with the extra's on it. Increase the AP's needed to use it, by one or two. It should take almost all your AP's to fire one single shot from it (bolt action rifle?) AFTER you've settled yourself down, if you ask me (look at the size of that thing anyway, running around and shooting with it should be insanely hard). To effectively use it, you'd need support from allies. Right now, I can clean out entire sectors with one single merc, using a fully modded version of this rifle, unless I get swarmed. And maybe make it so that you can't add a rod+spring to it as well (shouldn't it have a superior firing mechanism anyway already?)

Anyway, that's it for now Razz
Can't think of anything else atm. Enjoy.
what? i don't get this about autofire. :confused:
in autofire you see as many bullets fired as you choose or if you misfire you it tells you how many more bullets more you've fired. and the speed of bullets is the same as by burst isn't it? at least i don't see any difference in my game.

then don't use drop all. it's a simple as that. that option is for those who want to use it and there are many.
normal=tons of guns option in JA2 anyway.

if you want to have Barret take all your AP when firing or not to accept any attachments be my guest. go to to Data folder and then TableData folder open Weapons.xml find Barret and edit it as you wish.

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11840] Sun, 25 September 2005 15:19 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
I like the idea of having the enemies drop mechanic kits and other misc. items. I always hated having to run to Jake or Keith for the odd things that I needed. Next game is most likely going to be "normal" drop mode for me, to see how the balance comes out. (version 9/23)

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Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11841] Sun, 25 September 2005 20:11 Go to previous messageGo to next message
Skyrage is currently offline Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Nono, the bulletspeed is all fine. It's the rate of the fire that's so damn slow on auto. In burstmode the bullets are fired out rapidly after each other. In auto there's a delay between bullets. Visually, it'd be more accurate (hey, auto - spray'n pray) if the rate of fire was just as fast as that of burst. Get what I mean?

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Private
Re: 1.13 - How do you play, and what do you like/Dislike[message #11842] Sun, 25 September 2005 22:41 Go to previous messageGo to next message
Skyrage is currently offline Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Anyway, new suggestions:

One drawback about JA2 as mentioned before is the weapon progressions. As you move onwards from guns to smg's to assault rifles etc, the previous gets outdated which is kinda blah.

I was kinda wondering if this would be possible at all:

Guns: extremely low AP useage when firing and aiming. Like a desert eagle, having the ability to empty the entire clip in one round would be quite neat. This should apply to semi-auto guns only. Anaconda's etc would of course be slower.
Have the biggest chance to get interrupts if you use guns. They are the smallest weapons, thus fastest to react and aim with.

SMG's: AP useage bit lower or stay the same for firing and preparing. Relatively big chance of interrupts. SMG's are compact weapons and thus ideal fully automated weapons in tight areas.

Shotguns: Somewhere between SMG's and Assault rifles. Depends on type I guess. Their advantage would be the extremely high damage at close range.

Assault rifles: can more or less stay the same. Being bigger, they should also be bit clumsier. Maybe slight reduced chance of getting interrupts?

Sniper rifles: Considerable interrupt penalty UNLESS you have settled down and are not moving. In that case you have the usual interrupt.

Melee weapons and throwing knives: Well, high chance of interrupts I suppose. Maybe again, vary by weapon size of the weapon.

One drawback (assuming this was even possible to carry out) would be the ability to abuse this by simply carry a gun and then switch to a rifle.

Thus, I was wondering as well: why not have AP costs for switching weapons and items? This is one thing that IMO should've been implemented in JA anyway. X-com series for one has this and it's a perfectly sensible feature. Changing weapons or putting it away and equip a medkit or whatever should take time too and not be a magical instant action.

Soo...how overboard and farfetched is this suggestion? Razz

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Private
Re: 1.13 - How do you play, and what do you like/Dislike[message #11843] Mon, 26 September 2005 01:53 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
Messages:124
Registered:November 2001
Location: old Europe
Not at all far-fetched. I've done a weapons edit for UC which kept all the weapons hot until the end.. there were small pistols which cost 1 AP to fire and snipers were much higher upto 18... +30% kinetic energy meant shooting through trees and stuff... As well as simulated 'autofire' by having LMGs which didn't pack any attachments except the bipod.

Of course this didn't change the interrupt chances for the weapons, but now the source makes it possible. We'd also need some more realistic weapons code, like huge accuracy penalty for firing an LMG from the hip and such things.

Mmmm..maybe I should start a new high-power mod for this version too... There's so many subtle tweaks that the Sirtech guys never found, just like with the maps the default weapons set is really a bit old, and I don't mean the bitmap graphics Smile

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Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11844] Mon, 26 September 2005 08:37 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Skyrage

You're right on the money with you're requests. I'd like to see variable draw/cocking/aiming costs for all weapons as well as various reloading speeds. This stuff is at the top of my wish list for new weapon features because not only would it add realism but it would also make each weapon type really unique from the other types instead of having a few all encompassing stats for every weapon.

And again, you're right on the ball with needing to fix the easiest cheat in the game: namely never really having to reload because it's less costly just to draw another weapon. This is both unrealistic and restrictive to the advancement of the item mod. It would be great to have shoulder holsters and slings reduce draw cost substantially by making the ap cost for putting a normally carried weapon about 10 then drawing one an extra 5 to 10.

Of course these numbers would have to be tweaked to achieve optimum game balance but having them would open the door to the use of cqb weapons all the way to the end of the game.

Imagine how cool it would be to finally have a real use for pistols in the end game.

Good stuff man.

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Sergeant Major
Re: 1.13 - How do you play, and what do you like/Dislike[message #11845] Tue, 27 September 2005 02:46 Go to previous messageGo to next message
Skyrage is currently offline Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Heh...thanks. I'm glad that I'm not the only one that think that such minor details are vital Razz

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Private
Re: 1.13 - How do you play, and what do you like/Dislike[message #11846] Tue, 27 September 2005 10:43 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

On Bobby Ray: He's still seriously missing stuff. I think they should be stocking those health shots from day one, I always found those wonder syringes much better than reloading!
You can change them in items.xml. Or just pick a higher BR setting.

Quote:

Flanking AI: The most I saw of this was a few single guys trying. Maybe if the AIs could be made to cooperate, or just gravitate towards each other, the flanking could become more effective. But very nice too
Lol. I actually cut them back because people were complaining. Now only some enemies will flank / seek you out. It's less of a single giant bloodbath, and more of a few smaller battles, when you attack a sector.

If it's not hard enough for you, then play Insane instead of Expert Wink

Quote:

Lasersight - slash efficiency of it by 75% or so during the day or anywhere where it's light.
Snap is working on this, I believe.

Quote:

Scopes - is it possible to add some sort of option which allows your merc's to use the weapon's scope to increase their visual range?
Doable now in items.xml.

Quote:

While walking, this option would of course make your merc's go slower (higher AP cost), but the advantage would be an increased line of sight, and maybe a bigger chance of detecting hiding enemies even.
This would require the ability to walk around with your weapon readied, which would require new animations as well as major code changes. It's on the list, but not anytime soon.

Quote:

Autofire option - well, only visual thing I want changed is the rate of fire. Increase it to the same speed as burstfire. On burstmode you burst bullets. On auto you sure as heck aren't.
I believe this has to do with the sound files, actually. If there were burst sound files for more #s of bullets, it would play those files instead of the single shot files, and weapons should consequently, fire a little faster.

Quote:

And is it possible to make burstfire release the exact same numbers of bullets that you shoot of, cause I kinda think that you don't. If it's possible to alter this, so that visually, you see the number of bullets that you really shoot off, whether in burst or auto, and have autofire shoot off bullets at the same rate as burstfire, then it'd be great.
Ummm... pretty sure it's doing this already. I've counted my bullets numerous times, and there're almost always as many drawn onscreen as I've fired.

Quote:

Anyway, onwards. When it comes to the game-modes; I found the "enemy drops it all" to be insane. You get flooded with way more than you'll ever need in notime. And herein lies the problem. It's more realistic to have this option (scavenging enemy items), but it's overpowered beyond recognition. I'd want to see this option remain but to have something else coming with it as well that counteracts the easiness. I don't know what could counterbalance, but with this option on, you don't need Bobby Ray's or any shop at all. Ever.
1. If you don't like Drop All, don't use it. That's why it's an option Razz

2. The plan is, within the next few releases, to make certain items only available through certain shops and BR's. Right now, for instance, you can only get an OICW and its 20mm grenade clips from BR's. Of course, this is all customizable in the xmls.

Quote:

Weapons - Too many weapon types and you'll end up with having identical weapons. Only thing that differs is how they look. Gets rather messy.
Don't worry - we'll make sure they're all different enough to warrant inclusion.

Quote:

Also, when it comes to the berret sniper rifle - I dunno what to think of it. It's the only weapon that really resembles a sniper rifle with it's extremely high chance of one-shot kils, but it's also so damn powerful at the same time with the extra's on it. Increase the AP's needed to use it, by one or two. It should take almost all your AP's to fire one single shot from it (bolt action rifle?) AFTER you've settled yourself down, if you ask me (look at the size of that thing anyway, running around and shooting with it should be insanely hard). To effectively use it, you'd need support from allies. Right now, I can clean out entire sectors with one single merc, using a fully modded version of this rifle, unless I get swarmed. And maybe make it so that you can't add a rod+spring to it as well (shouldn't it have a superior firing mechanism anyway already?)
This is basically the same barrett as in UB. You can change all of its stats and permitted attachments to your heart's content in the xml files.

Quote:

One drawback about JA2 as mentioned before is the weapon progressions. As you move onwards from guns to smg's to assault rifles etc, the previous gets outdated which is kinda blah.

...

Thus, I was wondering as well: why not have AP costs for switching weapons and items? This is one thing that IMO should've been implemented in JA anyway. X-com series for one has this and it's a perfectly sensible feature. Changing weapons or putting it away and equip a medkit or whatever should take time too and not be a magical instant action.

Soo...how overboard and farfetched is this suggestion?
Not sure how quick it'd be to put in AP costs for swapping items, but I haven't really looked into it yet.

As for the differentiation between different types of weapons, I agree that different weapons should have different purposes and uses.

I hope to have the weapon classes better segregated when I've finished with the new items, in the next couple weeks. Of course, everything will remain customizable in the xmls.

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First Sergeant

Re: 1.13 - How do you play, and what do you like/Dislike[message #11847] Tue, 27 September 2005 12:47 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
Messages:124
Registered:November 2001
Location: old Europe
Originally posted by Madd Mugsy:
Quote:

If it's not hard enough for you, then play Insane instead of Expert Wink

If you don't like Drop All, don't use it. That's why it's an option Razz
You ought to rename Drop All to "Turbo Capitalist" mode or something. Never need money cheats again Razz

And I prefer a nice flowing game Smile Insane sounds so scary, I've always played Ironman/daylight when the AI was so easy Razz

What about this to take up the valuable,normative space on the main selection screen: Ersatz Ironmanman mode. Old Ironman meant no Save in battle, but we all know it kind of sucks when the game crashes etc. So I hereby suggest new Ironman mode: No save in turnbased mode. Would still make the game a bit harder when you can't save during battle phases, but still offers protection from crashes (and snipers) Wink

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Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11848] Tue, 27 September 2005 17:10 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I think that if you play with 'Drop All' you should be able to open your own website to compete with Bobby Ray's partway through the game.

JA2: The Banana Republic Arms Dealer Simulation Razz

I've been playing expert/drop all and I can't keep up with the gear. I'm selling screenfuls of stuff and I've only captured three cities so far. I'll see if I can be a millionaire before I hit Meduna. Maybe I can buy out Diedranna and save a lot of needless bloodshed. Very Happy

Next game I'm going to try expert with normal drops and see what it's like. If the enemy still has weapons like they have now it's going to be a lot tougher.

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First Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11849] Tue, 27 September 2005 18:22 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
no more Iron man ever Mad ive had enough of it in the original JA and i've alway thought timed turns were much better that Iron man.

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11850] Tue, 27 September 2005 19:48 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
Messages:124
Registered:November 2001
Location: old Europe
Well you don't have to use it Razz
But are you sure the Sims isn't better for you, Majek?
With this droppings cheat and unlimited saves it's very similar in tactical depth, really Smile Have you tried?

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Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11851] Wed, 28 September 2005 01:10 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
well unlike you i don't have to be forced not to save if i want to challenge. and i play on Insane.

and you call Drop all cheating? and what are Regen boosters you'd like to have so much if not cheating?
you sure you don't want isntaheal feature to add to the tactical depth?

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11852] Wed, 28 September 2005 01:26 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Timed turns are definitely brutal, I swore a lot when I've played with time on. Iron Man mode would take up valuable screen real estate on the options screen though and it's really just a playing style.

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First Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11853] Wed, 28 September 2005 02:54 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I'm thinking about changing the main options screen.

I'd like to move the "Drop All" option to the preferences screen instead. That way people can turn it on / off as needed throughout the game.

And to replace the "Drop All", I'd like to bring back the "Weapon Selection" option, with two choices: "Tons of Guns" (normal JA2 ToG) and "10 Tons of Guns" (new guns and items).

Instead of using the replacement gun arrays that are currently in the game, I'd do something simpler: have two folders for the xml files. One folder with all the original game's items and stats; and one with all the new stuff.

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First Sergeant

Re: 1.13 - How do you play, and what do you like/Dislike[message #11854] Wed, 28 September 2005 03:44 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
you mean you'll add a button like this?
http://img.photobucket.com/albums/v651/Sm3rt/drop.jpg

oh and all that would certainly be an improvement :ok:

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11855] Wed, 28 September 2005 03:55 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
That's a good idea Mugsy. I wish I could shut off 'drop all' at this stage of the game. There are only so many minimi's an army can use.

Maybe even limit 'drop all' to town sectors when it's on?

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First Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11856] Wed, 28 September 2005 04:46 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Wow, Majek, nice pic Smile And exactly what I had in mind. What mod is that from?

I suppose I could add a second button that could work in conjunction with the "Drop All" button to limit it to towns. Too bad there's no tri-state buttons in that screen... It could get confusing when someone tries to limit the drop all and doesn't have drop all turned on.

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First Sergeant

Re: 1.13 - How do you play, and what do you like/Dislike[message #11857] Wed, 28 September 2005 04:52 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Kudos on this mod. It's sweet. I've always enjoyed several versions of play. The first is standard mode where I play with the limited resources the game provides. The second is where I provide a reasonable starting fee for a team of mercs ($1-2 million) then proceed to gear up and tear the heck out of the opposition until they can regroup sufficiently to offer a challenge. I'd like to see a start option which sets cash level, if we're looking for a perfect world. But I'm not greedy. Ver. 1.13 really makes this second mode enjoyable with the option to have Bobby Ray's sell high-end gear from the start. Outstanding. The drop all mode is good, but I would definitely make the equipment, and particularly the armor, degrade significantly by being shot. That way you're picking up stuff in rough condition and you can sell it or pawn it off to the militia or invest the time necessary to fix it. I would make the alt-sell key only effective in towns, so you've got to hump the stuff back if you want to get rid of it. Doesn't make sense to be able to sell stuff from a forest or open field. It is appropriate to have the destroy key effective anywhere, though. The MSG-1 (militarized PSG-1) is flat-out awesome. I'm a little concerned about the combination of the rod-and-spring and the tri-sights, since that reduces the AP of a brutal, silenced sniper rifle to about 6. Still, I'm having a ball with two per team. My close-work mercs rarely get a work out anymore. On the up side, effective overwatch is now not only possible, but very well implemented. Also the gatling style grenade launcher is a real treat! BOOM, baby! I took over the first three cities within three days, did the bugs (nice work on that too) and am regrouped and ready to rock through the rest of the cities now. A few further suggestions. First, different types of armor should have modifiers to sight range and agility and dexterity. If you're wearing an EOD suit, your visibility should be sharply limited and your mobility should be very low. If you're wearing light kevlar, not so much. Armor is always a trade-off between stealth, protection, mobility and weight. Second, I liked the mod which changed the sighting circles according to the effectiveness. I think it was digicrab's maybe? The bar you're provided is effective, but not as intuitive. BTW, the auto implementation is excellent as well. I loved it when Buzz, using a minimi, cut loose and "accidentally" fired 35 more shots than she intended. There wasn't much left of the target! Third, a lot of Chris Camfield's comments regarding errors in the sleep and rest algorithms were important, but do not seem to have been implemented. Ice and Barry still need FAR more sleep than is reasonable. Perhaps you could review his revised code from earlier threads and work in those revisions?

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Corporal 1st Class
Re: 1.13 - How do you play, and what do you like/Dislike[message #11858] Wed, 28 September 2005 05:13 Go to previous messageGo to next message
Skyrage is currently offline Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Yeah...the armor reducing agility and such is a good idea too. The heavier the armor, the slower you get in terms of reactions. That would force you AND the AI (with tweaking) to have troops wearing a bit of this and that, AND you would find some use for having HP ammo as well, since not all of the enemy will be heavily armored.

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Private
Re: 1.13 - How do you play, and what do you like/Dislike[message #11859] Wed, 28 September 2005 07:45 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Madd Mugsy:
Wow, Majek, nice pic Smile And exactly what I had in mind. What mod is that from?

I suppose I could add a second button that could work in conjunction with the "Drop All" button to limit it to towns. Too bad there's no tri-state buttons in that screen... It could get confusing when someone tries to limit the drop all and doesn't have drop all turned on.
JA 800x600 mod . the sticky in this forum Wink

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11860] Fri, 30 September 2005 20:05 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
am playing a new game with grizzly on the team. at one point he mentions something about the equipment (when squad is given movement orders to move from drassen to cambria) - he says "now this equipment mst be straight of of taiwan" - what does he mean? he has top of the line equipment a barett with many attachments - nice armor (compound18 coated spectra) - i hope he is not whining Very Happy Razz

mentioned this in this thread bcoz i am playing v1.13 and also bcoz i have only started experimenting with the lower order mercs after joining these forums. I used to have a very standard team earlier - a few M.E.R.C mercs (just so that i could help M.E.R.C recruit better mercs) and the top line mercs from AIM.

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Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11861] Fri, 30 September 2005 23:05 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
The mercs make quotes like that when they are using substandard equipment. I've heard Buzz say it a couple of times when she was equipped with a TAR21 and full coated Spectra armour, so there seems to be a bug somewhere.

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First Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11862] Sat, 01 October 2005 01:43 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
It must be something that draws from the prof.dat since the ubCoolness (the actual stat that should influence this) is set right in the Items.xml.
I think they get thier reactions by what the item was in the prof.dat before Mugsy changed it.

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Sergeant Major
Re: 1.13 - How do you play, and what do you like/Dislike[message #11863] Sat, 01 October 2005 02:03 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
maybe the value is to high and therefore becomes negative.eg for status the maximum number is 127 everything above that would turn into a negative value. lets say 128 , that would result in -128.

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Master Sergeant
Re: 1.13 - How do you play, and what do you like/Dislike[message #11864] Sat, 01 October 2005 05:50 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Yeah, there's some kind of overflow bug in there somewhere. If someone has a savegame just before they complain, they can send it to me so I can figure out what's going on.

madd_mugsy at msn.com

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First Sergeant

Re: 1.13 - How do you play, and what do you like/Dislike[message #11865] Sat, 01 October 2005 09:26 Go to previous message
Nighthawk is currently offline Nighthawk

 
Messages:46
Registered:February 2002
Location: Springfield, MO
@KIA You can change the number of sleep hours for each merc in ProEdit. I set it between 4-6 hours to speed up recovery and being inside a hostile country means no long power naps.

Nighthawk

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Corporal
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