Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 1
Alpha_Item_Mod_for_WF6.06 Part 1[message #208140]
|
Thu, 05 February 2009 17:51
|
|
smeagol |
|
Messages:2705
Registered:June 2008 Location: Bremen, Germany |
|
|
Okay, I decided to start a new topic for the Item_Mod, in order not to overcrowd the WF6.06 thread.
The newest version of the Item_Mod is AlphaV03.
It can be found here: AlphaV03_Item_Mod.
This version fixes some minor glitches (too long Bobby Ray description texts, missing texts, wrong texts), the crash when opening certain shopkeepers inventories and the crash when trying to access the sector inventory when a folding spade is in one sector.
Also the general small got changed not to able to carry SMG magazines anymore.
If anyone of you guys, who are kind enough to test the Item Mod, find anymore errors, bugs, crashes or irritating stuff, feel free to post it here. I'll have a look at it as soon as possible. :happybear:
[color:#000099][color:#33CC00]
So if any one wants to test some of the changes, you'll find them there (as soon as the upload is complete, may take a while, since the file is rather big... 18MB). This will be compatible with Scheinworlds one-click installer, the .ini in the Data-Wildfire6.06 folder is set for SpaceVikings ManyMercs, thus you probably should use ja2_release_SV_B007a (at least that's what I'm currently using, should be compatible to higher versions...). Also currently the starting money is set to a little higher values... you might want to change this, before starting a game.
To get things running, just extract the content of the file to your JA2 Data-Wildfire6.06 folder.
You'll get the changes I made to the items, the added items, changes to the prof.dat (some mercs got changed skills, for example Raven has now Sniper trait instead of automatic weapons, to fit her biography...) and the updates on the WF maps (including the Jeep in A10).
Game setting should be New Inventory (sorry, I don't support OIV, as many of the new items include load bearing equipment...).[/color][/color]
EDIT by LOCKIE
[Updated on: Tue, 10 July 2012 15:24] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06[message #208241]
|
Sat, 07 February 2009 00:06
|
|
smeagol |
|
Messages:2705
Registered:June 2008 Location: Bremen, Germany |
|
|
Just uploaded an: update to Version 04
Changes in V04:
- fixed a problem with Devin's inventory (tear gas and smoke mortar shells didn't work properly, as they still had wrong tags and therefore caused shopping at Devin's to crash the game). This should be fixed, but as the shopkeepers inventory changes on a daily basis, there might be other items causing problems. If any of you finds these before me, would be nice if you'd drop me a line.
- added the Eagle - tank of gas - bombs. Instead of duct tape they now require a can of oil. These cans have been added to enemy drops as well as to shopkeeper inventories (Jake, Sam and Keith).
- Molotov Cocktails now require can of oil, as well. I always thought it was kind of dumb, to just stack a piece of cloth into a bottle of Vodka to get an incendiary bomb... now at least you'll also need a can of oil.
- to be consequent, I also changed how you create the ACOG 4x combo. As with all other combo items this one now requires either duct tape or quick glue.
- changed coolness of certain items, as they are dropped far too early in my opinion (this mainly includes some knives and SWAT armor).
- doublechecked all grenades to work properly. added increased start radius of area effects (like smoke grenades now have +1 starting radius, otherwise you'll most of the time have to wait 2 full turns to have any significant effect... in a situation when you want to throw a smoke nade, you usually don't have the time to wait 2 turns). Larger grenades (like the ones for launchers), of course have a bigger starting radius (43mm having the biggest).
Still I'd recomment to change explosives damage to 50 in the .ini. All damage values of the explosives in the xml are set to rather low values, having the explosives multiplier set to 50 gives an adequate damage output.
Also had another minor glitch at Devin's shop. he sold grenade launcher collimators for 1$ a piece (normal price should be around 2500$). Don't know, if this was a singleton event, or if he always sells them at this price. I might have to disable this from his shop later on. If anyone can confirm this, I'd like to know.
Report message to a moderator
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06[message #208247]
|
Sat, 07 February 2009 02:34
|
|
smeagol |
|
Messages:2705
Registered:June 2008 Location: Bremen, Germany |
|
|
KindredI haven't tried putting a detonator on the claymores, but I have made a trip klaxon. I'm not sure if that's an addition from this mod, but I'd never encountered it before. I used it in Alma and got a three-man interrupt when a blackshirt came out of a door - blew him away.
Also Smeagol, is there a way to create remote detonators with your new merges? I have more remote triggers than I do detonators, and I thought that merging a trigger with a regular detonator might be a good way to make remote detonators.
The Trip wire thingies were deactivated in 1.13. I just made it possible to make them from merges. There are in fact two of them, the trip flare and the trip klaxon, which is an alarm trap.
I might add a merge to create remote detonators. haven't thought about that yet, as I always had the feeling, that they are pretty easy to get and I always had quite a few spare ones lying around (check out Devin, he should have quite a few of them for sale...).
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06[message #208284]
|
Sat, 07 February 2009 17:48
|
|
smeagol |
|
Messages:2705
Registered:June 2008 Location: Bremen, Germany |
|
|
MajekDart Rifle? A merge item even? :DD
Nope, only for sale.
At the moment Tony is out for a walk in my game, thus couldn't get hold on one of them yet to test them. Probably have to swallow the bitter pill and take Drassen Airport soon. :/ Not an too easy task on insane difficulty when all the equipment is in a crappy condition... ah well, my repair team should be ready in about one or two in-game days and then I'll start a commando operation to take the airport.
Next bunch of changes:
- modified the pic of the 40mm grenade panel (which was unlogical, because the pic showed 5 pockets, while it in fact only has 4 pockets...)
- changed the misc general pocket to accept non-misc stuff as well (it is now basically a pocket between general small and general medium, thus much more versatile. It will now accept certain ammunition and hand grenades)
- in order to distinguish the first aid pocket from the misc. general pocket (which otherwise would be far superior), I allowed two first aid kits in this pocket.
- changed size of the Mac 10, Cobrey M11 and PP-93 (the MAC10 and Cobrey fitted a large pistol holster, wheras the PP-93 didn't. The MAC10 and the Cobrey are now one size bigger, thus need a SMG holster, while the PP-93 is a size smaller and now fits the large pistol holster)
[Updated on: Sat, 07 February 2009 18:40] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06[message #208342]
|
Sun, 08 February 2009 21:41
|
|
smeagol |
|
Messages:2705
Registered:June 2008 Location: Bremen, Germany |
|
|
Maalstroomsmeagol you should take a look at ballistic computer penalties - using an osv i was almost unable to fire with 98 ap - well i could fire but cth displayed nothing - using a merc with sniper skill.
Hmm... strange. I'll have a look at it at once.
Edit:
Okay, took some time to get the money in game and order the stuff. Now I got the OSV and the Ballistic computer (don't like testing with cheats, that's why it may take a bit longer ).
What condition was your OSV and ballistic computer? Also which stats did your sniper have?
The OSV displays single shot at 89 AP, when the ABC is attached... I probably cut the AP penalty to 10% then. My Imp is at the moment quite exhausted, guess that's the reason why I can do shots at about 70 AP fully aimed. Will do some more test shots (but first have to fend of a counter attack with a different squad...). Be back soon.
My Imp sniper has Expert Sniper, MRK 95, Lvl 6
Edit 2:
Okay, did some more testing with the OSV and the ballistic computer. Indeed the 30% AP reduction seems a bit too high. I'll cut it down to 10% and will test how that works out.
[Updated on: Mon, 09 February 2009 13:05] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
Pages (13): [1 ] |
|
Goto Forum:
Current Time: Fri Mar 29 08:19:56 GMT+2 2024
Total time taken to generate the page: 0.04272 seconds
|