Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 2
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229129] Sun, 26 July 2009 08:30 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
allright smeagol, time for some critique on your new maps.

i just experienced that it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229133] Sun, 26 July 2009 08:52 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Quote:
Firstly, I'm pretty sure that it would be impossible to make a door trap that releases gas. But I've never tried it, of course.

Secondly, in both of your scenarios, someone is going to HAVE to both spot and disarm a trap to avoid getting gassed, regardless of where you placed that trap or whether or not flags appear. If the flags do NOT appear, then you're 100% gassed. At least if a flag pops up you have a small chance of not triggering the trap (via disarming it). Why would you NOT want the flags?


well, set the case, you can somehow spot the trap, but don

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229137] Sun, 26 July 2009 10:08 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Quote:
because with drop all on alone i had about 500 or so items lying around in the Alma storage houses sector! and even without that it

[Updated on: Sun, 26 July 2009 10:16] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229160] Sun, 26 July 2009 14:09 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
Mauser
Quote:
Answering the other posts:
I might add the Schmidt&Bender scope, sniper rifles could use an alternative, but don't expect it too be strictly better than the other sniper scope, when I add it.


Well, it should at least be somewhat better, considering that we don
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229162] Sun, 26 July 2009 14:24 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
Mauser
Quote:
I'm still not clear about what HAM option you're talking about.


isn
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229164] Sun, 26 July 2009 14:44 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
Mauser
seriously, getting to all that good stuff becomes a chore if you have to lockpick/crowbar dozens of boxes in a row!

I do like that.

Quote:
better reduce the number of boxes and make some of them unlocked or open, or even better, just lay the stuff on the ground, make use of the gun rack and clothes hanger objects and so on!

I would dislike having access to good equipment without any effort to "earn" it.

Quote:
besides that, Alma sectors alone offer so much stuff, it
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229171] Sun, 26 July 2009 16:32 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Okay, let's see where I start... there are several points in the above posts I want to address:

1.) Map Updates:

As with the Item Mod, I include all updated maps in the latest package, thus you'll only need to get the latest update.

2.) Tixa basement:

In short:
Yes, those tear gas traps are in the original map.
No, I don't like them.
Yes, I might change that.

In fact I don't like the basement map too much, battles there can be quite frustrating, but that's mostly because I kept the original map nearly untouched, except for items.
In the original map it was even more frustrating before, there was an enemy standing right before the steps, if your mercs where unexperienced, you would always get slaughtered. If your mercs were experienced, however, this was a big exploit to get good equipment, as you could rob that guy, then just go back up. Rinse and repeat, till all enemies were gone. Seriously, this was bad map design. I think that I'll change the map entirely.
Trapping doors is only possible to a certain extend, you can set explosives, electir or alarm traps, but no tear gas traps.
Enemy behaviour concerning Alarm Triggers is somewhat strange from time to time. And there's also a limit on how many effects can be triggered (something like 12 I think). That's why in some maps break lights don't work, if the enemy gets to trigger the alarms to set up the flare mines. I really would have liked to keep the lights in many maps, but cutting the own ability to make light as a trade off seemed pretty bad.

3.) Bloodcat Lair:

Hmm... I'll have a look at that. Never really bothered with the bloodcats and left the whole map practically unchanged (except for items).

4.) Alma Warehouses:

Yes, the amount of items to be found there is intended (same is true for the weapon caches). The Alma warehouse is the main storage room for weapons in Arulco, normally I would have uped the count of Weapons that can be found there to a much higher number. Seriously, you can't equip an Army with just 2 rifles and 100 rounds. There is a lot of stuff, but a large part of it is garbage anyways. Get the vehicles to haul the stuff around, that helps a lot.

5.) Locked crates // doors:

Seems that this is very controversial. Some people like it, some feel it's a bit overdone. I personally get fed up from time to time as well, if I have to bash in every chest and get my mercs complaining... I think from a realism point of view it makes sense to have that stuff locked up. I think to outbalance that I could add in some more keys to the maps, so you still could practice lock picking skills//strength on the crates and doors, but when you don't feel like it, grab that key.



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229177] Sun, 26 July 2009 17:27 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
I'm fine with the item drops (and play with DROP ALL). Can never have enough ammo, plus my team is growing huge so I need whatever I can find. Also I dislike buying at Bobby Ray's, it's much better when you conquer a map and find that you've struck booty.

Quote:
I don't get your point either. Wether the trap is in the door or right in front of it: if u failed to detect / disarm it, you will be gased while trying to pass the door. An if u don't want to triger the trap while not being able to disarm it, u cannot acces the area behind the door.
So where is the difference?


Exactly the point I was trying to make earlier. The blue flag is simply an indicator that prevents other mercs from accidentally triggering a trap you've already detected. Whether the flag is there or not has no effect on the accessibility of the area behind the trap...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229184] Sun, 26 July 2009 17:53 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Runtime Error , map M9 , ( duplicate gridno found , relates to soldier 47 at gridno 12248)


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229186] Sun, 26 July 2009 18:20 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
lockie
Runtime Error , map M9 , ( duplicate gridno found , relates to soldier 47 at gridno 12248)


That's probably what causes my game freeze. I'm currently reworking M9 from sketch, and hope that this will be fixed then...


Also fixed the bloodcat lair by moving the central entry point away from the blood cats, this should get the job done.


Edit:
Hmm, strange, soldier 47 starts at grid 15095 according to the map editor. The grid 12248 is right behind the door to the office, and in the map editor no enemy is placed there... really confusing to me.

[Updated on: Sun, 26 July 2009 18:23] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229187] Sun, 26 July 2009 18:25 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
<--- *waits quietly until Cambria and Alma are done*


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229194] Sun, 26 July 2009 19:51 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Headrock
<--- *waits quietly until Cambria and Alma are done*


Alma will still take some time (basically the prison needs some work, the other maps are done), Cambria should already be done, though. Once I completed updating M9, I'll upload an new map package. Think I should get it done in a few hours from now... (unless some real life business interferes.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229198] Sun, 26 July 2009 20:19 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Cambria+SAM site, or only Cambria?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229209] Sun, 26 July 2009 21:24 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Headrock
Cambria+SAM site, or only Cambria?


SAM site is already updated, but not in the last map package. I just finished the weapon cache in M9 and will upload the update, as soon as I made the radarmap (only a couple of minutes...). I'll also upload the next version of the Item mod soon. Stay tuned. :happybear:


The next Map Package is uploaded, this one contains updated maps for rows A-K (except for Orta, the two southern Alma sectors, and Tixa basement) and the weapon cache in M9.

Still need to do K4, K4 basement, I13, I14, J9 basement and basically every sector in rows L-P except for M9_a.


Edit:
Item Mod V31 is uploaded, as well (contains Kaerars C-Mag pics, the Glas with Marbles item, possibly some new LBE items, not sure if they were already in the last package...).

[Updated on: Sun, 26 July 2009 21:49] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229219] Sun, 26 July 2009 22:33 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
smeagol

2.) Tixa basement:
[..]
In fact I don't like the basement map too much, battles there can be quite frustrating,

My experience was different, i found it interesting and different, but not very difficult: i had two groups of three Mercs each mainly equipped with quick firing ARs (like M82 e.g) and had them leap-frog from corner to corner. Piece of Cake. Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229222] Sun, 26 July 2009 22:59 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Playtested M9, and I realized, that I forgot to add lights to the map... was pretty dark there, but not really a challenge.

I added some lights to the map and also added some basic equipment to some of the soldiers (like NVGs and Emergency Flares, some got LMGs). Also updated I14 (Alma Mine sector). There was an entrance area to the military base, which in fact didn't make any sense, as the sector to the north has a row of houses in front of the warehouse area. I didn't notice this for quite some time, and it seems that no one else has noticed this...
Anyways, I got rid of that and replaced the area with a bar.

I think I can manage to update I13 and K4 today and will then upload yet another update. Sorry if that causes any inconviniences... But first of all, I need to eat something...


Edit:
Updated Orta. Now I'll update I13 Alma prison, this might take some time, as the map needs some serious updating. Don't think that I'll update Tixa basement anytime soon, though...

[Updated on: Mon, 27 July 2009 00:24] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229266] Mon, 27 July 2009 03:20 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Phew... finished updating K4 and I13.

Uploaded the updated Map Package 20090727, including all updates for rows A-K, plus the again uptaded weapon cache M9 (now with lights ^^). Only map in those rows that needs an update now is Tixa basement, but at the moment I'm not very motivated to do this. It's still on my to do list, and eventually I'll do it. But so long you'll have to bear with the given map.



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229334] Mon, 27 July 2009 13:29 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I decided to change the Soviet Sniper belt and the VOG chest rig to combat packs. As vests they were practically useless. Now you can wear them instead of a combat pack or you can still combine them with the AK chest rig and the M23 chest rig.

Don't know, if this is a good idea, or not. But it offers some design space for more belts (already made a pic for a police equipment belt, that I'll add soon).

So basically you now have the choice to either wear a combat pack or a belt in the combat pack inventory slot.
The belts are lighter, but obviously can't carry as much, but can still be combined with certain backpacks (namely Sniper Drag Bag and L.R.R.P. bakpack at the moment... I think I'll add some more later on). And in case of the sniper belt and VOG rig can be merged with the two soviet vests (which enables you to carry both, the belt and a regular combat pack).

Okay, some new changes:
renamed the Police Vest to Police SWAT vest (made more sense, which regular police force uses SMGs on regular duty?).
added a police utility vest
added a police revolver belt (used as combat pack or can be combined with the police utility vest)
added a police equipment belt (used as combat pack or can be combined with the police utility vest)

Edit:
added Polyshok shotgun ammo. Not sure yet about the ammo values. At the moment I've set them to do 2.5x damage after armour impact, everything else set to regular. I might add some range bonus, but then again, I'd like to distinguish it more from other shot gun ammo (you know, my philosophy of not making things strictly better... and the regular slugs already have a +8 range bonus). So at the moment the polyshok ammo is comparable to Glaser, though with better armour piercing capabilities. Entirely untested at the moment, hope I'll get some shots down range soon... but first of all I have to conquer Drassen airport, which may take some time.

But the Polyshok will be in the next update, nevertheless...

[Updated on: Mon, 27 July 2009 20:47] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229379] Mon, 27 July 2009 19:25 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
BTW, I get several Travel Cost Mismatches when running the game in debug mode. Please check out the travel times for these sectors:

A6->A7
A10->B10
B10->A10
J14->J15
K13->J13
N4->M4


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229383] Mon, 27 July 2009 20:14 Go to previous messageGo to next message
jay.pea

 
Messages:26
Registered:March 2009
Location: Munich, Germany
I noticed that the Colt Anaconda does not have the 'magazine fed' flag set. Therefore you have to spend 63 APs to reload (instead of the promoted 20). This makes this otherwise beautiful gun totaly useless.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229385] Mon, 27 July 2009 20:23 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
JP
I noticed that the Colt Anaconda does not have the 'magazine fed' flag set. Therefore you have to spend 63 APs to reload (instead of the promoted 20). This makes this otherwise beautiful gun totaly useless.



Oh... thanks for telling me. I'll fix that.


Edit:
Fixed, and also fixed the Manurhin MR-96.

[Updated on: Mon, 27 July 2009 20:43] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229388] Mon, 27 July 2009 20:45 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Headrock
BTW, I get several Travel Cost Mismatches when running the game in debug mode. Please check out the travel times for these sectors:

A6->A7
A10->B10
B10->A10
J14->J15
K13->J13
N4->M4


What exactly do you mean? Too short travel times? wrong roads?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229392] Mon, 27 July 2009 20:51 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
I don't know. The program keeps reporting that there is a mismatch between travel times. Probably travel in one direction is set as being faster than travel in the opposite direction. It's all set in Map\MovementCosts.XML.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229421] Mon, 27 July 2009 23:39 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Ok, here's what the error seems to be reporting:


	5
	EDGEOFWORLD
	HILLS
	PLAINS
	EDGEOFWORLD
	HILLS


	4
	EDGEOFWORLD
	HILLS
	PLAINS
	PLAINS
	HILLS


A6 is flagged as "Hills" (HILLS). However, the travel cost from A7 to A6 (west) is set as "Plains" (PLAINS). In theory, this should mean that travelling from A6 to A7 is faster than A7 to A6. Strangely, however, it ISN'T actually faster in the game. I have no idea why.

In any case, this isn't really an error, just a warning generated by the game in debug mode. I would imagine that it doesn't actually hurt the game... but it must mean something, right?

[EDIT: Ok, strike all of this. The N/S/E/W values are not actually used anywhere, except for making sure that travel is POSSIBLE in both directions or IMPOSSIBLE in both directions, but not both. The debug errors are largely meaningless]


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229445] Tue, 28 July 2009 01:37 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Smeagol, a couple of notes about your latest 7z:

A) The Tabledata folder contains JA2_Options.INI for some reason.
B) The Tabledata\Map folder contains an SVN folder.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229446] Tue, 28 July 2009 01:47 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Headrock
Smeagol, a couple of notes about your latest 7z:

A) The Tabledata folder contains JA2_Options.INI for some reason.
B) The Tabledata\Map folder contains an SVN folder.


Yeah, that options.ini was a backup a made some time ago, must have forgotten to delete//move it from the tabledata folder. That .ini was probably in each and every version of the Alpha Mod.

Sure about the SVN folder? I don't have that in my folder... hmmm, actually I never used SVN. That's really odd.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229448] Tue, 28 July 2009 01:49 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Open the file and see for yourself.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229449] Tue, 28 July 2009 01:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Headrock
Open the file and see for yourself.


Indeed, it's there... now I'm confused.

I don't have the slightest idea, how it got there... the folder from which I do my updates doesn't contain that one. :headscratch:


Edit:
Just had a look at the other archives. The .svn folder is in every version it seems. don't know if it actually does anything, though.

[Updated on: Tue, 28 July 2009 01:55] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229450] Tue, 28 July 2009 01:55 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
did you download the 'bowl of soup' i posted some time ago - i did not delete the svn-folders
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229451] Tue, 28 July 2009 01:57 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Logisteric
did you download the 'bowl of soup' i posted some time ago - i did not delete the svn-folders


Huh?

Is that .svn folder hidden in the tabledata\maps folder? In my maps folder that .svn folder doesn't show up, but it is in every 7z archive.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229452] Tue, 28 July 2009 01:59 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
some guys complained about not having access to svn when kaerar was bussy with rl - so i posted a bowl of free turtle soup (= 3hours old svn-d/l) for everyone
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229454] Tue, 28 July 2009 02:06 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Can't remember I did that... Time to grab some coffee... :compcuppa:

Oh... I still have a game running. Need to equip my team for the attack on Drassen...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229456] Tue, 28 July 2009 02:10 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
don't know if it actually does anything, though.


It takes up a little space, but shouldn't cause any problems. It certainly doesn't help though, it should be removed.

Quote:
Need to equip my team for the attack on Drassen...


I've been going to capture Cambria for the last two hours. Things keep coming up! GRRR.

Quote:
Is that .svn folder hidden in the tabledata\maps folder?


Yes. .SVN folders are always hidden.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229459] Tue, 28 July 2009 02:38 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
Smeagol, can u pls fix the bug in sector C13. All civilians except the npcs talkes the same like the kids from the factory. I already told u many months ago in the JA Basis - Forum but nothing has changed yet. Prolly u forgot about it. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229460] Tue, 28 July 2009 02:41 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
ssd
Smeagol, can u pls fix the bug in sector C13. All civilians except the npcs talkes the same like the kids from the factory. I already told u many months ago in the JA Basis - Forum but nothing has changed yet. Prolly u forgot about it. Smile



Huh? No I really don't remember that. Good that you reminded me. Smile I'll do that tomorrow.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229461] Tue, 28 July 2009 02:43 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
smeagol
Huh? No I really don't remember that. Good that you reminded me. Smile I'll do that tomorrow.

Thx m8!
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229462] Tue, 28 July 2009 02:45 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Headrock


It takes up a little space, but shouldn't cause any problems. It certainly doesn't help though, it should be removed. Yes. .SVN folders are always hidden.




Ok, so I can safely delete that one?

How do you like Cambria?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229468] Tue, 28 July 2009 03:52 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
Ok, so I can safely delete that one?


You should.

Quote:
How do you like Cambria?


LOL I haven't gotten there yet!!!

Had to stop and clear the weapon cache west of Drassen. I'm now in post-battle cleanup, awaiting to see what secrets this sector holds. Wink

Once that's done, I'll commence the assault. The night's still young. 4 AM. Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229469] Tue, 28 July 2009 04:06 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
JA2 all-nighters are brutal. I've done so many that I've given up on the "just one more sector" thing and accepted that I'm going to play until I collapse.

Still trying to scrounge a jar so I can make an improvised grenade and blow a few redshirts up.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229471] Tue, 28 July 2009 04:13 Go to previous messageGo to previous message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Hi there...

Having problems to find the compleet downloads for WF6.
Wenn does a quick installer come?

Like 1.13 with New Inventory One Click Installer's

[Updated on: Tue, 28 July 2009 04:13] by Moderator

Previous Topic: Alpha_Item_Mod_for_WF6.06 Part 1
Next Topic: Alpha_Item_Mod_for_WF6.06 Part 3
Goto Forum:
  


Current Time: Sat Aug 17 17:09:52 EEST 2019

Total time taken to generate the page: 0.03920 seconds