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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227862] Sun, 19 July 2009 02:01 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Tbird94lx
ok..decided to give WF a try..and applied the add-on bits...its pretty cool...although the maps are annoyingly busy and crowded(item/building etc wise)..


Thanks, glad you like it so far. Smile

I hope to "un-crowd" the maps, once the big maps project offers a stable map editor to make bigger maps. I know, that some maps seem crowded with buildings, but the basic layout of the maps is very much based on the original WF maps (in several maps I added buildings, though...). And the amount of items that can be found was set in regard to playing with drop all disabled and Bobby Ray on a low setting (though I play with BR on awesome for testing reasons...). This way it's worthwile to search sectors for stuff. I hated it in the original WF to search an entire sector only to find like 3 items...


Mauser

ok, i noticed some bugs but i don

[Updated on: Sun, 19 July 2009 02:12] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227865] Sun, 19 July 2009 03:14 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
While I am also experiencing similar civilian problems with WF+HAM, it is unlikely to be a result of HAM as it does not mess with such sort of things at all. Factions may have a lot to do with it.

@ tBird:

HAM 3.5 works great with WF. To do this, you can use the VFS files I've linked at the top of this page. They require a little bit of editing, so if you can't figure it out, give me a shout and I'll explain it.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227886] Sun, 19 July 2009 10:57 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Tbird , will you layout your install please ?
As for VFS , after looking at Birdflu's attempt to make it understandable , for me , failure ! Crying or Very Sad


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227889] Sun, 19 July 2009 11:08 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
I'll make it easier for ya'll. I'll include it in the new Mod inclusive SCI Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227894] Sun, 19 July 2009 11:22 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
OOoooh , one get out of jail free card coming right up :biglaugh:
That would be nice , thanks K .


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227908] Sun, 19 July 2009 17:28 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
I've found a placement error in Kingpin's Villa sector. A hostile civilian spent the entire battle hiding crouched in a small bathroom in the northern guardhouse (between the villa and the bar), the problem was that he was INVISIBLE. I only found him with GABBI ALT+E, and even when I did, I had trevor standing face-to-face with this enemy, and they still couldn't see each other. He was standing in the same tile as a bathroom sink/medicine cabinet, for some reason. I also got lousy CtH when firing at him at point-blank, but did manage to hit and kill.

I'll post the screenie later tonight.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227911] Sun, 19 July 2009 17:47 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
smeagol
Tbird94lx
ok..decided to give WF a try..and applied the add-on bits...its pretty cool...although the maps are annoyingly busy and crowded(item/building etc wise)..


Thanks, glad you like it so far. Smile

I hope to "un-crowd" the maps, once the big maps project offers a stable map editor to make bigger maps. I know, that some maps seem crowded with buildings, but the basic layout of the maps is very much based on the original WF maps (in several maps I added buildings, though...).


I do like the maps being crowded this way. :ok:

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227913] Sun, 19 July 2009 18:01 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Headrock
I've found a placement error in Kingpin's Villa sector. A hostile civilian spent the entire battle hiding crouched in a small bathroom in the northern guardhouse (between the villa and the bar), the problem was that he was INVISIBLE. I only found him with GABBI ALT+E, and even when I did, I had trevor standing face-to-face with this enemy, and they still couldn't see each other. He was standing in the same tile as a bathroom sink/medicine cabinet, for some reason. I also got lousy CtH when firing at him at point-blank, but did manage to hit and kill.

I'll post the screenie later tonight.


Thanks for reporting... I'll have a look later on and will fix that.


At the moment I'm doing a youtube marathon, watching a walkthrough on the original JA2 WF. Man, that dude who plays there totally freaks me out, he played sooooooo bad in the beginning... (which really gets better after several episodes, when he finally uses some basic features, like bursts and stealth movement). It really shows some problems total newbies to the game have with certain issues and I commented quite a bit on the vids (basically have seen every episode, that's all in all about 10 hours... jeez...).
It had some ridiculous moments, which were quite funny to watch (enemie stray shots blowing up those small green vehicles and barrels, incinerating mercs who used them as cover... headshots with handguns over 20 tiles, etc... some ridiculous original WF stuff). I think that one can learn a lot about how newcomers to this game think and approach the game (and also one can learn how not to do it ^^).
For instance, this guy doesn't even bother checking crates for items and his item managment is horrible. But he learns from video to video and after several vids even uses burst fire and stealth mode. Interesting to see, what he learns by trial and error and even gets better by it. His first assault on Drassen airport failed misserably (due to a day attack and bad equipment), his second go at night works out waaaay better...

Also funny, how he dismisses fan favourite mercs from MERC right away, because of mediocer and bad stats.

Or when he needs reinforcements and really is forced to get guys from MERC due to budget problems, he gladly falls into the Larry trap. I wonder, how long he can keep him sober.
And it really shows, how unfair A.I. campers are, how flawed the WF A.I. is concerning running around corners and getting shot.

[Updated on: Sun, 19 July 2009 18:07] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227916] Sun, 19 July 2009 18:17 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
i found another item oddity: Dragon skin body armor can take caramic plates but shouldn

[Updated on: Sun, 19 July 2009 18:32] by Moderator


☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227917] Sun, 19 July 2009 18:35 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Mauser
i found another item oddity: Dragon skin body armor can take caramic plates but shouldn


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227924] Sun, 19 July 2009 19:34 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
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SKS Tactical................. :drool: , that and crossbow , favourite weapons......... sweeet .


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227926] Sun, 19 July 2009 19:41 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
well, the Dragonskin is supposed to be the

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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227928] Sun, 19 July 2009 19:46 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
You could make a new merge. Merge C18 and armour, C18 disappears and the result is repaired armour.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227960] Sun, 19 July 2009 23:15 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Monk
You could make a new merge. Merge C18 and armour, C18 disappears and the result is repaired armour.


I think that probably doesn't work. If you merge two items, I think their condition is somehow calculated on the average of the two items used (well somehow... it's not exactly the average, but you won't get a pristine item out of merging two medium or worse condition items...). That'll will probably not work, though the idea sound at least interesting.


Mauser
i

[Updated on: Sun, 19 July 2009 23:27] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227961] Sun, 19 July 2009 23:35 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
smeagol
Monk
You could make a new merge. Merge C18 and armour, C18 disappears and the result is repaired armour.


I think that probably doesn't work. If you merge two items, I think their condition is somehow calculated on the average of the two items used (well somehow... it's not exactly the average, but you won't get a pristine item out of merging two medium or worse condition items...). That'll will probably not work, though the idea sound at least interesting.


hmm, how about a refillable item like the canteen or medkit, where you CAN make one 100% item out of multiple low status items?

maybe make the compound 18 into some sort of universal armor that can be merged with all armors, but can not be worn? i don

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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227962] Sun, 19 July 2009 23:38 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
I realised that it wouldn't work as expected just after I posted. I thought something creative might come from of the idea, though, so I left it alone.

I like the idea that armour should be unrepairable by normal means. Smile

NB: Related info. There was a post, quite some time ago, about a real-world equivalent of C18. Some kind of non-hardening polymer that could increase the strength of ballistic textile armour.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227964] Sun, 19 July 2009 23:48 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Monk
NB: Related info. There was a post, quite some time ago, about a real-world equivalent of C18. Some kind of non-hardening polymer that could increase the strength of ballistic textile armour.


you mean this stuff? http://www.youtube.com/watch?v=rYIWfn2Jz2g

and just to remember how effective Dragon Skin really is supposed to be:

http://www.youtube.com/watch?v=tKnfHhRl7U0

http://www.youtube.com/watch?v=Avbh4eom1O0

if a Spectra or Dyneema vest with ceramic plates is Lvl 4, then Dragon Skin is Lvl 5 armor, thus WAY more effective at stopping all small arms rifle calibers, even high speed armor piercing ammo!

so i think that should be properly reflected, making it the ultimate body armor in the game in terms of protective ability.

[Updated on: Mon, 20 July 2009 00:03] by Moderator


☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227966] Mon, 20 July 2009 00:08 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Here's the phantom placement:

http://img.photobucket.com/albums/v726/Headrock/Jagged%20Alliance%202/WF-BuggyPlacement.jpg

The guy is alive and well, but does not move at all. As you can see, he is situated in the same tile as the bathroom sink. How he got there is beyond me. He does not attack, and cannot be seen (this is with ALT-E).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227968] Mon, 20 July 2009 00:34 Go to previous messageGo to next message
smeagol

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

The guy is alive and well, but does not move at all. As you can see, he is situated in the same tile as the bathroom sink. How he got there is beyond me. He does not attack, and cannot be seen (this is with ALT-E).



Just checked that location, no enemy placed there. :confused:

I replaced all enemies close to that position, it is possible that a certain dude on the roof somehow got misplaced. Don't know for sure, though... I placed him on a different roof tile, maybe this will fix it.

Just made a complete map update package with all the maps I have updated so far (still missing a lot of maps, but it's more convienient to just grab that package and not the three other packages... which I just deleted anyways. So, if you want to get the newest update, get it as usual from my skydrive. This includes all changed radarmaps, as well).
As always map updates might need a game restart, so if you're not to keen on that at the moment, you can probably skip this one... I'll try to get more maps done in the next days.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227969] Mon, 20 July 2009 00:37 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
smeagol
Monk
You could make a new merge. Merge C18 and armour, C18 disappears and the result is repaired armour.


I think that probably doesn't work. If you merge two items, I think their condition is somehow calculated on the average of the two items used (well somehow... it's not exactly the average, but you won't get a pristine item out of merging two medium or worse condition items...). That'll will probably not work, though the idea sound at least interesting.

Maybe u could make C18 repairable or refilable (like bottles)? Thus the player would be able to merge his worn off armor with 100% C18.

Anyway, i would prefer to have armor repairable as it is now.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227970] Mon, 20 July 2009 00:59 Go to previous messageGo to next message
tbird94lx

 
Messages:693
Registered:April 2002
Location: ohhhhhh canada
cant help ya ole lockieford van scottiesheephumper..i dont use vfs unless i play a 3.5 ham game..which i dont much..i use svn the day before vfs was intro'd with ham 3.4 as my main play..thats my happy place..all mods work..and it never crashes Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227971] Mon, 20 July 2009 01:14 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
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Quote:
i dont use vfs unless i play a 3.5 ham game..which i dont much..


If we had an exploding head emoticon, I'd use it now.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227974] Mon, 20 July 2009 01:24 Go to previous messageGo to next message
tbird94lx

 
Messages:693
Registered:April 2002
Location: ohhhhhh canada
:roulette:

that close enough ? Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227976] Mon, 20 July 2009 01:34 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
No, which is why I don't use it as often as I should've.

---------

Ok, I am now officially screwed in WildFire, seeing as the population of central San Mona (including Kyle, Hans and Tony) all attack me on sight.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227982] Mon, 20 July 2009 03:09 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
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Spotted another bug, this time with the combo system. Alcohol Bottle+Rag and then +oil = crash to desktop. Alcohol Bottle+oil and then +rag works fine.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227983] Mon, 20 July 2009 03:25 Go to previous messageGo to next message
smeagol

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

Ok, I am now officially screwed in WildFire, seeing as the population of central San Mona (including Kyle, Hans and Tony) all attack me on sight.


Well done. :biglaugh:
Don't mess with Kingpin, but I'm a bit confused, that Tony and Hans are hostile, they should be "San Mona Arms Dealer" faction and thus not affiliated with kingpin. Guess you must have done some really naughty things in San Mona. :nono:


Yeah, that alcohol & rag + oil crash is unfortunate, I'll try to fix that. I guess the simplest way is to get rid of the option to attach a rag to the alcohol bottle. Thought I had fixed this sometime ago, but then again, I often mess things up... good that you reminded me. Fixing that will be my last task for today. Really time to sleep...

[Updated on: Mon, 20 July 2009 03:26] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227990] Mon, 20 July 2009 05:24 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
Guess you must have done some really naughty things in San Mona.


I'm not at all sure. Maybe stole something I shouldn't have. It would be interesting to see how/why the game influences your relations with the factions. I might explore that someday.

In the meanwhile, San Mona civilians in the eastern sector do not show and sort of violence.

BTW, I am thoroughly enjoying this mod. This is the first time I'm playing Wildfire, as the copy of 6.05 I bought once was completely f***ed and never ran on my machine at all. Now that I get to play it, I have to say well done.

The most lovely thing I've found however, is that HAM 3.5 fits almost perfectly to the sort of map design employed in WildFire 6.06. Considering lines of fire and possible cover is amazingly rewarding. Also, with the settings I'm using, Suppression Fire is about as equally important as Aimed Fire, which is basically the balance I wanted to achieve. I've got a squad of 12 (yeah, I upped the funding, and going to lower it back drastically soon) which is finishing most battles with half the team wounded, but very rare casualties. However I'm only at the second city (Drassen, for once) so I don't know how long into the game this is going to last me. We'll see. In the meanwhile, encounters with all-elites are a lot of fun, and require good teamwork and tactical maneuvering. I think the battles at the Harbor and SAM Site in Chitzena were my most memorable battles so far, although I'm also executing some pretty fancy tactics in Drassen now.

In short, I love it. Very Happy



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228008] Mon, 20 July 2009 07:21 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Headrock
The most lovely thing I've found however, is that HAM 3.5 fits almost perfectly to the sort of map design employed in WildFire 6.06. Considering lines of fire and possible cover is amazingly rewarding. Also, with the settings I'm using, Suppression Fire is about as equally important as Aimed Fire, which is basically the balance I wanted to achieve. I've got a squad of 12 (yeah, I upped the funding, and going to lower it back drastically soon) which is finishing most battles with half the team wounded, but very rare casualties. However I'm only at the second city (Drassen, for once) so I don't know how long into the game this is going to last me. We'll see. In the meanwhile, encounters with all-elites are a lot of fun, and require good teamwork and tactical maneuvering. I think the battles at the Harbor and SAM Site in Chitzena were my most memorable battles so far, although I'm also executing some pretty fancy tactics in Drassen now.

In short, I love it. Very Happy




agreed, the wildfire map design and guns fit very well with the HAM features and make for some quite dynamic battles where burst and auto fire is much more frequently used for suppression.

i always have one of my two IMPs as a dedicated squad machinegunner who heavily employs full auto fire to suppress the enemy so my other dedicated sniper IMP can pick them off and my other assaulter/spotter/grenadier mercs are used to flank the enemy, protect the flanks and flush the enemy out of their cover with grenades and heavy weapons.

due to suppression, battles are much more dynamic and you often have to change position and even fall back if too many enemys assault your position or manage to come too close.

LMGs are now essential for winning battles against greater numbers of enemys and the dense, cover rich WF maps make for some intense firefights at closer distances where sniper rifles don

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228022] Mon, 20 July 2009 08:45 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Great review! Mind if I posted this on the HAM Wiki?

Quote:
LMGs are now essential for winning battles against greater numbers of enemys and the dense, cover rich WF maps make for some intense firefights at closer distances where sniper rifles don


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228030] Mon, 20 July 2009 09:41 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
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When the maps are finished............ time to give 3.5 a go ......... :scary:


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228033] Mon, 20 July 2009 09:46 Go to previous messageGo to next message
tbird94lx

 
Messages:693
Registered:April 2002
Location: ohhhhhh canada
speaking of maps..is there a proper map editor that i can use to create my own maps?..the ingame one just gives a couple placable items..i want to design an outpost with watchtowers etc for each town straticically placed that your team has to fight past this fortification before one can take on the town itself..just wondering


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228041] Mon, 20 July 2009 11:19 Go to previous messageGo to next message
lockie

 
Messages:3901
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Good idea , similar to bunker/checkpoint in B2B VM , that would be a challenge... :diabolical: , we need more mapmakers....... with ideas beyond houses and farms..... fightable maps heh heh .


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228042] Mon, 20 July 2009 11:25 Go to previous messageGo to next message
jay.pea

 
Messages:26
Registered:March 2009
Location: Munich, Germany
Headrock
I'm getting an idea of the strategic map, which will help creating good XMLs for facilities and militia.
Some time ago i posted my facilities and dynamic restrictions for Wildfire + HAM. They cover all maps (at least i think so).
I supplied a readme with the changes.
the files are here: Wildfire+HAM xml's

@smeagol: what do you think about adding an item that uses the ThermalOptics flag. Some kind of binoculars or detector thats not droppable and high priced. Would be helpful to find those nasty enemy lurkers that hide behind closed doors.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228043] Mon, 20 July 2009 11:31 Go to previous messageGo to next message
jay.pea

 
Messages:26
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smeagol
Mauser
i
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228048] Mon, 20 July 2009 12:08 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
lockie
we need more mapmakers....... with ideas beyond houses and farms..... fightable maps heh heh .

We need more assets and more levels in the game (instead of the normal ground and roof). If it could be altered to have 4-5 levels there could be some very interesting maps, but I pity the bloke who has to alter the shooting algorithms to compensate...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228084] Mon, 20 July 2009 15:34 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
First of all, thanks for all the praises. Keeps me going. Smile


JP

@smeagol: what do you think about adding an item that uses the ThermalOptics flag. Some kind of binoculars or detector thats not droppable and high priced. Would be helpful to find those nasty enemy lurkers that hide behind closed doors.


I tinkered around a bit with the thermal optics and found them very unbalanced. Chances are rather slim, that I add them (I think I'll have to test that x-ray device some more before I settle on a position... ).



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228107] Mon, 20 July 2009 17:42 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Headrock
Great review! Mind if I posted this on the HAM Wiki?


surem why not, go ahead! if you need a more in depth and extensive review, i could also do that, just let me playtest HAMWF6.06Alpha a little more.

Headrock
For me, LMGs and Snipers are roughly the same idea with different execution - except one (sniper) conserves bullets, but the other (LMG) doesn't require any superior skill (Well, strength helps ). I look for high ground for both, or at least open spaces. They both need to be supported by other units though, which is what makes HAM tactics so much fun.

In closer quarters, my machine gunner folds up and goes to grenades, while the sniper switches to a one-handed SMG or somesuch.


one thing the designated LMG gunner is for to deny the enemy certain paths of approach, effectively turning them into corridors of certain death and suppression, usually the path with the least cover where most of the enemys will have to go through.

my LMG IMP also is my field mechanic and lockpicking expert as well as explosives guy, basically a full auto substitute of Trevor. so he usually doesn

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228123] Mon, 20 July 2009 18:40 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just finished reworking another map. K6 Merida now looks a bit more look a small village (the two original maps didn't look too much of an actual village at all...). Instead of doing two different map versions, I settled for slightly different enemy placing in the alternate map. The basic layout is the same, but most random placed enemies have slightly different starting positions.

Also considering to move one of the Santos brothers to this sector... (most likely the one from kingpins extreme club, I think that sector is already crowded enough with NPCs and his placement in the extreme club seems a bit odd. I think I also relocate one of the Drassen guys to a different sector).
I think the Santos brothers will get an improvement to their shop inventories as well (random stuff like first aid kits and such... shopping with locals should be more usefull in my opinion).

This probably means that I also have to change the prof dat files...

But this will have to wait for tomorrow, got some other business to do now.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228126] Mon, 20 July 2009 18:59 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
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smeagol
Mauser
i
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228128] Mon, 20 July 2009 19:08 Go to previous messageGo to previous message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Quote:
Just finished reworking another map. K6 Merida now looks a bit more look a small village (the two original maps didn't look too much of an actual village at all...). Instead of doing two different map versions, I settled for slightly different enemy placing in the alternate map. The basic layout is the same, but most random placed enemies have slightly different starting positions.


do you also have a feature like Night ops where you have 2 alternate maps for each sector that are used randomly or can be set to only use the original or alternative maps?

Quote:
Also considering to move one of the Santos brothers to this sector... (most likely the one from kingpins extreme club, I think that sector is already crowded enough with NPCs and his placement in the extreme club seems a bit odd. I think I also relocate one of the Drassen guys to a different sector).
I think the Santos brothers will get an improvement to their shop inventories as well (random stuff like first aid kits and such... shopping with locals should be more usefull in my opinion).

This probably means that I also have to change the prof dat files...


what would be nice is a little quest with which you could unlock an extended shopkeeper inventory for the santos brothers. the question is, what should they sell that really really makes sense gameplaywise and is worth the effort?

on the other hand, doing new quests probably would go beyond the scope of Alpha item mod anyways.
just don

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