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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231664] Tue, 25 August 2009 19:52 Go to previous messageGo to next message
lockie

 
Messages:3897
Registered:February 2006
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Quote:
say smeagol, how about some food items? like MREs or field rations or canned foods?

something consumable by mercs that acts like a weak regen boost or energy boost, maybe boosts morale a little (or rather lowers it in case of field rations)? how about some energy bars or energy drinks?

every good RPG has at least some sort of food items.


B2B VM mod has food , and I think one of the other German mods also , can't remember which though , so it can be done .


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231665] Tue, 25 August 2009 20:10 Go to previous messageGo to next message
ssd

 
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I play it and i realy like it. In my opinion the best mod so far.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231671] Tue, 25 August 2009 20:26 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Wow, thanks for all the praise guys. Smile Never expected, that the mod would be liked this much.

Field Rations are a thing I thought about as well, but I think the problem here is again, that the XML file doesn't support graded effects for energy boosters//regen boosters (just like tool kits). So either an item is a canteen/energy booster/tool kit or it simply is not. I think this is something that should be changed in the long run (along with a skill check bonus/penalty for other items like lock pick kits).
I think there is quite some more potential hidden there for more RPG elements.

Okay, back to map re-working. :redracer:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231699] Wed, 26 August 2009 03:40 Go to previous messageGo to next message
Mauser

 
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Registered:August 2006
Location: Bavaria - Germany
another thing concerning your maps smeagol: i like the new central SAM! but i think, for such an important and central military installation, at least a tank should await the player. after all the prize to gain is control overt all of arulcos central airspace and a great homebase for all future operations!

maybe also consider to add tanks to the weapon chaches at grumm and near balime. so close to the capital, an odd tank here and there should be expected.

also i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231703] Wed, 26 August 2009 04:45 Go to previous messageGo to next message
smeagol

 
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Mauser
another thing concerning your maps smeagol: i like the new central SAM! but i think, for such an important and central military installation, at least a tank should await the player. after all the prize to gain is control overt all of arulcos central airspace and a great homebase for all future operations!

maybe also consider to add tanks to the weapon chaches at grumm and near balime. so close to the capital, an odd tank here and there should be expected.


The maps I'm currently working on will be much tougher. Wink Expect much more enemies in important maps due to the Warden civs (some maps also got those better equipped contractors, I hope they will turn out as quite a challenge, at least they got some above average equipment... let's hope the AI can make good use of it Wink ).

Mauser
also i


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231704] Wed, 26 August 2009 05:14 Go to previous messageGo to next message
Kaerar

 
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smeagol
Nice find. Wink Indeed those were placed intentionaly, but more as a hidden loot for those who pay close attention to the details I added to the maps. You may have noticed, that there are also some crates in certain wilderness sectors that contain usefull stuff, especially in earlier game stages. I think I will add more of those hard to get items (like in crates that can only be reached if you blow up something...).

Oh dear Raven Studios fever has hit Smeagol. I like hidden areas with rewards but Raven are the kings of it (RTWC and the new Wolfenstein are perfect examples). For instance in the town sections (both east and west) of the new Wolfenstein I only found HALF the damn hidden items on first run. It's not like I didn't search either. Next run I am trying the rooftops more in hope that they'll give me what I need Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231724] Wed, 26 August 2009 12:49 Go to previous messageGo to next message
Sam Hotte

 
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smeagol
Mauser
also i
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231732] Wed, 26 August 2009 15:16 Go to previous messageGo to next message
Kindred

 
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Registered:September 2006
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I'm pretty sure that a decent handheld radio could broadcast to all of Arulco.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231734] Wed, 26 August 2009 15:37 Go to previous messageGo to next message
Mauser

 
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Kindred
I'm pretty sure that a decent handheld radio could broadcast to all of Arulco.


but conquering a hand radio wouldn

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231736] Wed, 26 August 2009 16:32 Go to previous messageGo to next message
smeagol

 
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Finished updating Grumm harbor and F3.

Due to cosmetic changes in the world overview map (had to add a road between F2 and F3 and some buildings in the new Omerta and Estoni sectors) a new game start will be required (tried to load older save games and always got an error...). But as a restart is necessary anyways to get the changes in the city borders properly displayed, this isn't such a big deal. Only thing is, that older savegames definately won't work with the next map update package.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231739] Wed, 26 August 2009 17:33 Go to previous messageGo to next message
Sam Hotte

 
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Any propaganda machinery would of course need studios and the like to produce all the desinformation they have to broadcast. Wink
In the particular case of Arulco i'd also expect means of espionage, censorship and surveillance there as well as military command and control equipment.

Anyway, smeagol could make heavy use of his new 'Warden Faction' in such a facility. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231742] Wed, 26 August 2009 19:20 Go to previous messageGo to next message
smeagol

 
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Sam_Hotte
Anyway, smeagol could make heavy use of his new 'Warden Faction' in such a facility. Smile


I already made heavy use in other maps. Wink

Just made a test run with 4 mercs and got crushed by a team of 6 elite contractors in one of the new sectors. Those guys know what they are doing...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231745] Wed, 26 August 2009 20:57 Go to previous messageGo to next message
Mauser

 
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another little thing i have noticed smeagol: the Blaser LRS2 should be able to take a sniper suppressor as well as a muzzle brake.

also nice work on the new weapon cache maps, the tanks really do add a little challenge.
your new elite contractors should be guarding these in the south additionally so you

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231748] Wed, 26 August 2009 21:37 Go to previous messageGo to next message
smeagol

 
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Mauser
another little thing i have noticed smeagol: the Blaser LRS2 should be able to take a sniper suppressor as well as a muzzle brake.


Okay, I'll change that. I think I will also add suppressors for the .338 Lapua guns, as suggested by Waldtroll some time ago.

Mauser
also nice work on the new weapon cache maps, the tanks really do add a little challenge. your new elite contractors should be guarding these in the south additionally so you

[Updated on: Wed, 26 August 2009 21:40] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231749] Wed, 26 August 2009 22:08 Go to previous messageGo to next message
Mauser

 
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But I also agree with Sam Hotte, that there should be some more counter attacks like the Drassen one...


yes, most definitely! at least at the higher difficulty levels.

it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231750] Wed, 26 August 2009 22:16 Go to previous messageGo to next message
lockie

 
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Anyone have a link to early rebel patch please ?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231751] Wed, 26 August 2009 22:17 Go to previous messageGo to next message
Headrock

 
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NEW_AGGRESSIVE_AI = TRUE


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231752] Wed, 26 August 2009 22:30 Go to previous messageGo to next message
Mauser

 
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Headrock
NEW_AGGRESSIVE_AI = TRUE


is that with HAM 3.5 already or only 3.6?

and will that really make the enemy attack the central SAM site and other important installations much more frequent and faster?

has anybody tested this yet?

[Updated on: Wed, 26 August 2009 22:34] by Moderator


☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231756] Wed, 26 August 2009 23:10 Go to previous messageGo to next message
smeagol

 
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For those eager to start a new game I've just uploaded a map update package with all changes made so far. This includes updates up to row F (and additionaly the new Estoni sector). I still haven't updated all maps, but I'm working on it. :compcuppa:


Mapupdate 20090826


Enjoy. :happybear:

Feedback as always appreciated, especially if you find any bugs in the maps (like missing walls, roofs that don't disappear when entering a room, stuff like that... I tend to miss some of that stuff, when making the maps. And as I altered quite a few maps, you can expect some changes...).

And remember, those dudes in green with guns in their hands are bad guys, even if they try to tell you otherwise. Wink (I think I'll have to change the in-game texts those warden civs say from time to time... oh my... damn details.)


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231758] Wed, 26 August 2009 23:33 Go to previous messageGo to next message
Logisteric

 
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lockie
Anyone have a link to early rebel patch please ?


no link but the files

edith: underway to scotland

[Updated on: Wed, 26 August 2009 23:34] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231759] Wed, 26 August 2009 23:47 Go to previous messageGo to next message
smeagol

 
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Also uploaded the files Logisterics send me to the Skydrive.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231760] Wed, 26 August 2009 23:48 Go to previous messageGo to next message
Logisteric

 
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their is no s at the end of Logisteric - i'm a goth not a wrongly spelled gaul
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231761] Wed, 26 August 2009 23:53 Go to previous messageGo to next message
lockie

 
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Registered:February 2006
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I see you have altered the LZ map , and where the helicopter drop is , from left of screen back to more right hand side ! And added titles to the intro screen heh , heh ! :ok:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231764] Thu, 27 August 2009 00:10 Go to previous messageGo to next message
smeagol

 
Messages:2740
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lockie
I see you have altered the LZ map , and where the helicopter drop is , from left of screen back to more right hand side ! And added titles to the intro screen heh , heh ! :ok:



Hmm... position of the LZ shouldn't have changed, I just added two more buildings in the area, so that the merc heli drop doesn't end in a blackhawk down scenario. Wink

The drop off point should still be at the same spot.


That title was overdue. Wink But I couldn't get it right myself, had to phone my brother, who made it. Think it looks quite good. :venus:

[Updated on: Thu, 27 August 2009 00:11] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231765] Thu, 27 August 2009 00:38 Go to previous messageGo to next message
Mauser

 
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say smeagol, is that "early rebel recruitment" file just the early rebels patch or has it been changed after my suggestions?

and damn boy, those updates come so friggin fast, i can

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231766] Thu, 27 August 2009 00:42 Go to previous messageGo to next message
Logisteric

 
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those files are the old ones

carlos after 3 cities (including omerta)
miguel after 4 cities (including omerta)

the latter does not always work

edith: had a look into them: it's 2 and 3 cities, but afaik that never worked, at least not for me
judith: the sam sites are not in the scripts - you can't mix them with cities as far as i understand that - but you could trigger to other stuff, like getting income from drassen mine
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231769] Thu, 27 August 2009 01:31 Go to previous messageGo to next message
ssd

 
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Mauser
and damn boy, those updates come so friggin fast, i can
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231770] Thu, 27 August 2009 01:35 Go to previous messageGo to next message
Logisteric

 
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there is no such thing as a 'finished' mod for ja - there are some were further development has been denied though Sad
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231772] Thu, 27 August 2009 01:48 Go to previous messageGo to next message
smeagol

 
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I just started a new game to test all the nice and nifty new stuff and maps. Took me over an hour just to secure the first sector (including robbing enemies, hopping from one cover to the other, baiting enemies out and so on... hmm... dropped 12 mercs on insane into Arulco, I hope those 12 + Ira and Dimi will be enough to conquer the first mine... but I think securing Omerta in the first place will be tough enough ^^).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231777] Thu, 27 August 2009 02:23 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Logisteric
those files are the old ones

carlos after 3 cities (including omerta)
miguel after 4 cities (including omerta)

the latter does not always work

edith: had a look into them: it's 2 and 3 cities, but afaik that never worked, at least not for me
judith: the sam sites are not in the scripts - you can't mix them with cities as far as i understand that - but you could trigger to other stuff, like getting income from drassen mine


hmm, i never could recruit neither Miguel nor Carlos even after taking 4 or 5 cities and with a high leadership merc.

it would be really nice if that could be changed in such a way, that you get Dimitri after completing the drassen father quest, Carlos after taking 2 cities and Miguel after 3 cities. never mind the SAM sites, but at least make them reliably available sooner, so they are of any measurable value to the player in the course of the campaign.

smeagol
I just started a new game to test all the nice and nifty new stuff and maps. Took me over an hour just to secure the first sector (including robbing enemies, hopping from one cover to the other, baiting enemies out and so on... hmm... dropped 12 mercs on insane into Arulco, I hope those 12 + Ira and Dimi will be enough to conquer the first mine... but I think securing Omerta in the first place will be tough enough ^^).


well, your reworked LZ offers quite some good cover, so any merc with any armament has a fair chance of survival and using his abilities to their fullest potential.

i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231781] Thu, 27 August 2009 02:37 Go to previous messageGo to next message
Logisteric

 
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these files are not sirtech's - they are altered and with omerta counting as a city (no enemy-troops inside), so you get carlos after having taken 2 cities (theoretically - i always need 3) i think there is a mistake in at least miguel's script, 'cause for me it worked with a 50%-chance after a 4th city. but it is better than 5 cities for both or instand recruitment
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231782] Thu, 27 August 2009 02:38 Go to previous messageGo to next message
smeagol

 
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Mauser

but damn, you really have to do something about those box opening orgies at the weapons caches!

sometimes i feel one such cache has more locked boxes than could be found in whole arulco in vanilla JA2! please use fewer of those with more content or simply make some opened and perhaps make use of the gun racks some more. it

[Updated on: Thu, 27 August 2009 03:18] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231785] Thu, 27 August 2009 03:41 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Logisteric
these files are not sirtech's - they are altered and with omerta counting as a city (no enemy-troops inside), so you get carlos after having taken 2 cities (theoretically - i always need 3) i think there is a mistake in at least miguel's script, 'cause for me it worked with a 50%-chance after a 4th city. but it is better than 5 cities for both or instand recruitment


well, can it be made that you get Carlos after 2 and Miguel after 3 Cities RELIABLY? so one can start taking them into account for strategic planing and you get some reward for actually liberating those towns except for the mine income of course?

what also would be nice if smeagol could add the survivors of that first merc team Miguel speaks about, so you get some more RPCs to find. i think there are enough complete characters in other mods that could be borrowed for this. at least 2 more RPCs would definitely be useful.

smeagol
I think I added keys to the southern caches (and they will also open crates in other sectors). So the first caches have to be earned the very hard way.


oh well, keys is one thing. but what i was referring to is, to reduce the overall quantity of lockpicking and chest opening actions by simply putting more stuff in fewer crates. half as many crates to open with twice the content would be a good start i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231787] Thu, 27 August 2009 03:49 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
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Recruiting Carlos and Miguel is difficult, because of the wacky way they interact. Instead of going to Miguel each time and talking to him to get the offer of recruiting Carlos, you need to talk directly to Carlos and then recruit him.

If you recruit Miguel before Carlos, the C-man is never going to come along for the ride.

[Updated on: Thu, 27 August 2009 03:52] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231788] Thu, 27 August 2009 04:07 Go to previous messageGo to next message
Mauser

 
Messages:780
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Location: Bavaria - Germany
Kindred
Recruiting Carlos and Miguel is difficult, because of the wacky way they interact. Instead of going to Miguel each time and talking to him to get the offer of recruiting Carlos, you need to talk directly to Carlos and then recruit him.

If you recruit Miguel before Carlos, the C-man is never going to come along for the ride.


really? then this seems to be buggy and something that should be looked into.

i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231789] Thu, 27 August 2009 04:07 Go to previous messageGo to next message
Friendly Fire

 
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Registered:January 2006
I have 2 .edt files (57 and 58) that allow you to recruit them both at the very beginning, you only need Ira to talk to Miguel.
By the way, it would be great to merge this mod with PCM+ with its recruitable RPC's by the Scorpion, somebody more handy at moding than me should be able to do that.
I really enjoy your mod !
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231790] Thu, 27 August 2009 04:32 Go to previous messageGo to next message
Mauser

 
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Friendly Fire
I have 2 .edt files (57 and 58) that allow you to recruit them both at the very beginning, you only need Ira to talk to Miguel.


yes, that would be the early rebels recruitment patch then. that

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231791] Thu, 27 August 2009 04:36 Go to previous messageGo to next message
smeagol

 
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Mauser
what also would be nice if smeagol could add the survivors of that first merc team Miguel speaks about, so you get some more RPCs to find. i think there are enough complete characters in other mods that could be borrowed for this. at least 2 more RPCs would definitely be useful.

Gimme useful scripts to do that, and I'm the first to add them (but that would again require restarting a game, due to changed prof.dats...). I think there should be 2 or 3 empty slots (damn... someone should really look into making the prof.dat bigger). And the mercs are basically available (all those who got kicked out in order to add the WF mercs for example... uhm let's see: Buns, Numb, Malice, Bull, Biggins, Cliff, Bubba, Gumpy... pretty sure I forgot one who got the axe). Would really be nice if some of them were hanging out in Arulco (either as survivors of the first team or as someone on holiday, there are quite some nice beaches in Arulco, after all...).


Mauser
oh well, keys is one thing. but what i was referring to is, to reduce the overall quantity of lockpicking and chest opening actions by simply putting more stuff in fewer crates. half as many crates to open with twice the content would be a good start i


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231793] Thu, 27 August 2009 04:44 Go to previous messageGo to next message
Friendly Fire

 
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Registered:January 2006
Leave the crates empty for scenery and put the stuff on racks.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231794] Thu, 27 August 2009 05:00 Go to previous messageGo to previous message
Mauser

 
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Registered:August 2006
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Friendly Fire
Leave the crates empty for scenery and put the stuff on racks.


exactly. or simply fill less crates with more stuff to reduce crate poppin

☆★GL★☆
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