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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231796] Thu, 27 August 2009 05:20 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
Make Mike recruitable! That would be off the hook! Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231799] Thu, 27 August 2009 05:50 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
there are 170 slots for all the personal (including cars), of which ca 50% can not be changed but overwritten - you can't exchange both larries (49+50) for mercs mauser and ssd but only for two mausers or two ssds 'cause those slots (a.i.m., m*e*r*c, imps, cars, queen, elliot) are hardcoded. the others are comanded by scripts. you can make others (devin was the only one in vanilla) dual-use as scorpio did with pcm/pcm+, which is to me kinda senseless (who cares for your mines if the headminers are in the field shooting redshirts). pcm (not pcm+) should be useable with wf606 afer a few twists. there are also problems with those slots (the opinion-algorithm seems to go psycho the higher the slot# is). there is enough personel - maybe you can't afford it. so up enrico's bank-account, until the entire game is newly written - smeagol next to sure needs to rework his entire mod then.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231801] Thu, 27 August 2009 05:53 Go to previous messageGo to next message
Friendly Fire

 
Messages:75
Registered:January 2006
I'd still like to recruit Spooky from PCM+.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231802] Thu, 27 August 2009 05:57 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
i don't know whether spooky (he is from sog 69 btw) needs an own exe - i think not, but i may be wrong
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231805] Thu, 27 August 2009 06:12 Go to previous messageGo to next message
Friendly Fire

 
Messages:75
Registered:January 2006
Yes Spooky is originally from SOG and made into a RPC in PCM+.
RPC's are fun, they give you a reason to visit certain places, they spice up a map.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231810] Thu, 27 August 2009 07:01 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
Just going back to that radio mast convo earlier in the thread. It would make more sense if Orta had a cover story which could easily be the radio/satellite command bunker on top of the secret research facility. Just a thought Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231811] Thu, 27 August 2009 07:03 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
orta has a cover story - they pretend it's a wildlife research center

edith:

walter bazzon (N131_015)
This is both a conservatory and a research facility for the Bloodcats. Arulco's the only place they're found. Now, if you wish to know more about Bloodcats, I suggest you take it up with one personally.


judith:

mr k, try talking to npcs before you collaterally damage them

[Updated on: Thu, 27 August 2009 07:18] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231819] Thu, 27 August 2009 11:04 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
I know Orta has a cover story, but a comms bunker is a lot more sensible than a Wildlife sanctuary!


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231829] Thu, 27 August 2009 14:11 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
Kaerar
I know Orta has a cover story, but a comms bunker is a lot more sensible than a Wildlife sanctuary!


where should we come to and where should the country end up if we questioned the wisdom of the elder guess you know who wrote that
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231830] Thu, 27 August 2009 14:29 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Mauser

another thing smeagol: do you think you could maybe put Mike fix at the central SAM site, as the leader of one of the elite contractor teams maybe?


Mike's appearance in the maps is progress driven. He appears when the set value in the .ini is reached in a map. No way to put him into a map without changing that. And I think it's a good thing that it is like this.
There could be some more Kingpin Killer like enemies as leaders for contractor groups, but that again would require larger prof.dats and nameless civs must suffice for now.

Mauser
after all the queen says something to up the guards of the remaining SAM sites after you take the one or two northern ones. would be nice if we could actually see the results of that.

but if not, i expect at least an elite contractor team to defend central SAM additionally this time!


Once I'm there with updates, I will add quite a few better equipped civs there.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231831] Thu, 27 August 2009 14:31 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
damn smeagol, i just liberated Drassen airport with my 6 merc team on expert, and i hve to say, your new green clad friends really upt he challenge quite a bit! i fought for about one and a half hours and my first attempt ended in desaster as Rudolf got swarmed by 5 enemys, suppressed into submission and massacred.

it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231841] Thu, 27 August 2009 16:24 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
Kaerar
I know Orta has a cover story, but a comms bunker is a lot more sensible than a Wildlife sanctuary!

If i was to hide a secret weapons R&D facility from public, foreign and enemy attention, i'd never ever consider a high priority strategic target like comms bunker, that virtually screams for air strikes or commando operations to disable it.
And if you want to disguise that there exists any military facility at all, but you can't hide that scientists etc. do work there - then its cover story is IMHO not too bad as it is now.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231843] Thu, 27 August 2009 16:29 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
yup, the eastern part supports that guy from the middle


could be a german conspiration, mr. k
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231850] Thu, 27 August 2009 16:41 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
Logisteric
could be a german conspiration, mr. k


Them Krauts again ... Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231853] Thu, 27 August 2009 16:56 Go to previous messageGo to next message
tbird94lx

 
Messages:691
Registered:April 2002
Location: ohhhhhh canada
the 1st gen bmw i-drive was a german conspiracy..a heinous evil plot to make upper middle class brains explode


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231855] Thu, 27 August 2009 16:59 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
surely not - that was a bavarian conspiracy and it was targeted towards the saupreis'n (rest of germany), you were nothing but collateral damage :devilaugh:
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231863] Thu, 27 August 2009 18:25 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
The Order of the Illuminati of Bavaria strikes again...

@Sam_Hotte - I see where you are coming from, but first there is no comms bunker in the game (unless you count the underground Px tunnels). Secondly Deidranna (or whoever it is in WF) is a looney and has technically full control of the country. Why the need to hide the research behind a wildlife centre when she could have much stricter military control using a research facility in a bomb shelter under the command structure Smile

She's one to flaunt power not hide it. She also has the strategic abilities of a dead cow (well since I last met her at least :diabolical: ).

But as it's just a matter of opinion Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231866] Thu, 27 August 2009 19:00 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
:et5: guess I need to hire a team of vermin exterminators to get rid of those thread highjackers...


Back on topic:
I slightly reduced the numnber crates in the weapon cache at E11 (removed like 6 or 7 crates and put some stuff in the same crates), but not all of them, also updated row G and will now continue with row H.

It seems that some items are hardcoded to the maps as well. I wanted to get rid of the Keith ownerships in H9, when I clicked on them I got an assertion error and CTD, deleting them with the "del" button seemed to work, but after reloading the saved map, the items appeared again. Anyone knows, what's up with that? The same is true for the belongings of the Hick daddy (and I'm pretty sure, I've encountered this in some other maps, as well...).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231867] Thu, 27 August 2009 19:02 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
scorpio had no hick-daddy stuff in his hale&burton hq

and stop babbling - YOU ARE HEREBY DRAFTED INTO THAT GERMAN CONSPIRACY
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231868] Thu, 27 August 2009 19:16 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
I do know that there is no comms bunker in the game yet.

In WF, Arulco is under UN embargo and the background story is that you are some undercover agent ordered to launch and directly engage in civil war.

Within such a setting i find it suitable that arulcan build-up of arms etc. is kept as secret as possible (towards the outside world). And i do see a need for a cover story that might allow for the import of knowledge and technology under embargo's conditions. "We research into animals and wildlife - neither weapons nor military command structure" might be convincing UN's inspectors ... Wink

That's my idea behind it.

But YMMV of course and if smeagol liked to build some comms bunker in Orta, i wouldn't mind at all.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231873] Thu, 27 August 2009 20:05 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
I don't see any need for a comms bunker, those who have thoroughly explored Meduna, should have noticed, that there already is in fact a big bunker complex. Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231876] Thu, 27 August 2009 20:32 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
we cannot explore meduna since we restart the game repeatedly all over to enjoy your new additions, maps and the like. Wink

Keep them coming, though, it's highly appreciated! Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231878] Thu, 27 August 2009 20:41 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Sam_Hotte
we cannot explore meduna since we restart the game repeatedly all over to enjoy your new additions, maps and the like. Wink


Yes, that's a good point... forgot about that. :wave:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231881] Thu, 27 August 2009 20:56 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
you could have a competition - the winner is who takes the most sectors between two updates
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231885] Thu, 27 August 2009 22:09 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Damn... I really hate this, you alter a map, spending more than half an hour of work, try to save... CTD. :computer2:


After two of these save game failures, I decided to take a short break to watch a movie and also get some nice Newcastle Brown Ale down my throat.


So, only those two maps in row H need update (the two mine sectors in Grumm and Cambria), the other important sectors in that row are finished. Especially Alma HQ should be quite tough now (as in "don't try this with only two mercs, it's a friggin' military base..." Wink ).



Edit:
Currently adding the suppressor for cal .338 sniper rifles.

[Updated on: Thu, 27 August 2009 23:53] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231898] Fri, 28 August 2009 03:19 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Got some playtesting done. I had already 6 fights just in Omerta on day one (and even one fight in A10, I think this was the first fight I ever had in that sector...). So far the maps look good, especially B9 is quite fun to play in my opinion (especially with the crappy starting equipment).

Also discovered a movement cost mismatch between A9 and B9 and already fixed it (it took 5 minutes from A9 to B9, but 1 1/2 gours into the other direction...).

I'll now add a smoke mine (like the mustard gas mine//tear gas mine, but obv. with a smoke grenade). I think these could be very useful in certain situations (and I already got 3 packs of bubble gum and some detonators, so I'm eager to test them out ^^).



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231900] Fri, 28 August 2009 03:43 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
smeagol
After two of these save game failures, I decided to take a short break to watch a movie and also get some nice Newcastle Brown Ale down my throat.


Isn't it a crime for a German to drink a beer from somewhere else?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231902] Fri, 28 August 2009 04:46 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Kindred
smeagol
After two of these save game failures, I decided to take a short break to watch a movie and also get some nice Newcastle Brown Ale down my throat.


Isn't it a crime for a German to drink a beer from somewhere else?


nah, only if the beer-gestapo find out. and they

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231904] Fri, 28 August 2009 04:50 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Kindred
smeagol
After two of these save game failures, I decided to take a short break to watch a movie and also get some nice Newcastle Brown Ale down my throat.


Isn't it a crime for a German to drink a beer from somewhere else?


Simply the best beer there is... though it's quite expensive here (2


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231905] Fri, 28 August 2009 06:17 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
i noticed another possible bug/error smeagol.

the sniper variant of the SCAR H-WP only has a base range of 36, which is sbout as much as a standard AK. shouldn

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231911] Fri, 28 August 2009 10:13 Go to previous messageGo to next message
tbird94lx

 
Messages:691
Registered:April 2002
Location: ohhhhhh canada
@smeagol
you arent truely a Pit member until you've had a thread hijacked by the crazies..welcome aboard Very Happy you are now a Pitee..Piter?..Pitite?..you've arrived !


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231921] Fri, 28 August 2009 12:10 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Pitter. A Bear's Pit knight.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231922] Fri, 28 August 2009 12:13 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
Tbird94lx
@smeagol
you arent truely a Pit member until you've had a thread hijacked by the crazies..welcome aboard Very Happy you are now a Pitee..Piter?..Pitite?..you've arrived !


sorry smeagol, as the master-spammer himself said: you are primary target now :devilaugh:

[Updated on: Fri, 28 August 2009 12:26] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231923] Fri, 28 August 2009 12:22 Go to previous messageGo to next message
tbird94lx

 
Messages:691
Registered:April 2002
Location: ohhhhhh canada
i'm farrr from being the master spammer..among mod's..lockie wins that title hands down..among you peons..that honoured prize is reserved for majek Razz i'm still but a neophyte in the world of useless time wasting posts


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231925] Fri, 28 August 2009 12:27 Go to previous messageGo to next message
Logisteric

 
Messages:3379
Registered:December 2008
Location: B
common t-bird,

im my autobiography from spam to eternity i'll name you my idol :devilaugh:
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231931] Fri, 28 August 2009 13:36 Go to previous messageGo to next message
tbird94lx

 
Messages:691
Registered:April 2002
Location: ohhhhhh canada
back on topic please..you've hi-jacked and spammed this thread plenty for one day :devilaugh:

:coffee:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231934] Fri, 28 August 2009 15:15 Go to previous messageGo to next message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Mauser
i noticed another possible bug/error smeagol.

the sniper variant of the SCAR H-WP only has a base range of 36, which is sbout as much as a standard AK. shouldn

[Updated on: Fri, 28 August 2009 15:24] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231935] Fri, 28 August 2009 15:30 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Haven't touched the SCARs in any version of the item mod. This must be the original 1.13 balancing. I might take a look at it and change that (though all other 7.62x39 guns have worse range, so the SCAR WP is already the best gun for that caliber. somehow ironic, isn't it?).


yes, it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231949] Fri, 28 August 2009 18:11 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
Mauser
A sniper variant would be interesting with dragunov ammo though, maybe the SV variant should rather take that?

It would make sense to have that in 7.62x54R instead of 7.62x39 and give the values of the Sniper to the normal assualt rifle in that calibre.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231957] Fri, 28 August 2009 18:52 Go to previous messageGo to previous message
smeagol

 
Messages:2740
Registered:June 2008
Location: Bremen, Germany
Yes, also thought about that. But I think I will leave the SCAR as it is for now (but then again, you never know, when I decide to change stuff around ^^).

Anyone knows, if there actually are ARs with 7.62x54R? My search didn't yield any results, so I presume, that those don't exist, but I might be wrong... I mean, there are rifles (Nagant, ASV-36), Sniper Rifles (SVD and such) and machine guns (Pecheneg, etc.) that use 7.62x54R.
So why are there no ARs? Is that bullet's recoil too big to handle? Magazines too bulky with too small capacity? What are the reasons, why there are no assault rifles in that calibre?


I thought, that the thread could use some pics, therefore I made a compilation of some of the pics I did for the Item Mod.

http://img43.imageshack.us/img43/3880/itemselection1.png


Except for the MP5, the original Diemaco and the original L86 A2, I made all those pics.

The MP5 is Coolberg's original, only with added C-Mag.
Same is true for the Diemaco, but I don't know, who drew the original, it's the one from DBB Mod
The L86 A2 is basically a recoloured version of the one from DBB.

[Updated on: Fri, 28 August 2009 19:34] by Moderator



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