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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233866] Fri, 25 September 2009 23:33 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Be patient, got to make sure everything's working as intended...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233868] Sat, 26 September 2009 00:33 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Okay, uploaded V41.

As always, look out for stuff that might not work as intended and report it here.

New stuff:
HK 33KE (yeah, I know... just another 5.56 gun... but it fits nicely between HK53A and the G3K
.30-06 XP3 ammo
9x21 SP-11 ammo
Hornet's Nest 12 gauge ammo
ITL Mars (tell me what you think about the values, don't know if those are rather off... that thing looks quite big in reality, thus can't be combined with scopes but works comparable to a small scope itself).

Some minor tweaks I already have forgotten (nothing to exciting and/or special... maybe added a point of reliavbility here and there or subtracted a point... stuff like that).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233878] Sat, 26 September 2009 03:25 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Already found the first mistake... 9x21 SP-11, 30 mags have wrong caliber. Currently fixing this (thought I had already, but it seems I forgot to save the changes).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233880] Sat, 26 September 2009 03:51 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Reworked armour protection values. Upped C-18 by +3, C-20 by an additional +6. Dragon Skin, EOD and Kazak have now higher values as well.

The Conversion Kits for C-20 and the C-20 repair tubes are now more expensive.

For comparison:

Spectra Field Ops C-20 ---> armour 50
Spectra Field Ops C-18 ---> armour 41
Spectra Field Ops --------> armour 35

Dragonskin ---------------> armour 80

EOD Vest -----------------> armour 75

Kazak-6 ------------------> armour 60




Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233905] Sat, 26 September 2009 19:31 Go to previous messageGo to next message
Randok

 
Messages:299
Registered:March 2004
Is a small problem. Swapped names:
7.62x37mm MAG DEPLETED URANIUM is a description "Acidic"
Tranquilizer Dart is a description "Ignores Armor"

[Updated on: Sat, 26 September 2009 23:52] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233919] Sat, 26 September 2009 23:13 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
You mean in the enhanced description box? that's quite normal, as those are properties those two ammunitions have.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233926] Sat, 26 September 2009 23:53 Go to previous messageGo to next message
Randok

 
Messages:299
Registered:March 2004
Quote:
You mean in the enhanced description box?
Yes
I thought that it is correct:
7.62x37mm MAG DEPLETED URANIUM is a description "Ignores Armor"
Tranquilizer Dart is a description "Acidic"

[Updated on: Sat, 26 September 2009 23:54] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233928] Sun, 27 September 2009 00:24 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
No, it's perfectly fine this way. Haven't changed anything about the ammo types of depleted uranium and darts.

The acidic reduces armour protection adter a hit, as far as i remember. I think in one of headrock's "how to" series it was explained.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233929] Sun, 27 September 2009 00:34 Go to previous messageGo to next message
Randok

 
Messages:299
Registered:March 2004
I am I compared with that
http://www.bookgallery.co.il/JA2PublicPosts/statsguide/statsguide.asp
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233932] Sun, 27 September 2009 01:15 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
@ Randok: I think the icons for "Acidic" and "Ignores Armor" were accidentally switched in earlier versions of EDB. I seem to remember fixing that... What EXE are you using?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233940] Sun, 27 September 2009 07:43 Go to previous messageGo to next message
Charlie_May

 
Messages:27
Registered:March 2009
Hello Smeagol,

Can I use this mod with the WF6.06 maps only mod, and not the WF mercs and storyline? I guess that would prevent me from using your updated maps... but still... I would love to be able to buy your extra items at BR's.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233944] Sun, 27 September 2009 10:22 Go to previous messageGo to next message
Randok

 
Messages:299
Registered:March 2004
I am using EXE V.1.13 2383.EDB 1.13 ( BUILD 08.10.24 )
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233947] Sun, 27 September 2009 13:28 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Charlie_May
Hello Smeagol,

Can I use this mod with the WF6.06 maps only mod, and not the WF mercs and storyline? I guess that would prevent me from using your updated maps... but still... I would love to be able to buy your extra items at BR's.



I think it should be possible to play with the maps (and even the updated maps). Only thing that might be screwed up is MercStarting Gear (as this is done for the WF Mercs). Storyline isn't that different anyways...

So, give it a try and tell us how it worked...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233952] Sun, 27 September 2009 16:15 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Currently fixing some attachment inconsistencies (2xscope combo and reflex sight work together at the moment, aiming module III-X had the wrong components... maybe I find more...)


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234001] Mon, 28 September 2009 22:26 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
I encountered the following error in sector C13 Drassen:

http://img33.imageshack.us/img33/464/errorhf.jpg

Edit: Damn it happens every time an enemy killes militia.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234013] Tue, 29 September 2009 00:32 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Hmmm....

never had that one before.

Have you tried if this happens with new inventory as well?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234015] Tue, 29 September 2009 01:23 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
Yeah it also happens with NIV. Sad
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234018] Tue, 29 September 2009 03:20 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Does it happen in every sector?


Maybe someone who knows the assertion codes could offer some help...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234019] Tue, 29 September 2009 04:15 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
No only in C13 yet. This is the first time I encountered this error. I guess it's something with the last map update.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234053] Tue, 29 September 2009 19:06 Go to previous messageGo to next message
Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
Can you play with crepitus enabled with newest update. It's disabled default, but is it safe to enabled?
I am currently making new HAM3.5 + WF + AIM game, scifi settings and always liked to keep alien bugs in my game..
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234055] Tue, 29 September 2009 19:09 Go to previous messageGo to next message
Logisteric

 
Messages:3295
Registered:December 2008
Location: B
the monsterqueen-spit has been used for the flamethrower => NO
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234121] Wed, 30 September 2009 22:44 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I don't agree with the to-hit-penalty&bipod-bonus -combination for some of the LMG's at least not to the current severity. Here's the logic I used to modify your mod to my liking:

AUG HBAR, L86, MG36, RPK and Shrike are basically just heavy-barrel versions of assault rifles firing the same round. Higher ready AP cost should be enough for them. These weapons can also be fired in semi-auto; If you can fire a battle rifle with accuracy while standing or crouched, then you should be able to fire these as well!

LMG's without a forward handguard or a foregrip (Mg3, PKM, Pecheneg, FN-MAG, HK-21, M1919 A6) should get the full penalty. LMG's firing intermediate cartridges (HK-23, Ameli) should get a slightly reduced penalty)

LMG's with a forward handguard (Minimi, Mg43, BAR, RPD) should get a reduced penalty
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234278] Sat, 03 October 2009 12:15 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
Hairysteed
I don't agree with the to-hit-penalty&bipod-bonus -combination for some of the LMG's at least not to the current severity. Here's the logic I used to modify your mod to my liking:

AUG HBAR, L86, MG36, RPK and Shrike are basically just heavy-barrel versions of assault rifles firing the same round. Higher ready AP cost should be enough for them. These weapons can also be fired in semi-auto; If you can fire a battle rifle with accuracy while standing or crouched, then you should be able to fire these as well!

LMG's without a forward handguard or a foregrip (Mg3, PKM, Pecheneg, FN-MAG, HK-21, M1919 A6) should get the full penalty. LMG's firing intermediate cartridges (HK-23, Ameli) should get a slightly reduced penalty)

LMG's with a forward handguard (Minimi, Mg43, BAR, RPD) should get a reduced penalty


i agree with that. the differences of the gun types within the LMG class should be accentuated more. heavy barreled assault rifles should behave like those, just with a little lower burst/auto penalty and slightly longer range. the bigger bipod bonuses should be reserved for the really big and heavy squad automatics that really have a naturally high auto penalty also due to their larger caliber and high ROF. this distinction should be made more clearly within the LMG class.

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234365] Sun, 04 October 2009 17:21 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Okay, reduced penalties on several LMGs and also fixed some other minor issues (like Tony not buying the Robarms XCR; the Automags not accepting 2x scopes, while the Desert Eagles do; folding stock attachable to the Skorpion, which should have been SMG stock...).

I'm trying to find more such glitches, before uploading an update...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234386] Sun, 04 October 2009 21:29 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
At the moment I'm adding ammo boxes to clean up Bobby Rays ammunition inventory.

So far, I only got the 9x19mm boxes and this is still in test phase. Those boxes contain 150 rounds (seemed the most logical number) and will save 10% on the retail price.

Only thing that sucks about this is, that those box don't show up under the subtype boxes (which probably means, that I will have to add in dummy items to have the boxes listed under those subtypes...).

They don't work like ammo crates, as that would screw up the big ammo crates... instead consider them as large magazines (that don't have a gun that uses them). They can be carried in a medium pocket and guns can be loaded from those boxes just as usual. Or of course you can just make ammo crates out of them and then use the crates to create mags...

Anyways, I think this is a good idea, as the ammo inventory at BR's is quite tedious to browse. After the clean up you'll get just 11 items for 9x19mm ammo instead of currently ~50.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234390] Sun, 04 October 2009 21:44 Go to previous messageGo to next message
Logisteric

 
Messages:3295
Registered:December 2008
Location: B
was about time
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234395] Sun, 04 October 2009 22:02 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Yeah, I know... but meddling with ammo is always tedious work, as there are simply soooo many items there... I also have to make pics for each ammo type (at the moment only have one generic pic for ball ammo, and will now do the rest...).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234435] Mon, 05 October 2009 10:51 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
smeagol
the Automags not accepting 2x scopes, while the Desert Eagles do

Only the back part of the Desert Eagle's is moving during a shot, so a scope can be mount atop the non-moving part. The Automags have a slide which is a moving part from the muzzle back to the hammer (all over the top of the gun), and it is not a good idea to mount a scope onto such a moving part (stress on the mounting, scope can become de-adjusted). That's why only the Desert Eagles among the semi-auto pistols were allowed the small scope in basic 1.13.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234437] Mon, 05 October 2009 10:54 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
smeagol
They don't work like ammo crates, as that would screw up the big ammo crates... instead consider them as large magazines (that don't have a gun that uses them). They can be carried in a medium pocket and guns can be loaded from those boxes just as usual. Or of course you can just make ammo crates out of them and then use the crates to create mags...

Do you know that loading a gun from a magazine (or your box) that does not fit the capacity of the gun will cost more AP during combat? So a merc should always have 'compatible' mags for his gun on his person.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234439] Mon, 05 October 2009 11:03 Go to previous messageGo to next message
Logisteric

 
Messages:3295
Registered:December 2008
Location: B
as i see it those boxes are simply boxes of loose ammo - can't think of someone to take them to a shooting-party
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234460] Mon, 05 October 2009 14:04 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Starwalker
Do you know that loading a gun from a magazine (or your box) that does not fit the capacity of the gun will cost more AP during combat? So a merc should always have 'compatible' mags for his gun on his person.


Of course I know that... and I also know, that mercs should carry compatible mags... having bulk boxes that contain lose ammo is just a convenient way to clean up BR inventory. Seems however, that it won't clean up a running game's BR inventory, as BR still stocks regular magazines, even though I reduced inventory numbers to 0. Ah well...

But still you want to get that lose ammo out of the boxes and into mags, the easiest way to do so is of course through ammo crates, but you can also directly reload from the boxes (obviously one would do that in non-turned based circumstances, like fire breaks or in the sector inventory...).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234546] Tue, 06 October 2009 16:50 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
I'm adding more ammo boxes at the moment, so far I've got 9x19, .38 SPC, .357, .44, .45 ACP and 12 gauge. Most still use the same pics, but I plan on adding more diverse pics later on...

The heavier caliber boxes contain fewer bullets.

150 rounds:
9x19
.38
.45 (might change this to 100 though)

100 rounds:
.44
.357

50 rounds:
12 gauge


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234564] Tue, 06 October 2009 22:54 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Adding more ammo boxes...

Currently I'm figuring out how much rounds the boxes with rifle rounds should contain (talking about 5.56, 5.45, 6.8, 7.62x51, 7.62x39 and 7.62x54R).

Problem with those is, that 75, 100, 200 can't be used due to drums, belts and c-mags.

My first idea was to set them to 50, but that seemed kind of weak. Next idea was 90, but that number is a bit odd... 150 seems a bit too much though.
100 would be perfect, but that of course would require changing C-Mag size and Belt size... any ideas?
I continue adding them set to 90, but that can easily be changed.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234572] Tue, 06 October 2009 23:31 Go to previous messageGo to next message
Requiem

 
Messages:93
Registered:February 2007
How about 120?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234574] Tue, 06 October 2009 23:55 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Yeah, that's what I thought after I posted the last reply. And I've already changed it to 120 for the 5.56.
A box of 7.62x51, that I just made contains 80 rounds.

Still got 28 calibres in front of me...

Already got 6 different pics for ammo boxes (changed the 12g crates back to big crates to use the box pic, stole 2 more from DBB and made 3 new ones from sketch).



Edit:
And yes, this work is as boring as it gets...

[Updated on: Tue, 06 October 2009 23:56] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234616] Wed, 07 October 2009 17:01 Go to previous messageGo to next message
NYC

 
Messages:20
Registered:September 2006
Location: Brooklyn, N.Y. U.S.A
Things worth doing are not always fun and exciting. Quality products like this take a lot of painstaking and tedious work. So keep going, this is an amazing mod you got here! :super:
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234617] Wed, 07 October 2009 17:45 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Thanks. Comments like this keep me goning. Smile

Still 18 17 14 11 calibres more to go, but unfortunately these are mostly calibres that I really want to have a new//different pic for the boxes. So this may take a bit more time...

Boxes I still have to make:
.50 BMG (25 rnds)
12.7 (25 rnds)
12.7 sub (25 rnds)
7.62x37 (50 rnds)
7.62x54 (80 rnds)
9x39 (80 rnds)
.30-06 (50 rnds)
.300 WM (25 rnds)
.45WM (60 rnds)
.50AE (60 rnds)
12.5x35 (50 rnds)
4.6 (undecided)
4.7 (100 rnds)
5.7 (100 rnds)
5.56 SCF (undecided)
7.92x57 (probably will remove it entirely from BR including rifles and switch to Tony only... but then again, I might also add the MG42 with 120 rnd belts, don't know yet)
Metalstorm (probably not)

Darts (10 rnd boxes, already made an ammo crate for them. Might later add a magazine fed dart rifle with 5 rnds)


Yeah, that's the list and most of those ammos should probably get their own pic. I'm still not satisfied that 5.56, 7.62x51, 5.45 and 7.62x39 use the same boxes, but at the moment that'll have to do...


Edit:
Steyr ACR, Mauser 98K and Mauser M-03 and ammunition will only be available through Tony from now on (with upped inventory and lowered coolness for the Mauser rifles and ammunition).

[Updated on: Wed, 07 October 2009 19:22] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234679] Thu, 08 October 2009 16:37 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Here a first teaser with some of the new pics for the ammo boxes (almost done...).


http://img18.imageshack.us/img18/2943/ammoboxes.png


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234680] Thu, 08 October 2009 16:39 Go to previous messageGo to next message
Logisteric

 
Messages:3295
Registered:December 2008
Location: B
we don't need no teasers - the time you squander for teasers is to be used for real work :taskmaster:

[Updated on: Thu, 08 October 2009 17:12] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234681] Thu, 08 October 2009 16:48 Go to previous messageGo to previous message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Razz


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