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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231341] Wed, 19 August 2009 22:59 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
smeagol
Just realized, that the LBE gear and the AK chest rig are essentially the same item when combined with a belt... hmmm... guess I'll have to think of something else then.

I think the easiest way to change it is to replace an AR pocket on the LBE gear with a twin grenade pocket.


to be honest smeagol, i think you shouldn

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231342] Wed, 19 August 2009 23:10 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
lockie
I just wish we could get stationary machineguns. *sigh* . I know , I know , I'll get me coat... :walking:


patience young padawan, all will be made available at the right time. the force works tirelessly behind the scenes to make all those things possible, but in it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231343] Wed, 19 August 2009 23:18 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Mauser
to be honest smeagol, i think you shouldn

[Updated on: Thu, 20 August 2009 01:10] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231345] Thu, 20 August 2009 01:56 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
I've found that I mostly use fully customized "LBEs" for pretty much all of my mercs in all my squads. I find I can do pretty much all I want with those, at least for the non-specialty troops. The only thing that could possibly make those better would be having large grenade pockets as opposed to small ones, but most of the better fragmentation grenades are already small ones anyways.

With the fully customized LBE I can carry the following:

Six Assault Rifle Magazines
That's between 120-180 bullets depending on caliber used. While on bliztkrieg night operations, requiring low ammounts of suppression fire that's usually more than enough ammo. Carrying any more ammo than that tends to overburden otherwise fully equiped characters anyways.

Three Small Grenades
That usually means three F1 Fragmentation grenades. Although these little buggers are not too powerful they scatter their payload over a large area making the thrower's accuracy matter much less and making them great for hurting and supressing multiple foes. They can also be thrown into corners, where their area of effect helps hurting enemies that think they are smart hiding just out of your view. I would prefer to mostly use Stun Grenades in the same manner, but I don't tend to find the same quantities of those as normal fragmentation grenades so they can't be a part of my "uniform loadout".

Gas Mask
I use the medium pocket present on the default LBE to carry my gas masks, because I dislike having my troops wear them normally due to vision penalies and because they're usually wearing advanced NVGs. Instead I keep the gas mask in that slot and have them pull it on when struck by mustard- or tear gas, to avoid getting completely incapacitated by it.

First Aid Kit
All of my mercenaries have a little skill with medicine so that they can treat urgent wounds on the battlefield to prevent the badly wounded from bleeding out and dying before the destignated medics can reach them, and also to fix their own minor wounds up quickly without needing anyone elses involvement.

Ammo Belt slot
This is the slot that makes this customized LBE so bloody awesome. I can stick almost anything I want in it. My Medics sticks their Medkits in it; my Explosives experts carry their explosives in it, my regular grunts carry whatever extra equipment I can think of like extra grenades or special tools.

With this LBE vest I don't even need a Combatpack or Backpack for most of my men but can instead allow them to wear the heaviest armour and carry the biggest guns.

It's awesome. I love it. Very Happy


On the matter of Backpacks, by the way - does anyone actually use them for any other purpose than muling equipment around on ridiculously encumbered mercenaries' backs? My mercenaries can barely even carry a fully loaded Combat Pack with the rest of their equipment, and much less an actually filled backpack.

I suppose it could be useful for carrying special gear into combat, like law-launcers and mortar shells, or stashed up ammo in case you fight with heavy supression tactics. In that case however, dropping them right on the ground the first thing you do, to use them as somekind of battlefield resupply center, and to provide access to heavy munitions in case you happen to come up against a tank.

That's a pretty cool idea actually. It never occured to me before. Maybe I'll have to begin using them myself. Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231347] Thu, 20 August 2009 02:28 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
I never use backpacks. There's usually not enough goodies after a fight to warrant it, though I have edited the enemy weapon choices so that they're using a more standardized list of weapons.

The only real drawback of a fully upgraded modular LBE vest is the lack of camouflage. They've got what, 10% woodland camo? When you consider some of the other options (sniper vest with 35% woodland) it makes the LBE gear a distant second if you want your merc camouflaged. This is doubly so if you're operating in the desert or in some of the more urbanized areas, since not only does the vest not have a large amount of camo, it's the wrong type.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231356] Thu, 20 August 2009 05:13 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
backpacks are a must for everyone of my team.

especailly for the support guys, which have to haul all the tool kits and med kits around.

having an extra slot to put a rifle or grenade launcher also can come in handy.

but usually the combat packs/daypacks suffice. they offer enough storage space and don

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231375] Thu, 20 August 2009 13:24 Go to previous messageGo to next message
smeagol

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

The only real drawback of a fully upgraded modular LBE vest is the lack of camouflage. They've got what, 10% woodland camo? When you consider some of the other options (sniper vest with 35% woodland) it makes the LBE gear a distant second if you want your merc camouflaged. This is doubly so if you're operating in the desert or in some of the more urbanized areas, since not only does the vest not have a large amount of camo, it's the wrong type.


And it's really heavy compared to other vests.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231377] Thu, 20 August 2009 15:30 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
i ran into a little oddity smeagol. when i wanted to attach a SMG suppressor to my MP5/10A3 it said that a SMG suppressor cannot be attached together with a foregrip? i had a foregrip mounted, but that shouldn

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231378] Thu, 20 August 2009 15:40 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I'll keep your suggestions in mind. The camo patches were solely intended for the Ghillie suit. But I might change that.

I'll reconsider the SMG suppressor. As it also lowers burst penalty, I thought it would be a bit too good if you could also combine it with foregrips.


Removing Camo values from LBE items might be a bit of a stretch... I'll have to take a closer look at that (especially how it will work in cunjunction with the camo armours, like recon and field ops).

I'm almost done with the belt / vests. I have added all necessary items and merges, now I only need to revise the description text//weight//prices.


Edit:
Some changes made to attachments:
- SMG suppressor will now work with foregrips, however I reduced the bonus to burst//auto penalty to 2.
- added a small draw cost penalty to suppressors//gun barrel extender (between -2% and -5% depending on size), Insight LAM (-1%), Kobra (-2%), Old Aimpoint (-3%) and the corresponding combo items//aiming modules.
- added general to hit bonus of +1 to the flash suppressor (which otherwise would be completely inferior to any suppressor)
- changed values of the retractable and folding stock a little bit (both items were essentialy the same, the retractable stock now has -2 to hit, -1 burst/auto penalty and +35% draw cost; the folding stock has -1 to hit, -1 burst/auto penalty and +30% draw cost)

[Updated on: Thu, 20 August 2009 16:03] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231379] Thu, 20 August 2009 16:51 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
ah yes, one more thing smeagol: the ceramic plates shouldn

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231382] Thu, 20 August 2009 18:08 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Uploaded the updated prof.dats to my skydrive.

These prof.dats require a new game in order to work.

I've cut salaries for most mercs and changed a few stats here and there (mostly Leadership values which were waaaaay to high in my opinion, especially on the low budget mercs).

The update for the Item Mod will follow later today.

Also added lenses for the spotting scope, but I have to test them ingame, if they work.

Edit:
hmmm... attachement Lenses unfortunately don't work. So, for the moment the spotting scope has to remain as it is (I will max out the values for day vision range, but that will probably only make up for 3 or 4 tiles). Sad

Edit2:
wooo.... I'm impressed. The maxed out spotting scope has a sight range of about 88 tiles (compared to ~67 it had before). Guess that should be enough. The Sniper scope//ballistic computer combination on heavy anti-material rifles still has a slight edge here, but I think that's okay.

[Updated on: Thu, 20 August 2009 20:13] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231392] Thu, 20 August 2009 23:19 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just uploaded V36, which includes the Springfield M1903A4, The M84 scope, the new belt//vest items and merges, slight changes to the attachments mentioned in one of the above posts, increased sight range to the 30x60 spotting scope and an additional item you'll find mentioned in the updated merge list in the second post. Wink


Enjoy and happy hunting. :happybear:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231395] Fri, 21 August 2009 00:07 Go to previous messageGo to next message
Randok

 
Messages:325
Registered:March 2004
SMG Suppressor has picture TNT.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231398] Fri, 21 August 2009 00:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Thanks for reporting. I'll fix it.



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231431] Fri, 21 August 2009 15:02 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Fixed the SMG suppressor pic and also one of the belt/vest combos, which mistakenly had been marked as a backpack. Changes will be in the next update.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231435] Fri, 21 August 2009 16:40 Go to previous messageGo to next message
Randok

 
Messages:325
Registered:March 2004
Thank you for fix and your fantastic work.
PS What about Flashbang Grenade. I only have "bang". Where is flash?

[Updated on: Fri, 21 August 2009 17:12] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231453] Fri, 21 August 2009 20:37 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Randok
Thank you for fix and your fantastic work.
PS What about Flashbang Grenade. I only have "bang". Where is flash?


Huh?

Flashbangs can be ordered from BR and I think I put them into a few maps. As far as I remember the Flashbangs won't be dropped by enemies, but I can change that of course.

And if you mean, that the animation of the flashbang doesn't work, the settings in the XML are correct, maybe you're missing the animation file (though the flash effect it self is somehow buggy it seems... I never noticed a real difference when opponents get hit by a flashbang)?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231454] Fri, 21 August 2009 21:09 Go to previous messageGo to next message
Randok

 
Messages:325
Registered:March 2004
When the grenade explodes there is no flash of light.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231455] Fri, 21 August 2009 21:15 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Is there a file named flshbang.lht in your data folder you use for the mod? I think that is the one with the animation. But I might be wrong about this...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231461] Fri, 21 August 2009 22:24 Go to previous messageGo to next message
Randok

 
Messages:325
Registered:March 2004
I only finded in: Data-WildFire6.06/TableData/ExplosionData XML
11
Flashbang
1
5
465
-1
TILECACHE\shckwave.STI
15
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231462] Fri, 21 August 2009 22:56 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Yes, that one seems to be okay. But there should also be a file in your Data-Wildfire6.06 folder that's named flshbang.LHT.

I've uploaded the file to my skydrive, just copy it into the data-Wildfire6.06 folder and test if it works.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231466] Fri, 21 August 2009 23:40 Go to previous messageGo to next message
Randok

 
Messages:325
Registered:March 2004
Now working. Thank you. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231500] Sat, 22 August 2009 16:51 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I had to change around some values in the garrison and armycomposition xmls as there were some sectors without garrison that should have a garrison (for example L1, and also the percentages for sector priority were a bit off for certain sectors... Barinas for example was attacked far too often for my taste. Those values seem to be quite screwed up it seems. Don't know if I can fix it properly, as the percentages seem not to work the way they should). In additon it seems seems that these changes are not downward compatible with save games.
In order to not screw up any savegames I will post these XML files seperately now. The xml files are in the tabledata\army folder. From now on, I'll exclude this folder from the item mod and put it in a seperate zip file. So if you want to start a new game, make sure that you grab the latest tabledata\army folder.

I haven't uploaded the file yet, but will tell you so, once I do (haven't finished the changes... just wanted to try out if the changes could be made to a game in progress only to find out that the game freezes in the load save game screen :rant2: New games work fine though).


Edit:
The next map update pack will also feature several added enemy civilian militia. These won't be hostile by default in most sectors unfortunately. But as some of you may have noticed, once you have attacked Tixa the Warden civilians there turn hostile and most probably all civs of this faction in other sectors will turn hostile as well. To avoid nasty surprises I'd recommend to treat them as enemies even if they are still neutral.

Those civilians are comparable to admin enemies, that is, they are only lightly armed and show up in places you'd expect enemy militia (control rooms in SAM sites, guard posts, guarding mine treasuriers, etc... they basically serve as additional Law Enforcement troops [read as local police, paramilitary troops, etc.]. I'd wish that they were hostile from the start, but this seems to be quite hard to implement. My attempts to do so via a pre-placed NPC with the same faction were unfortunately quite futile...).

For better recognition those enemies wear some kind of uniform:
- regular para military troops: green shirt and green pants (mediocre equipment)
- hired contractors: red shirt and black pants (better equipped, some even with stuff you wouldn't expect from regular or elite army soldiers)
- technicians: brown shirt and tan pants (bad equipment, usually staff found in control rooms and such)
- medical staff: white shirt and tan pants (bad equipment, will most often carry some kind of additional medical equipement)



My goal with adding them is to add more flavour to the maps and make some of them slightly more difficult. Though the AI is a bit lacking concerning enemy civilians. But my first test runs at the Cambria SAM site seemed promising enough to try this out. This will be quite some work to implement, so don't expect any updates soon.

[Updated on: Sat, 22 August 2009 17:33] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231502] Sat, 22 August 2009 19:04 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
Just started out with a new game , wanted to see the experience from a fresh start ! Plenty of cash to start with , huh , got some fancypants mercs to start off with , for a change Smile , also still have my original game going too , just to compare , where I can .
This , L2 and RR , along with Vengeance , are taking up lots of time , oh , and also started a new 1.13 version too , I like the new choice of bodytype and traits , maybe you could look at this for adding to WF ? ( I know , you want screenies , haven't figured how yet Embarrassed )
Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231505] Sat, 22 August 2009 21:04 Go to previous messageGo to next message
Randok

 
Messages:325
Registered:March 2004
I am waiting for the next upgrade items and maps. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231514] Sun, 23 August 2009 04:16 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Finished updating rows A and B. I've decided to make another major change. Barinas will be part of Omerta (with B9) and Merida will become part of Estoni (with the sector between, think it's J6 or something...). I already made the necessary changes in the cities.xml and movementcosts.xml and also re-did the militiamaps.sti. Everything works fine so far.

The militia garrisons in Barinas and Merida were simply too small to withstand an attack on their own. 30 militia troops just don't cut it against an attacking enemy elite team, and constantly babysitting milita becomes a bit tedious after some time.

Of course this also means, that I'll have to do two new maps for the crossroad sectors, but that is a fair trade of... I think I can simply do farms for those two sectors...



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231534] Sun, 23 August 2009 18:55 Go to previous messageGo to next message
NYC

 
Messages:24
Registered:September 2006
Location: Brooklyn, N.Y. U.S.A
I have another game balance observation. Aiming modules II-X and III-X come with flashlight. as of v35 is still possible to use those modules and a grip-light on the same gun. its makes sense to keep the status quo on that, as its physically possible to attach those items to a gun. But perhaps the "combined" night and cave vision modifier should be lower? How about 15% less?

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231544] Sun, 23 August 2009 22:44 Go to previous messageGo to next message
waldtroll

 
Messages:36
Registered:February 2007
Location: Berlin, Germany
NYC
I have another game balance observation. Aiming modules II-X and III-X come with flashlight. as of v35 is still possible to use those modules and a grip-light on the same gun. its makes sense to keep the status quo on that, as its physically possible to attach those items to a gun. But perhaps the "combined" night and cave vision modifier should be lower? How about 15% less?


That's not possible without coding.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231550] Mon, 24 August 2009 01:47 Go to previous messageGo to next message
smeagol

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

Of course this also means, that I'll have to do two new maps for the crossroad sectors, but that is a fair trade of... I think I can simply do farms for those two sectors...



Yeah... right... simply doing farms... :venus:

Well, I made a farm for B9, but that took me the whole afternoon. At the moment I'm doing the new Estoni sector J6 from scratch. I decided to make a complete village map for this one, and as you might have guessed, this is quite some work. Anyways, I think the map looks quite okay so far. Still have to do 4 or 5 buildings, but i think I might get it done today (that's about two more hours for me).



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231555] Mon, 24 August 2009 03:56 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
say smeag, any chance of getting a version of your mod adapted to HAM3.5 facility features?
with correct map layout and all?

we

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231587] Mon, 24 August 2009 21:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Mauser
say smeag, any chance of getting a version of your mod adapted to HAM3.5 facility features?
with correct map layout and all?

we


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231589] Mon, 24 August 2009 22:12 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
say smeag, any chance of getting a version of your mod adapted to HAM3.5 facility features?
with correct map layout and all?

we


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231590] Mon, 24 August 2009 22:17 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
As I said a coupla days ago , started fom scratch again for the full flavour...... your work is appreciated , thanks ! Do you have any idea how many guys have / are playing with items and maps ?
Might be interesting to find out , and , how many have still to try it out ? Mauser , might this be a candidate for some kind of demo for release ?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231591] Mon, 24 August 2009 22:28 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
lockie
Do you have any idea how many guys have / are playing with items and maps ?


I'd be interested in hearing how many actually played the mod, as well. Unfortunately I can't see the number of downloads on my skydrive (either there's no option to view download amounts or I'm just too stupid to enable that...).

Maybe it's possible to add some kind of poll to this thread (but most probably I have to start a new thread for this, right?)...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231595] Mon, 24 August 2009 23:19 Go to previous messageGo to next message
Randok

 
Messages:325
Registered:March 2004
I am interested in your mod. I try every your new items. I will play all mod when you finish new maps. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231624] Tue, 25 August 2009 07:40 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Well, I play it.

Let me put it this way - since Smeagol uploaded the first version of the Alpha Item Mod, I have loaded vanilla 1.13 a single time, and that was by mistake.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231625] Tue, 25 August 2009 07:53 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
I was really enjoying Wildfire until the point where I has that stupid idea "hey let's work on HAM for a while". I've been replaying days 62-68 repeatedly, daily, for the past four weeks. I'm really looking forward to seeing the rest of the map. If I ever get that far.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231632] Tue, 25 August 2009 10:50 Go to previous messageGo to next message
orko_oskar

 
Messages:77
Registered:April 2007
Location: Sweden
I play it.
Great new items and maps.
Would be a dream with HAM 3.6. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231634] Tue, 25 August 2009 11:08 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
I play it when I am not working on the storyline for my mod. Also play 1.13 with HAM 3.5 when I can too. Though CoD5 and Wolfenstein are also contenders for my gaming attention.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231661] Tue, 25 August 2009 19:16 Go to previous messageGo to previous message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
WF Alpha mod + HAM 3.5 is all i

☆★GL★☆
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