Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Deidranna Lives! -1.13 Discussions & Bug Reports (2009/09/08 - 20--/--/--)
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Re: UC-1.13 / DL-1.13 / AFS Releases & Version History[message #291174]
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Tue, 27 September 2011 03:34
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tag8833 |
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Messages:35
Registered:September 2010 |
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I just completed a complete playthrough of Deidranna Lives v3.20.
First I want to thank you so much for working on this Wil. It seems like a ton of work, and I appreciate it.
There were a number of mild bugs that I thought I might report. I wasn't keeping good notes on the exact bugs, but I can probably try to duplicate them from one of my save games if you need any more information.
1) sometime around day 30 ish, when I was in the process of taking alma, I used the helicopter to drop of a merc to do some malitia training, and as I was in battle the helicopter ran out of gas. The warning, and the notification that it was returning to base were displayed, but the helicopter never moved. It stuck in I14 for the rest of the game. Any time I tried to click on it, It would report that it was out of gas and returning to base. I thought about loading an earlier save game, but I was close to the end so I just kept going.
2) On my way through Belime, I picked up some Cardboard labels to label all of the Utility cases I was using to carry around my LAWs and excess gun attachments. Then when I took my first sector of Meduna, I dropped all of my back packs (full of Laws) upon entering the sector. When I went to pick them back up after the battle was over, they were all empty. They had the blue dot in the Icon, but if I right click on one of them it looked like it wasn't a container at all. When I picked it back up it was a container again, but an empty one. Likewise all of the Utility cases in the truck acted the same way. For the rest of the game, any time I set down a container, didn't immediately pick it up by the merc who dropped it, this happened. This lead to a hilarious encounter where I ran completely out of explosives while facing a 1/2 dead tank, and was forced to have dynamo sneak up right next to the tank, so that when the tank fired it killed itself as well as poor dynamo. I don't know if the labels have any bearing on the issue, but it happened about the same time.
3) I got a couple 6.8 assualt rifles like the Robinson Arms XCR, the Bushmaster ACR and the Steyr Aug-A3 SPC. I was thrilled to find C-Mag adaptors for sale from Bobby Ray's. Unfortunately, if I install the adapter, fill up the clip, and then remove the adaptor, I get a 26 round standard clip instead of a 100 round belt clip. This seems to happen unreliably. Perhaps it was only for the Bushmaster.
4) There is something wrong with sector G9. Any time I try to save while in that sector or leave that sector it takes forever.
5) I can't make a barrel extender. Not sure why I'd want to with the muzzle break, but none the less, attaching quick glue to a chunk of steel doesn't work.
6) This is a balancing issue. It seems to me that the Steyr Scout is possibly the best gun in the game. Reaper (a Sniper) with one of these with the follwoing attachments: Muzzle Break, RIS LAM, Reflex Scope (4x), Reflex sight, Universal RIS handgaurd, RIS Bipod, and a RIS Foregrip, was the most deadly merc in the game. He was able to get to full aim in two clicks, and consistantly headshot anything he could see, and it only cost about 16 AP per shot.
7) Another balancing issue. The Advanced Reflex sight is actually worse than the normal reflex sight. Advanced reflex + 4x AR Scope < Reflex Scope(4x) + Relfex sight
I could buy scopes for Advanced reflex sight way, way before I could buy an Advanced reflex sight.
9) Slay doesn't have a minor skill. Shank, Biff and Flo seem to be missing a skill as well.
10) Henning Von Branitz doesn't improve his skills. Perhaps this is intentional. This was the first time I've used him.
11) I think it should require less leadership for someone with teaching ability to train malitia. For instance, Biff should be able to do it much sooner than he can.
12) Some guns are in the wrong sub categories on the BR web page. For instance: IWI Tavor Star is a sniper rifle. A number of Sniper Rifles also showed up as assault rifles.
13) I never found a single Alice Backpack in the game.
14) The stealth ops helmet doesn't allow sunglasses or night goggle attachments. The vest doesn't allow plates. Perhaps intentional.
15) I could never buy any of the 6.8 caseless ammo. Perhaps intentional
16) The colt trigger group doesn't seem to attach to as many weapons as it should.
17) There are a ton of "Sniper Scopes" throughout the game.
18) Gernade lauches seem to have a pretty serious downside. This is probably realistic.
19) During combat, you never have enough AP to attach a Muzzle break. I was switching between a silencer and a Muzzle break on my KAC PDW.
20) It seems you can't repair explosives like C4 or HMX or detonators.
21) Striker Pants give some urban cammo but not striker vests or helmets.
22) When you fold the stock on some guns it ejects the ammo. For instance, the Robinson Arms XCR. Maybe this only applies if I have a C-Mag attachment.
23) the trick to convert the gun using the toolkit in the special attachment spot in the upper right works great, but often guns that need this conversion eject the wrong type of ammo. For instance: an M16A3 seems to eject 4.7x33 instead of 5.54.
24) I was unclear about the gun progression in the game. I found lot of FAMAS's early, and they seemed superior to most late game weapons.
25) A KAC SR-25 takes a rate reducer, but I don't see how it would benefit.
26) It seems like alot of 3 round bursts miss on all shots low. I would think that the first shot would be as on target as a single shot. I found that aiming at the head tended to give me a better hit percentage than aiming at the body. I thought that most recoils should raise the barrel not lower it.
27) I think toolkits should fit in combat packs. If Med kits can fit in leg rigs, that sort of compromise seems reasonable.
Overall I was very happy. Though I was expecting more original story, and new quests. I was spoiled by UC.
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Private 1st Class
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Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #291227]
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Wed, 28 September 2011 01:58
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Thank you. If you don't mind I'm going to respond to your post in point form:
1) Sounds like a somewhat familiar bug with recent versions of v1.13 itself.
2) Did you apply the label to a filled utility crate? The colour change is the product of changing item numbers so possibly when the crate item is converted into another crate item it messed up how NIV stores stuff in memory terms. What I'm doing with those crate labels probably falls under me abusing the (NIV) code.
3) In theory, when you remove the C-Mag adapter the magazine should eject if the ammo in the gun is greater than the weapon's capacity.
4) Not sure about G9, I went out of my way to produce a mod that didn't edit any of the original DL maps.
5) Confirmed as a new bug for all three mods (this one, as well as AFS and UC-1.13) are missing the attachment merger to produce the extended barrel.
6) Indirectly/partially addresses this - under NCTH, the Reflex Sight in next version will not reduce aiming levels, instead the Reflex sights will give a bump to snapshots.
7) see above, the Advance Reflex Sight will have a bigger snapshot bonus
known issue, fixed/will be fixed in next series of releases
9) I'll have to check, please bear in mind that I'm simply copying the New (STOMP) Traits from v1.13
10) see 9)
11) I need to check but leadership requirements I believe are same as stock v1.13
12) known issue, fixed/will be fixed in next series of releases; however if you can please list off the guns that you found (I found the inconsistency while doing something else)
13) Forgot to make it available, the A.L.I.C.E. is actually a UC specific item.
14) Intentional
15) Bug, its one of the items that has different availability between the three mods.
16) Possibly intentional, however please list off weapons that you feel should accept the "magic" trigger group
17) Consequence of not editing maps. Guns preplaced in maps and set to have a scope (original JA2 item number) may not accept that particular scope under DL-1.13 so it is dumped into sector inventory.
18) Yes
19) Intentional
20) That sounds like a bug, I'll check but you should be able to repair explosives and detonators.
21) I'll check, but I'm almost certain that the LBE item is supposed to provide the camo effects now instead of the armoured vest and pants.
22) That one sounds familiar...
23) Again this relates to differences between original Dedrianna Lives! and DL-1.13 and the mod's intention to not modify any of the original maps.
24) Yeah, there's a new scheme that will be applied in future. Basically the enemy will have guns and ammo available before you can buy it from BR's (default availability).
25) Oversight, the attachment list for the Rate Reducer was copied from another AR=15 attachment (probably a modular stock item)
26) NCTH? I've noticed the same myself under NCTH. It is worse with guns like the G11 and AN-94 where recoil is delayed, either all rounds in the burst hit or all miss.
27) Does not directly address your concern but both Kits can use the weapon sling. There isn't a Kit only pocket setup in the NIV scheme of the mods.
[Updated on: Wed, 28 September 2011 01:59] by Moderator Report message to a moderator
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Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #291235]
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Wed, 28 September 2011 05:00
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tag8833 |
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Messages:35
Registered:September 2010 |
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2) The first time I used the labels, I used them on empty utility crates. I then filled these crates with stuff and put them in my vehicle. The next time I used the labels, I tried to use them on full crates, but it didn't work, so I emptied the crates, used the labels and then refilled them. I never was able to retrieve any of the items I had put in any of those crates. I didn't enter a combat situation with a full backpack between those two events, nore do I have a save game at that point. So the problem could have started at either of those stages. The next combat I faced with full backpacks was Meduna, and when I picked up my backpacks after the battle, the problem was apparant. Just to clarify, the backpacks I'm talking about are TIMS and Go-bags and such. I also found that it happened to leg rigs and combat packs when I put them on the ground to switch between mercs.
3) I played around, and couldn't duplicate this. I think what happened was, I installed the C-mag adapter, and loaded then gun, and then the C-mag adapter was damaged past the point it was functional, but the gun still had like 80 bullets in it. This is probably such a specific fringe case that its not worth trying to solve.
4) If you ever do consider editting a map, G9 should be top of your list.
11) By default a Merc needs 20 leadership to train malitia in this mod. I know I can tweak that myself, and I would have if it bugged me that much.
12) The IWI Tavor Star was the only one showing up at the end of the game, I checked my saved games and couldn't find any, but I know there were several others that showed up through the course of the game. For me the issue isn't really BR's, I was more concerned about the trait system not giving proper benefits.
16) M16A3, M4A1, Colt Sub Compact Weapon, ColtCanada C8, Colt IAR. My Methodology is that colt weopons that accept an Acme Trigger Group should also (or instead of) accept a Colt trigger Group.
27) The way I play nearly all of my mercs have a primary weapon, a secondary silenced weapon, and either a med kit or a tool kit. The issue is about 1/2 of the primary weapons are sling only, and the tool kit is sling only, so if I want to switch to my secondary weapon, I have to drop the toolkit. Its a fairly trivial thing, but caused me a tad of annoyance. Let me offer up another posibility. How about you make the med kit pocket also accept a tool kit? That way, I could equip a leg rig for it.
28) NEW: Many other mods let me store some things by attaching them to a tool kit. Doesn't seem to work here.
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Private 1st Class
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Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #291815]
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Tue, 11 October 2011 00:34
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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tag
16) M16A3, M4A1, Colt Sub Compact Weapon, ColtCanada C8, Colt IAR. My Methodology is that colt weopons that accept an Acme Trigger Group should also (or instead of) accept a Colt trigger Group.
I reread your original #16, the "Colt Trigger Group" is an original Urban Chaos item, and in theory shouldn't be findable in DL-1.13. Its only purpose in UC is to convert M4 (3rd burst) into M4A1's (Full Auto), somehow converting the upper into a Flat Top as well. There are nostalgic and balance reasons why it persists in that mod, instead of being replaced by the M4A1 Upper. If you are seeing the "Colt Trigger Group" in DL-1.13 that's a bug.
All the weapons you have named have full auto capability, so yes they should accept the ACME Trigger Group. I'll check to make sure, but in the build of v3.60 they all seem to.
[Updated on: Tue, 11 October 2011 00:40] by Moderator Report message to a moderator
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