Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Public Beta Discussion 1 (2009/10/29 to 2010/10/16)
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260684]
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Fri, 27 August 2010 00:48
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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No chance of an update till sometime this weekend. I took care of the easy part of re-sizing the pockets, now nothing fits correctly. See bottom of post for the final new sizes.
Flame Thrower Fuel - should fix itself (go down to five) then loaded.
Commando Legging description - fixed when I was in items.xml for another reason earlier today.
Commando Medic Helmet coverage - is a bug, it should have same stats as Spectra Helmet.
Ammo Drops in Maps - Which version of the mod are you running? The current version fixed the drops for several maps, however if you are still seeing them, please note the map and weapon type doing it.
Laptop Notes - Correct, it is beyond my ability to fix. Moreover I am not willing to go with a custom .exe again after the last two times this was tried.
Hostile Civs - Technically most of them are Hicks faction, Subway Gang, Most Police, and some Crepaton Guards. They will go hostile if you go into most subway station sectors as there is a NPC scripted to go hostile. I re-purposed one of the NPC slots to be one of the Kingpin faction triggers. Kingpin's faction covers the Police and Gangs in Port Kip, and I set it up so that it is very difficult (though technically not impossible) for them to remain neutral.
Story wise everyone who should go hostile to you will go hostile now (originally Kingpin's faction would not automatically go hostile, but in-game text suggests that you have to shoot them anyways). Tony should not be part of any faction and should remain non-hostile.
A bug which oddly nobody has mentioned is that I forgot to cut in half the Queen's replenishment pool (default 60, but should be 30). Is everyone just milking the Calisto Counter-Attack every two-three days?
Description of Sizes (to-be) Used:
0. Revolvers - Used to keep revolvers out of plain pistol holsters
1. Small Pistols - Concealed carry pistols: H&K P7, Makarov PM/PMM
2. Small Pistols + Suppressor
3. Pistols - Most auto-loading pistols found here, also Glock 18 and Beretta 93R
4. Pistols + Suppressor - Also: H&K Mk.23 SOCOM, Automag's, and Desert Eagles
5. Machine Pistols - Uzi's, AEK-919K, Skorpion, MP7
6. MP + Suppressor
7. Short Barrel Rifles - AR-15
[Updated on: Fri, 27 August 2010 01:00] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260995]
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Sun, 29 August 2010 22:56
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svean |
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Messages:63
Registered:August 2005 |
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Taisthe window jumping requires one tile space on one of the two sides, and you always have to look at the window.. it has to work you just have to know about the one tile space part..
I know how it works. But I tested that on many windows...
If try to jump from south-east to north-west side of the window (doesn't matter if inside or outside) it works, if try to jump from south-west to north-east it also works, but never form north to south side. You have to face the window to jump through (of course) but it still won't work form north to south no matter how much space will be at all sides. Just try to check it on any particular window - it's one way only.
EDIT: I just noticed that MP5 I mentioned before (few posts above) with RIS handguard is working properly right now (all slots apear right)... I don't know how this happends - I didn't changed anything (no updates) and it's OK now...
[Updated on: Sun, 29 August 2010 23:32] by Moderator Report message to a moderator
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Corporal
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261108]
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Mon, 30 August 2010 23:42
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Good to hear about the MP5 RIS Handguard.
Found that several rocke launcher ammo has a +90 CTH bonus. I think this was an early attempt to portray the OICW's explode-where-you-want-it-to 20mm grenades. I must of copied it, which is why not only the RPO-A and FLASH rounds have it, but the other reloadable rockets as well.
Bad News: there was a bit of a setback with the resizing. I had to throw out a days worth of work when I probably edited the wrong tag rendering the XML's unopenable by the XMLEditor (which is only used to modify non-NAS XML's, usually NAS XML/tags are ignored on opening and tags removed from items.xml on saving). --- This was Saturday night.
Good News: realized it would be faster to use the XML Editor to strip out the extra default items tags, edit sizes in Excel, and use Notepad++ to add the multiple default items back in; than to figure out which tag was broken. While I was in there I introduced two additional guns in .30 Carbine: unmodified AMT Automag III, and Ruger Blackhawk (both reusing existing graphics). --- This was all done Sunday
In the course of resizing everything, I've also decided to take care of some ammo issues (This is still in progress):
- New graphics for ammo crates
- Smaller Ammo Crates (was 5000, now cut down to a more handy 500)
- BR will sell ammo bricks (the 500 round ammo crates)
- Redoing the pricing (the rest of the internet has left Bobby Ray's behind)
[Updated on: Tue, 31 August 2010 00:49] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261207]
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Wed, 01 September 2010 05:22
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Madeiner |
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Messages:13
Registered:November 2008 |
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About ready AP's...
I don't know, i think they are fine the way they are.
For me, urban chaos is about mobility and running through the cities while taking out hostiles, without the sniper camping that is too effective in vanilla campaign.
If a rifle is gonna need 30APs to ready, you are seriously hampering the ability to fight on the move.
Even worse, we all know that enemies are very likely to sport Assault rifles, and they are very prone to run around without readying weapons. After running a few tiles, you would not be able to even fire once with a 20-30ap ready cost and usually a 25+ fire AP cost. I think this will results in most enemies running into our mercs, and not being able to fire, so they just retreat (which is what they do too often).
I also don't think a pistol should be 6-7 times faster to align than a rifle.
I think a pistol should have 3-6 ready AP's tops, 10-12 for SMGs/MPs, and 15-17 for assault rifles. Sniper rifles should be well over 25 APs though.
Edit:
I'm also reporting a bug with the current version.
Sometimes, when you go into sector-view of some sector you control, and have militia in, but in which you don't have any mercs, a few of the militia (or is it police? i don't know) will go hostile, fire at the militia for a round or two, and then the game automatically goes back to strategic view. When you return to sector view, the same happens. The only way to stop this is using GABBI cheats, using ALT-ENTER to stop enemy and militia turns, and then ALT-O to kill every hostile. However, hitting ALT-O also kills all militia (they are flashing red, and considered hostile). Even more, mercs lose morale because of this killing.
If you need, i can provide a save.
[Updated on: Wed, 01 September 2010 05:30] by Moderator Report message to a moderator
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Private
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261257]
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Wed, 01 September 2010 19:37
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Madeiner |
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Messages:13
Registered:November 2008 |
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Quote:
There is a bug in sector C13 (Calisto), where it seems a hostile faction civilian always misses out on the initial battle to cause your merc's trouble at a later date. Now what you're describing seems to be a consequence of that bug when the v1.13 ability to allow you to go tactical without mercs in the sector is used. I'll take a look in the .ini for a way to turn off that new feature as frankly it does leave you vulnerable to the situation described (and I always accidentally go tactical in maps that have no mercs in). If it is not Calisto C13, then yeah that's a new one.
It was calisto C13, but also happens in Troy.
scope100
finaly Problem: My Mercs don't have Guns, do u know what i have done wrong?
also with DL1.13, no guns for Mercs and everyone my Team is walking/running only Backwards.(but that just for notice)
Mercs without guns: it's a feature, read the Folding stock readme. Your mercs travel on a plane and cannot carry weapons with them.
About everyone running backwards: Press alt once. If you play windowed, sometimes when you alt-tab in and out of the game, the ALT key gets stuck.
[Updated on: Wed, 01 September 2010 19:37] by Moderator Report message to a moderator
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Private
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261308]
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Thu, 02 September 2010 00:31
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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1.13CFSS v20100719 only should be used with the main Jagged Alliance 2 v1.13 project availabe to the general public (ie. SVN ).
Use with anything "newer" could result in odd things happening with Merc starting gear.
Yes, Urban Chaos starts you off with non-weapon gear such as Load Bearing Equipment (LBE). UC-1.13 pushes this slightly by having scopes provided to your IMP based on your traits and random chance.
The DL-1.13 campaign included with CFSS mod however should give you starting gear similar to (ie. mostly copied from) the original Diedranna Lives! prof.dat file. If your are not seeing starting gear then something is not right with your install. That being said, your install notes do not list importing the Data folder from original Diedranna Lives!
EDIT: Which maps in Troy are having odd civilian hostilities? I've otherwise tweaked the .ini regarding civilian populations, maxing out possible civilian populations to 40.
EDIT2: Forgot to mention, I had to format the partition that my working copy of JA2 v1.13 is installed on. Besides wasting four hours of my time tracking a non-existent bug (for some reason that partion refused to copy over the new interface graphic file for the ammo packets) it started displaying symptoms of other file issues. Not surprised though, that partion has been going for years, the constant overwriting of small files (JA2 modding in general) was bound to cause problems eventually. So I was working temporarily out of my test JA2 v1.13 install which is only a few weeks old. Anyways, I took the opportunity to do a test install of Combined Folding Stock System (over a clean SVN checkout from today), DL-1.13 works fine with the current SVN, though it looks like no changes to the .exe have been made since the CFSS mod was released in July.
[Updated on: Thu, 02 September 2010 00:43] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261430]
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Fri, 03 September 2010 02:19
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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The weird ammo drops are purely due to my laziness. It is a result of me reordering everything (which overall has saved me time), and not going through map inventories (all NPC's, not just civs) to refresh affected items. This is tedious and frustrating work as I find the Map Editor to be much less stable (though this is largely due to item mismatches caused by the mod itself).
Progress:
- Fixed the Groza launcher not adding the grenade slot
- Added back all the multiple default attachments, so I am effectively testing right now
- looking to increased the shots-per-four-turns (to lower AP cost to fire), this is an across the board increase so all firearms are affected. Tried 5% earlier, now trying 10%.
Hairysteed, which revision are you using? I remember fixing the launcher inventory for D1 last revision (Urban Chaos-1.13NAS v2.5 20100824).
EDIT: by the way Hairysteed, I've activated the STK Squad Support Weapon which has been in placeholder form for the last few versions. Tried importing the graphic some time in the past, had to paint it freehand pixel by pixel (sort of, borrowed the stock and grip from Marlboro Man's FN F2000). Available in the next version from the arms dealer in Drake.
[Updated on: Fri, 03 September 2010 07:03] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261537]
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Sat, 04 September 2010 04:52
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Friendly Fire |
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Messages:74
Registered:January 2006 |
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I am taking a break from playing UC and thus bug reporting.
I control more than 80% of the map and I am overcome by the tediousness of repetitive battles while completely clueless about the storyline.
I know that a walkthrough is too much to ask but even after scouring the forum for tips I cannot make sense of the plot.
Civilians insist on on giving me informations I have no use for, often contradicting themselves or making little sense; strange things happen, for example I met a Crepaton official (a research guy with an italianish name) with an hostile escort, but after killing them, I hear the guy telling me to try his products as if he was on a peaceful street market, also if I attack him, allied militia turn hostile.
What sense can be made of that ? I know this is the original UC thing and not done by you, but on the other hand I wanted to test the campaign by trying to stick to the plot and I must stop for a while before becoming insane and sent to Prax.
Maybe I played too much those last days, maybe a few tips about the storyline would make it more bearable.
Carmen always wants to give me yet another laptop, talking to me as if we meet for the first time and making the game hang.
Some battles were epic though and I enjoyed the whole thing until very recently; I remember having had the same feeling of missing the point when playing the original UC.
[Updated on: Sat, 04 September 2010 04:54] by Moderator Report message to a moderator
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Corporal
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261558]
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Sat, 04 September 2010 17:15
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Yeah, I agree the game does get a bit tedious towards mid-game. It seems to be particularly bad with v1.13 due to the speed of level advancement. In testing, I'm only invading my third city, but have already faced Mike (I haven't gotten around to rescuing the ambassador yet).
It sounds like you ran into Dr. Barcardi. I can make him go hostile along with the Crepaton security forces, the problem is he then does not say anything at all.
Anyways, Thank you for testing Friendly Fire, just a few last questions: how was game stability towards the end? and which .exe are you using?
New Stuff:
Since I was on the Singapore Technologies website anyways I've added the STK Compact Personal Weapon. It will be the machine pistol equivalent of the ACR and SRS, being equipped to convert between 9x19mm (30 rounds), 4.6mm H&K (20 rounds) and 5.7mm FN (20 rounds).
I am suspecting that the .ini changes to slow game progress requires a new game as I am seeing no difference in my continued game.
[Updated on: Sat, 04 September 2010 17:16] by Moderator Report message to a moderator
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