Any way to use old Action Point system with JA2 1.3?[message #255862]
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Sat, 10 July 2010 19:25
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mike.SkuLL |
Messages:3
Registered:July 2010 |
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Hi, first of all, great job on the 1.3! I'm liking a lot of the new features & the possibility to edit most of them yourself, via the .INI files.
One thing I don't like, however, is the new action point system - it used to deal with small numbers (like 2 AP to change stance, 1 AP to look around etc) and I guess I'm used to that. Now the numbers are pretty large (my mercs have up to 100 AP to spend each round).
Is there any way to keep the old action point system while still using the other features of 1.3? It was just easier to count and plan your turn when there was generally less AP per merc.
I've searched for it, can't find any information on the issue. Thanks in advance!
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Civilian
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Re: Any way to use old Action Point system with JA2 1.3?[message #255870]
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Sat, 10 July 2010 20:39
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mike.SkuLL |
Messages:3
Registered:July 2010 |
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Hey thanks, that's... confusing. I guess I'll stick with 1.07...
All I really wanted from 1.13 was the bug fixes, upgrade to enemy AI and the new Game Options for the main menu
Don't suppose there's a way to install those separately, as mini-mods or something? I'm not crazy about new weapons, uniforms, holsters, new Action Point system, Map Editor and all that...
[Updated on: Sat, 10 July 2010 20:43] by Moderator Report message to a moderator
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Civilian
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Re: Any way to use old Action Point system with JA2 1.3?[message #255890]
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Sat, 10 July 2010 23:35
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mike.SkuLL |
Messages:3
Registered:July 2010 |
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Interesting, I think I got it to work by using "vfs_config.JA2Vanilla" and then (with the use of INIEditor) editing APBPConstants.ini (the option "Reset APs/BPs to default values for maximum AP: 25")
But now I start without a weapon!!! Running Normal weapons (not Tons of Guns), I have all the other items, just no gun. Same for any merc I hire - all equipment minus the gun. ANY idea what may have gone wrong in the process? Gonna re-install everything for the 7th time, but I doubt that will fix anything.
Made it work! - thanks for your help, wil473.
The secret was to load not "vfs_config.JA2Vanilla.ini" but "vfs_config.JA2113.ini".
To use the old AP system with max. action points being 25, I reset the values in the "APBPConstants.ini" (as above).
Now I got some of the weapons from 1.13, but not loads - just as I wanted.
Thanks again. It just takes a bit of messing around with the INIEditor
[Updated on: Sun, 11 July 2010 01:25] by Moderator Report message to a moderator
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Civilian
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Re: Any way to use old Action Point system with JA2 1.3?[message #255951]
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Sun, 11 July 2010 16:02
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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That is good to hear.
I was able to replicate the missing guns thing by simpily starting a game with "vfs_config.JA2Vanilla" alone (stock everything eles). I haven't had time to check the bug report forums, but I am suspecting that the ability to play a "vanilla" game is broken. While the intention is to allow for exactly the game you described earlier to be possible, "Vanilla" AP system and Items, support for such a game is somewhat lacking... Still I'll take a few minutes to figure out at least if it is just the vfs_config.JA2Vanilla.ini or Old Inventory (OIV) system that is at fault here.
EDIT: Seems OIV is related. For some reason, probably intentional, vfs_config.JA2Vanilla.ini does not allow New Inventory (NIV). I tried one of my mods with the inventory type set to OIV and replicated the missing guns problem. Oddly, I tried the default .ini for 1.13 and under OIV the guns did show up, so I am thinking that it is not in the .exe specifically but still something to do with externalized data and how the OIV game uses it.
EDIT2: Right, another observation is that with OIV and my Folding Stock Test Mod, it is only the "New" guns (ones beyond the original ones in Vanilla) that are turned into NADA. AIM Mercs armed with weapons originally in JA2 have them appear correctly, in the AIM website at least. However by definition "vfs_config.JA2Vanilla" has only vanilla weapons defined.
[Updated on: Sun, 11 July 2010 16:53] by Moderator Report message to a moderator
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Re: Any way to use old Action Point system with JA2 1.3?[message #256212]
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Wed, 14 July 2010 14:36
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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wil4731st step, reset AP_MAXIMUM = 25 that should change the system. But check the other variables in that file. Oh and you will need to adjust settings for mergers, reloading, rechambering, etc...
Really?
All item stats have values for the 100-AP sytem, and if AP_MAXIMUM is changed, then the code should change all other gun values accordingly.
For example, if a gun's Draw_AP value is 10, then changing AP_MAXIMUM to 25 should result in that gun needing 3AP to draw (10AP / (100/25) = 2.5AP, rounded up to 3AP).
At least that is how we set up the system, so you should never need to change item values to facilitate using an AP system different from 100AP.
Basically, you could use a 500AP system, but it would not be more precise in gun differentiations due to the gun values based on 100AP.
We once considered basing such values on a higher AP-amount, just to facilitate using more AP, but decided against it (100AP seemed to be enough to get some differences out of those guns that seemed to be the same under the 25AP-system).
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Re: Any way to use old Action Point system with JA2 1.3?[message #256980]
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Tue, 20 July 2010 17:57
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Darthcast |
Messages:1
Registered:July 2010 |
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So the new point system changes nothing but the numbers? Because it seems to me that certain actions now cost more/less points than before. Eg. my soldier can't run as far as before...
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Civilian
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Re: Any way to use old Action Point system with JA2 1.3?[message #257015]
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Tue, 20 July 2010 23:02
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clbg |
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Messages:35
Registered:February 2007 Location: Moscow, Russia |
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As always, check if you're wearing a backpack when running, it slows down significantly.
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Private 1st Class
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