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Any way to use old Action Point system with JA2 1.3?[message #255862] Sat, 10 July 2010 19:25 Go to next message
mike.SkuLL is currently offline mike.SkuLL
Messages:3
Registered:July 2010
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
Re: Any way to use old Action Point system with JA2 1.3?[message #255864] Sat, 10 July 2010 19:58 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The AP system is supposed to be flexible. However there are a few sections that may need adjustment beyond just changing MAX AP from 100 back to 25.

At the very least edit: APBPConstants.ini in the particular Data folder you want to use (default is Data-1.13).

1st 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... Note that the single shot value will not need to be adjusted as it is not a "number of AP to perform a specific action" value.

EDIT: noticed that in the Data folder, the APBPConstants.ini is already set for a 25AP system. Didn't look to see if the other variables are set for the 25AP system, so I am not specifically endorsing copying that file to the Data-1.13 folder (to achieve a 25AP system game, but with the full v1.13 item mod). You will still need to adjust all the fixed AP values in the XML's (item stats) to fit the 25 AP system.

[Updated on: Sat, 10 July 2010 20:04] by Moderator

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Lieutenant

Re: Any way to use old Action Point system with JA2 1.3?[message #255870] Sat, 10 July 2010 20:39 Go to previous messageGo to next message
mike.SkuLL is currently offline mike.SkuLL
Messages:3
Registered:July 2010
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 Sad
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

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Civilian
Re: Any way to use old Action Point system with JA2 1.3?[message #255871] Sat, 10 July 2010 21:06 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
As long as you do not want the v1.13 items, try launching the game from the INIEditor, with the Mod dropdown menu set to "vfs_config.JA2Vanilla"

The only problem is that a quick glance at the APBPConstants.ini associated with that VFS config is that while the intention was to create a "Vanilla" experience with the .exe features of 1.13, it seems nobody bothered to change AP constants beyond AP_MAXIMUM = 25. Hopefully Starwalker (XML lead for main v1.13) did change the item specific AP constants. Sorry, my XMLEditor is busy with my own projects right now, otherwise I could check. But that is something you can find out with a handful of clicks via the INIEditor and running that mod.

[Updated on: Sat, 10 July 2010 21:08] by Moderator

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Lieutenant

Re: Any way to use old Action Point system with JA2 1.3?[message #255890] Sat, 10 July 2010 23:35 Go to previous messageGo to next message
mike.SkuLL is currently offline mike.SkuLL
Messages:3
Registered:July 2010
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 Smile

[Updated on: Sun, 11 July 2010 01:25] by Moderator

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Civilian
Re: Any way to use old Action Point system with JA2 1.3?[message #255951] Sun, 11 July 2010 16:02 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
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

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Lieutenant

Re: Any way to use old Action Point system with JA2 1.3?[message #255961] Sun, 11 July 2010 18:34 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Sounds like a prof.dat limitation if the guns are only having issues beyond stock vanilla ones...

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Lieutenant

Re: Any way to use old Action Point system with JA2 1.3?[message #256212] Wed, 14 July 2010 14:36 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
wil473
1st 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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First Sergeant

Re: Any way to use old Action Point system with JA2 1.3?[message #256217] Wed, 14 July 2010 14:51 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
One could use the 250 AP system and imagine a "dot" between last two digits so it will be the 25.0 system - quite similar to old system and easy to get used to Smile

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Private 1st Class
Re: Any way to use old Action Point system with JA2 1.3?[message #256218] Wed, 14 July 2010 14:52 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Could set it to 250 AP and imagine a decimal point (25.0)...

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Lieutenant

Re: Any way to use old Action Point system with JA2 1.3?[message #256278] Thu, 15 July 2010 06:38 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Sorry, I thought the values entered for things like reload were read directly and didn't know/remember that the XML's are always 100AP based, but in game are subjected to math. Quick test with AP_MAXIMUM = 25 did divide the values by four. And to further confirm being wrong, setting AP Max = 250 did multiply values by 2.5.

Back to the slow death that is surveying and fixing as needed (with limited sucess) all the UC maps for the next release...

[Updated on: Thu, 15 July 2010 06:40] by Moderator

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Lieutenant

Re: Any way to use old Action Point system with JA2 1.3?[message #256281] Thu, 15 July 2010 07:09 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
I actually like it as a 250 point system for the reason I stated above. It's much easier to adapt to as you are seeing values you expect. I just wish I could get it to display with a decimal point Wink

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Lieutenant

Re: Any way to use old Action Point system with JA2 1.3?[message #256980] Tue, 20 July 2010 17:57 Go to previous messageGo to next message
Darthcast is currently offline Darthcast
Messages:1
Registered:July 2010
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
Re: Any way to use old Action Point system with JA2 1.3?[message #256981] Tue, 20 July 2010 18:14 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Yes they are fixed. Ironically the running was bugged in original JA2 and gave you extra movement points. Most actions have been refined to a better level (mainly weapons) and the normal movements have been scaled by a factor of 4 (25x4=100). Though I do like playing with 250 as it's simpler to do the conversions from what you are used to seeing.

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Lieutenant

Re: Any way to use old Action Point system with JA2 1.3?[message #257015] Tue, 20 July 2010 23:02 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
As always, check if you're wearing a backpack when running, it slows down significantly.

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Private 1st Class
Re: Any way to use old Action Point system with JA2 1.3?[message #257564] Mon, 26 July 2010 14:31 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Actually, changing from standing to kneeling costs less than changing from kneeling to prone uisng the 100AP-system, and changing targets within the same 45

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First Sergeant

Re: Any way to use old Action Point system with JA2 1.3?[message #266355] Fri, 05 November 2010 22:32 Go to previous messageGo to next message
dfwerwolf is currently offline dfwerwolf

 
Messages:7
Registered:November 2010
Hey guys.

Just want to say that mikeSkuLL is not alone at hating this 100AP setup that was forced on us.

Don't get me wrong, the mod is awesome. Just wish this new change would be optional and original setup would be default. Or maybe an option to change it in ja2 ini file. Almost made me put the mod aside but I'm happy I did browse through the topics to find this 250AP solution.

6AP to crouch made me go O_o

Edit: Adding decimal point option would make me very happy Smile

[Updated on: Fri, 05 November 2010 22:36] by Moderator

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Private
Re: Any way to use old Action Point system with JA2 1.3?[message #266357] Fri, 05 November 2010 22:47 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
It is time to state this:

I would prefer a 1.000 AP system that would allow much more specification.

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Sergeant Major
Re: Any way to use old Action Point system with JA2 1.3?[message #268919] Fri, 24 December 2010 22:36 Go to previous message
Redwolf is currently offline Redwolf

 
Messages:41
Registered:July 2009
coolberg
(14 July, 2010 04:51 AM) One could use the 250 AP system and imagine a "dot" between last two digits so it will be the 25.0 system - quite similar to old system and easy to get used to Smile

Kaerar
(14 July, 2010 04:52 AM) I actually like it as a 250 point system for the reason I stated above. It's much easier to adapt to as you are seeing values you expect. I just wish I could get it to display with a decimal point Wink


Woah...

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Corporal
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