Home » MODDING HQ 1.13 » v1.13 Coding Talk » STOMP ( v1.2 )
Re: STOMP ( v1.2 )[message #289242] Wed, 17 August 2011 02:53 Go to previous messageGo to next message
Logisteric

 
Messages:3471
Registered:December 2008
Location: B
i don't use bodybuilders but i use scouts and i'm not willing to accept 'every scout a loner' to balance a cheat i'd never use (as i said this is jagged alliance not startrek goes nicaruga)

and no infiltrator can magically 'jump' across a sector - an infiltrator is better in 'not being seen'. it does not matter at what he is not seen, it does not mean his parents are batman and wonder woman.

your use of the word vector nicely shows your misconception btw - if it was a vector you still needed to bypass that 'tank' - that's why i called it a wormhole. if you come from the north and decide it is better to come from the south that simply means you do not loose that day you need to march around them and thus biff and flo (training militia in drassen) do not get wiped out.

this thing kills the need for any 'strategical' planing in ja2 and thus it kills a lot of the fun
Re: STOMP ( v1.2 )[message #289243] Wed, 17 August 2011 04:10 Go to previous messageGo to next message
Cell

 
Messages:669
Registered:February 2011
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Re: STOMP ( v1.2 )[message #289248] Wed, 17 August 2011 06:54 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
1) this adds the strategic depth of a crossword puzzle

2) This would be tactical not strategical but it is again the crossword puzzle

3) a hell of work 4 a bloody cheat
- Your transporter chief may pass unpassable terrain (fences, rock, buildings... and ground levels)
- an entire new system to enter a sector

4) as Logi said the result is a game with less planing (use of brain)

5) 4 all those users who think war means in 3 days to Peking and back (the last 2 days were holliday btw)
Re: STOMP ( v1.2 )[message #289282] Wed, 17 August 2011 17:35 Go to previous messageGo to next message
Cell

 
Messages:669
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Re: STOMP ( v1.2 )[message #289307] Thu, 18 August 2011 03:21 Go to previous messageGo to next message
Cell

 
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Re: STOMP ( v1.2 )[message #289316] Thu, 18 August 2011 07:17 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
I don't use this crap either (too stereotypical, too idiotic)
Re: STOMP ( v1.2 )[message #289329] Thu, 18 August 2011 11:12 Go to previous messageGo to next message
Logisteric

 
Messages:3471
Registered:December 2008
Location: B
Cell
The step of sneaking by yourself around enemy to take position will be left in case the infiltrator will be set on different entry angles/sides of the map/sector. This is a new feature which will save eff. time of the player himself and add new strategic components. To make it not to overpowered the possibility of infiltrate will only be possible in city sectors!


it also lets you get rid of the annoyance to be shot at in the process and thus forced to reload :devilaugh:

Re: STOMP ( v1.2 )[message #289343] Thu, 18 August 2011 16:24 Go to previous messageGo to next message
Cell

 
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Re: STOMP ( v1.2 )[message #289344] Thu, 18 August 2011 16:27 Go to previous messageGo to next message
Tao

 
Messages:2224
Registered:August 2009
Location: The Known Universe
I am not crazy about it either, but I like your creativity and the work / thought you put into it.
Re: STOMP ( v1.2 )[message #289359] Thu, 18 August 2011 17:18 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
Cell

Only 2 of 9093 Members who dislike the "INFILTRATING TRAIT"




one of Your past nicks is "commical Ali"?
Re: STOMP ( v1.2 )[message #289364] Thu, 18 August 2011 17:54 Go to previous messageGo to next message
Logisteric

 
Messages:3471
Registered:December 2008
Location: B
Cell

Only 2 of 9093 Members who dislike the "INFILTRATING TRAIT"



actually none of 9093 members likes it (aka spoke in favour of it) and of three who actually said something about it 2.5 are against it :devilaugh:
Re: STOMP ( v1.2 )[message #289736] Wed, 24 August 2011 02:32 Go to previous messageGo to next message
Cell

 
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Re: STOMP ( v1.2 )[message #289747] Wed, 24 August 2011 11:08 Go to previous messageGo to next message
Logisteric

 
Messages:3471
Registered:December 2008
Location: B
Cell

another suggestion:

MINOR TRAIT

SABOTEUR: (exp + 10 / 80)

* +25% damage of bombs and mines
* +50% to attaching detonators and planting/removing bombs
* Decreases chance enemy will detect bombs and mines set by ourselves

* destroy SAM SITES completly (not rebuildable) when amount of explosives (C4, TNT, exetera) coincides with rocket stations


1. that meant you needed to flag mines and remote detonators planted by such a saboteur. it also needed that you miraculously could tell some tnt that is

[Updated on: Wed, 24 August 2011 15:49] by Moderator

Re: STOMP ( v1.2 )[message #293080] Sat, 05 November 2011 18:58 Go to previous messageGo to next message
Cafu

 
Messages:39
Registered:February 2008
Location: Finnland, very north
Question about stomp and skill points divide:

I made "super" IMP Smile with 4 major skill and 3 minor, total 7.
Now some of my skills are too high(2xauto and 1xtech and 1xheavy), I mean like mechanical is over 50, but i want it to be like 20, so I can put more points to wisdom and marksmanship example and lower some which usually raise fast, I know this can be done just adding more skill points to IMP creation.

But how i can put my skill points like old fashion way and still using stomp, without adding like 500 more skill points to imp at start?
Re: STOMP ( v1.2 )[message #293081] Sat, 05 November 2011 19:36 Go to previous messageGo to next message
Jenilee

 
Messages:15
Registered:May 2011
I'm afraid the minimum amount of points you need in an attribute to get certain traits is currently hardcoded. Note that this only applies to the new (Sandro's) trait system.
Re: STOMP ( v1.2 )[message #293113] Mon, 07 November 2011 08:52 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Jenilee
... minimum amount of points you need in an attribute to get certain traits is currently hardcoded ...


Hi Jenilee, I am trying to give the robot Sandro traits for the new Vengeance, is there a list of minimum attributes for each trait? I have to admit, I have not searched the board yet, I hope you can point me in the right direction.


Re: STOMP ( v1.2 )[message #305268] Mon, 28 May 2012 17:34 Go to previous messageGo to next message
Alas86

 
Messages:35
Registered:October 2010
How about increasing the number of personality traits to more than one? Well and adding new ones too. It would make mercs even more varied. Plus I think that including some of the traits from "Back in Action" would be a good idea. I can definitely see Buzz as an amazon for instance, or Fox as a nudist. Razz

PS Also I think it would be good if some of the more expensive mercs had more than 3 traits, like in AIMNAS, while some of the cheaper ones have two, or even one, ie Flo = teaching, nothing else.

[Updated on: Mon, 28 May 2012 17:34] by Moderator

Re: STOMP ( v1.2 )[message #312738] Tue, 04 December 2012 01:24 Go to previous messageGo to next message
Yombie
Messages:3
Registered:July 2010
I would love to see one of these traits have the possibility to reduce encumbrance or add weight capacity, also perhaps reduce the penalties for having a backpack or an eod suit(if any).
Re: STOMP ( v1.2 )[message #312740] Tue, 04 December 2012 01:27 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3788
Registered:July 2009
Quote:
BODYBUILDING: (hlt +10 / 60 )
* Has 20% damage resistance
* +30% effective strength for carrying weight capacity
* Suffers only half energy loss when hit by HtH attack
* Has lesser chance to fall if hit to the legs


Re: STOMP ( v1.2 )[message #312741] Tue, 04 December 2012 01:28 Go to previous messageGo to next message
Flugente

 
Messages:3173
Registered:April 2009
Location: Germany
Open up TableData/Skills_Settings.ini and read it.

Edit: Too late Sad

[Updated on: Tue, 04 December 2012 01:28] by Moderator



Re: STOMP ( v1.2 )[message #312749] Tue, 04 December 2012 03:21 Go to previous messageGo to next message
Yombie
Messages:3
Registered:July 2010
thanks!

Would I be able to copy and paste that under a different trait, such as ranger?
Re: STOMP ( v1.2 )[message #312751] Tue, 04 December 2012 03:41 Go to previous message
Flugente

 
Messages:3173
Registered:April 2009
Location: Germany
Copying it to other sections will have absolutely no effect unless someone codes it so.


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