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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260124]
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Sat, 21 August 2010 17:13
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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Taisvoila, a nice single click installer.
drop this baby over a ja2 install and you have a JA2 beta mp build 3610 with WF mercs/maps, NAS with AIMNASv5 and STOMP 1.2 integrated
as default it will use smeagols Ja2_options.ini, there's a zipped default config in the same dir
there's also a zip with the stomp settings included, copy these over the original files..
we have two tastes, multiple parts or one big file!
http://www.mediafire.com/?fkrfz6vz149oa
Thanks country man of mine, I will install it immediatly, the one big file and see what will all happen.
Hopefully it will work nice and smooth. I will do it from scratch so I don't clutter with old useless files.
Edit: Only now noticed you don't mention HAM. Is that integrated?
[Updated on: Sat, 21 August 2010 17:30] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260198]
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Sat, 21 August 2010 22:16
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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m_s0I kinda like having, say, Cliff around at the beginning and he's nowhere to be found, so there's no real point in arguing over my personal preferences, isn't there?
Anyway, I've got a few noob questions:
1) Would it be possible to copy the IoV files over this package in a way that doesn't overwrite the changes from AIMNAS?
2) How was this package put together? I've managed to install all of those mods separately and this resulted with all the old mercs being present, though with new stats and names. The voices remained unchanged from vanilla JA. I haven't played it for too long but it seemed to work alright. Would it be hard to just edit the stats and names to change them back to how they originally were?
1.) you can't use IoV with AIM, both are XMl based item mods (items in IoV would use different slots, all sorts of crazy stuff would happen...).
2.) sure, that's probably a good way to get the old mercs back, but you not only need to change the merc stats, but also starting gear (and maybe even face coordinates for speech, otherwise the merc pics could be all garbled when the mercs talk... don't know about that though...).
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260203]
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Sat, 21 August 2010 22:37
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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Okay, I found something missing so it seems.
1) I can not combine alcohol + oil (+ rag) to make a molotov cocktail anymore...
2) Good old Dimitri lost his throwing skill.. than again he is not the brightest bulb in the package so having only two skills is explainable, but I am just not sure if this was on purpose. Is there a seperate thread perhaps for reporting this stuff?
3) Picking locks doesn't aid in getting wisdom anymore. I think HAM or STOMP added this, hasn't been removed from newer versions?
[Updated on: Sat, 21 August 2010 22:40] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260221]
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Sat, 21 August 2010 23:26
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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lockieWhat I'd like now is , a system of alerts for enemy [Amber , they suspect you are in the quadrant ],[ red I seee youuuu] ,[ green , huh , nobody there] , perhaps to be in a small box in a corner of the map somewhere .
Do-able ?
Well, I'm no coder... but I'd think it is doable, as it basically already is in the code. At least if you run the cheats with debug option press q when in cheats and use pg up and pg down to toggle through informations...) there is an alert status you see the enemie's alert status.
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260228]
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Sun, 22 August 2010 00:33
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silversurfer |
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Messages:2793
Registered:May 2009 |
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GMVOkay, I found something missing so it seems.
1) I can not combine alcohol + oil (+ rag) to make a molotov cocktail anymore...
NAS checks if the result of a merge is a "legal" item. "Legal" means Coolness NOT 0 and valid to game style. If you chose "realistic" you can't produce "scifi" items. The molotov cocktail has a coolness of 0 which prevents merging. The same is true for treated armor.
lockieWhat I'd like now is , a system of alerts for enemy [Amber , they suspect you are in the quadrant ],[ red I seee youuuu] ,[ green , huh , nobody there] , perhaps to be in a small box in a corner of the map somewhere .
Do-able ?
Every soldier has an "alert status" reaching from green = no danger, yellow = heard something, red = knows you are there and finally black = I can see you!
Should be possible to check all enemy soldiers and display the highest alert level. But wouldn't that make things too easy? Like "Oh, someone can see me. I better hide again."
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260235]
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Sun, 22 August 2010 01:06
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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GMVOkay, I found something missing so it seems.
1) I can not combine alcohol + oil (+ rag) to make a molotov cocktail anymore...
2) Good old Dimitri lost his throwing skill.. than again he is not the brightest bulb in the package so having only two skills is explainable, but I am just not sure if this was on purpose. Is there a seperate thread perhaps for reporting this stuff?
3) Picking locks doesn't aid in getting wisdom anymore. I think HAM or STOMP added this, hasn't been removed from newer versions?
1.) do people actually read read-me files (or in this case description posts at the start of each of the AIM threads...)? You need Alcohol + Oil = Alcohol+Oil Mix and Alcohol-Oil Mix + Rag = Molotov Cocktail.
2.) Dimi should have throwing in Stomp. Might have messed that up though....
Edit: yeah, I messed that up. Dimi definately should have throwing. Until I upload an update, you should change that manually in the mercprofiles.xml.
Look up character ID 60, check the section and replace the 0 with a 12.
3.) Don't know bout picking locks ever aiding wisdom...
Sci-Fi in WF is supposed to be played without Crepitus (the mine bugs), as outlined above, because the Flamethrower uses the hardcoded slot of the bug queen. Other than that, Sci-Fi adds a few guns (like the MetalStorm Surf and the OICW I think...). I usually play with Sci-Fi on.
But as Lockie said, it is basically a waste of resources... dunno... I tended to make more and more stuff non-Sci-Fi items (like Trigger Groups for example, that now work a bit differently... 95% of the guns in game don't have burst fire but require a Trigger Group instead. And thus it would be a bit strange, if the Trigger Group was not accessible in standard mode... The benefit of this is, that there are 3 versions of the Trigger Group that are easily made from simple merges, so you can actually decide for your self, if your G3 for example should have 2 rnd, 3rnd or 4 rnd burst).
[Updated on: Sun, 22 August 2010 01:23] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260238]
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Sun, 22 August 2010 01:40
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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I am affraid you didn't get me in its entire, I thought I would write it down in a short way, but that led to a misunderstanding.
I can not make the 'Alcohol + Oil mix' out of 'Alcohol' + 'Oil'. These items and other misc items have no more slots where you can click on to merger them...
Neither can I make the alarm out of Can + String because of the same reason
However, the explanation of Silversurfer is indeed more logical as I choose 'realistic'. I guess these items are all 'sci-fi' items in that case. Too bad, should have gone for sci-fi than, but okay.
Sorry for the bother.
I haven't med up other combo's, though I could merge the Hunter suit with a belt just fine.
I will change Dimitri than (p.s. Melee is more in character imo than night ops, so thumbs up for that). If I change the .xml will he still be able to get the ability despite me not seeing it. I noticed when I changed the .xml after I got Thor, I had to reload in order for the trait to properly show (changed pacifist to optimist, which he constantly refers to being).
[Updated on: Sun, 22 August 2010 01:43] by Moderator Report message to a moderator
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Corporal
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