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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260239] Sun, 22 August 2010 01:56 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
GMV

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.


There were two things to consider:
  • 1. In 1.13 there are items which have a coolness of "0". This makes them "illegal". This was used in the past to keep merchants from selling these items. It's not used anymore for this purpose but NAS still checks if the result of a merge is legal. In 1.13 items like molotov cocktail or treated kevlar vest have a coolness of 0 and therefore can't be the result of a merge. I don't know if Smeagol fixed this in his current AIM version. I haven't downloaded it yet.

  • 2. There is a bug in the current exe (from 3605 to 3610) which will prevent the default slots from being created. That's probably why you don't see any slots on which you could click. In the item description box try to point your mouse somewhere outside the upper right corner of the item picture and the text "attachment" should show up. That's the spot to click on for a merge.
    This bug will probably be fixed in the next release. The bugfix is already done.

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260245] Sun, 22 August 2010 02:33 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
GMV
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).



I have tried the Alcohol + Oil + Rag thing and it works fine for me.

Maybe something got messed up on your side. Check the itemslotassign.xml if there is an entry for alcohol (use a texteditor and search for it... I added a ton of comments to the xml to find stuff).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260246] Sun, 22 August 2010 02:36 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
silversurfer
1. In 1.13 there are items which have a coolness of "0". This makes them "illegal". This was used in the past to keep merchants from selling these items. It's not used anymore for this purpose but NAS still checks if the result of a merge is legal. In 1.13 items like molotov cocktail or treated kevlar vest have a coolness of 0 and therefore can't be the result of a merge. I don't know if Smeagol fixed this in his current AIM version. I haven't downloaded it yet.


Yupp. The coolness 0 items are gone (think since my first AIM_NAS release, as I was in touch with Warmsteel all the time and he pointed it out...).

And as I said, I can make the Molotovs just as usual.



Edit:

No thermal optics. those things are bonkers...and the AI is too stupid to counteract them.

[Updated on: Sun, 22 August 2010 03:03] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260247] Sun, 22 August 2010 03:06 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
Well that might indeed be I have not tested in Sci Fi setting so that is my fault. Not sure what you mean with no thermal optics... you mean like the explosion animation?? Sorry, it is late here.

P.s. As I was changing the mistake in Dimitri, I just got the urge to go through the whole list. I found a other quirks (outside of personal believes around a character's personality):

1) Sydney has the hunter trait, I reckon you ment marksman (3 instead of 4), seeing he wears no camo.

2) Wolf had lost his usualy Night-Ops speciality. I removed deputy for it and kept his teaching, as to make him more as Vanilla Wolf (who had teaching and night-ops iirc). Removing the Auto Weapons trait I dared not do, for it would make him poor in any weapon category (seeing the build in penalties now that are offset by the first trait ability), but perhaps that should go and deputy in as it is a logical one, but he just missed his night-ops.

3) Razor had lost the throwing ability and had stealthy. As he had throwing (expert) in Vanilla I removed stealthy and put in throwing. (Did not change Haywire as they now share melee, which partially covers knives as well, so Haywire can still try to look like Razor Wink )

Of lesser category are:

4) Larry has always been a demolist since the first days of JA 1. So I gave him the demolist ability as third ability. I would kindly ask you to consider this as standard for good old time Larry's sake.

5) Not a bug or illogical as you kept the Night-Ops and Martial Arts of Dr. Q. Huang. However, it makes him the only Dr. that does not even have Paramedic. Might it be more fitting to put Paramedic in, and let the Night-Ops drop (also from the text in his file?). On the other hand it is of course said in his file he uses eastern medicine as practice - which may not be paramedic like. A flavor thing, though I just bring it up.

6) Notice a character I never knew before named 'Rat'. What I noticed was that he has a salary of 300 so he seems hirable, but he has no STOMP traits.

Just curious about:
I noticed quiet a few unused named RPC's, as these are not NPC's I wondered if this is for your IMP characters, or what else they are used for - would be ashame if Gumpy, Bubba, Cougar, Numb (one of my fav's for his good price and good vanilla skills) and Dr. Highball are gone when seemingly space is still left in the codes... (sorry for the slight off topic).

Oh and the picking locks thing, was I believe HAM 3.5 - changing wisdom to be gained by lockpicking, training of other mercs (next to leadership as well) and militia. Can't find the proper thread in which it was summed up. Sorry, really need to hit the sack now (2:00 AM here)

[color:#3333FF]Edit: Just noticed your other remark and found a problem on my side. I opened itemslotassign.xml and searched for alcohol, and came up with nothing. Also it a very clean file - as in no comments... I am looking in the Data-1.13\TableData directory. It is 212 KB large and lots of guns in it, no oil or alcohol though. Rag is in there fine.

Last piece of coding reads:


1022

67
68
69
72


203

63
70







End that is the end of the file[/color]

[Updated on: Sun, 22 August 2010 03:19] by Moderator

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260250] Sun, 22 August 2010 03:23 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
GMV

Oh and the picking locks thing, was I believe HAM 3.5 - changing wisdom to be gained by lockpicking, training of other mercs (next to leadership as well) and militia. Can't find the proper thread in which it was summed up.


You will gain wisdom for lockpicking, training other mercs/militia and being trained. It's in the code and it works.

GMV

Edit: Just noticed your other remark and found a problem on my side. I opened itemslotassign.xml and searched for alcohol, and came up with nothing. Also it a very clean file - as in no comments... I am looking in the Data-1.13\TableData directory.

I doubt that you will find the ID for alcohol in this file because it simply isn't needed there. If an item doesn't have an entry in the "ItemSlotAssign.xml" it will get default slots. If it wasn't for the bug...

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260252] Sun, 22 August 2010 03:56 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
silversurfer
GMV

Oh and the picking locks thing, was I believe HAM 3.5 - changing wisdom to be gained by lockpicking, training of other mercs (next to leadership as well) and militia. Can't find the proper thread in which it was summed up.


You will gain wisdom for lockpicking, training other mercs/militia and being trained. It's in the code and it works.

GMV

Edit: Just noticed your other remark and found a problem on my side. I opened itemslotassign.xml and searched for alcohol, and came up with nothing. Also it a very clean file - as in no comments... I am looking in the Data-1.13\TableData directory.

I doubt that you will find the ID for alcohol in this file because it simply isn't needed there. If an item doesn't have an entry in the "ItemSlotAssign.xml" it will get default slots. If it wasn't for the bug...



yeah, that should have gotten default slots. And at least in my version they do. Probably that graphic glitch or a bug, maybe you're even missing the default slots... don't know.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260263] Sun, 22 August 2010 10:05 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I have JA2+SCI_SVN1228_MPSVN3610_WF606_AIMNASv5 FULL FILE.7z and I can not to add Bipod Heavy.

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260264] Sun, 22 August 2010 10:05 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
rat is a crepitus-guy (i.e. no crepitus, no rat, no gabby, no bob) smeag does not support crepitus

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260268] Sun, 22 August 2010 11:32 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
And with Bipod problem too. For example when I add Bipod to CETME Ameli there is no change ( only weight ).

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260272] Sun, 22 August 2010 13:08 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
well smeagol here are your beta testers Razz

when there are any updates in the exe version i will put them on my mediafire storage.. these files will just have the exe and nothing more..
any updates that smeagol makes can be copied over the data from the sci, so no need to make another one very soon

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260277] Sun, 22 August 2010 15:03 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
Logisteric
rat is a crepitus-guy (i.e. no crepitus, no rat, no gabby, no bob) smeag does not support crepitus


Hm, always missed him. But if that is true of him, the wheelchair guy, and gabby gone. Would it not be fun to find some of the mercs of the team that was sent in before and them being i.e. Bubba, Gumpy and Numb? Than you also can get those guys back, I am sure a lot of people would love that (probably all five, but I don't know (as of yet) of other useless RPCs beign around - oh, and I haven't played far yet so perhaps you do find some mercenaries. In that case sorry)).

Also managed to get indeed a molotov cocktail the way SilverSurfer said. Despite their being no boxes, first was right-upper corner, second strangely enough a bit lower, but heck it worked.

P.s One more thing for Dr. Q. Huang. I was thinking he could be a Tai Boxer. In that case he need not the 'martial arts' (a.k.a. HtH expert STOMP), but just one HtH and he could get paramedic making him still a usefull doctor and still very close to his old self. I reckon he would still call out 'Hi-ya' when he hits with HtH still giving that martial art feel to it.

-> Just tested that theory, but it is wrong he doesn't call out his Hi-Ya anymore if he only has HtH & Paramedic. Or was that axed anyways?

I had a few game exceptions by the way:

>>>>>>>>>>>>>>>>>>>>>
========== Sun Aug 22 13:56:29 2010 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 12
Location : vfs::COpenReadFile::COpenReadFile

file "SOUNDS\CROUCH TO PRONE.wav" does not exist
<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Sun Aug 22 13:55:54 2010 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 12
Location : vfs::COpenReadFile::COpenReadFile

file "SOUNDS\CROUCH TO STAND.wav" does not exist
<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Sun Aug 22 13:56:07 2010 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 12
Location : vfs::COpenReadFile::COpenReadFile

file "TableData\Map\A9_0_ExtraItems.xml_Experienced" does not exist
<<<<<<<<<<<<<<<<<<<<<

This is the excerpt of the file but had the first two happening a few times (naturally). Hope this info helps again.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260278] Sun, 22 August 2010 15:09 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
GMV
Logisteric
rat is a crepitus-guy (i.e. no crepitus, no rat, no gabby, no bob) smeag does not support crepitus


Hm, always missed him. But if that is true of him, the wheelchair guy, and gabby gone. Would it not be fun to find some of the mercs of the team that was sent in before and them being i.e. Bubba, Gumpy and Numb?


sure, but dmb (dutch modding brigade aka tais & warmsteel) told me you cannot have those three slots without crepitus - believe me, smeag and me wanted those slots to bring someone back

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260279] Sun, 22 August 2010 15:34 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
Logisteric

sure, but dmb (dutch modding brigade aka tais & warmsteel) told me you cannot have those three slots without crepitus - believe me, smeag and me wanted those slots to bring someone back


I am sure they're right, but can you explain to this guy... why they need to be kept as the crepitus are gone anyways due to AIM?

P.s. Forgot to mention I have a few CTD due to :

Assertion Failure Line 1939 in System.ccp

[Updated on: Sun, 22 August 2010 15:35] by Moderator

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260282] Sun, 22 August 2010 16:09 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
it's some code stuff - i surely have no clue

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260286] Sun, 22 August 2010 16:57 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
[quote=GMV]Logisteric
to find some of the mercs of the team that was sent in before and them being i.e. Bubba, Gumpy and Numb? Than you also can get those guys back,.



Scorp wrote in the German forums about a micromod to bring 'em back. He may do it when he has time

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260289] Sun, 22 August 2010 17:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Concerning skills and traits:

Dr.Q yes, I wanted to make him Martial Arts, Paramedic and Night Ops in the first place. This does however not work, as STOMP allows for 3 skills and these are effectively 4 skills.

Martial Arts always takes up 2 picks and I really think that he should have that. Martial Arts + Paramedic is not possible either (as those are 3 major skill picks, but only 2 are possible...).

I think him not having the Paramedic skill isn't such a big deal. You get a good night ops martial arts guy that has a decent medical skill and high wisdom. Think for the average field doctoring this is okay.


But the skill limitations are indeed a small nuissance, for example I really think that some Mercs need to have more skill picks (Gus for example should be Squadleader, Bombardier and maybe get a minor skill as well... this of course would mean 4+ skill picks... or even worse Scully: Machinegunner (2 picks), Squadleader (2 picks), Melee (1 pick), Athletic (1 pick)... at least 6 picks...)

Also for character traits: you can only choose one for each merc. Some guy like Thor (which got the pacifist trait mainly because his German speechfile when he spots an enemy: "Wie schade, wir m

[Updated on: Sun, 22 August 2010 17:53] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260299] Sun, 22 August 2010 19:48 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Atm adding Ultima Ratio Hecate II:

http://img823.imageshack.us/img823/3028/hecateur.gif


Quote:
I have JA2+SCI_SVN1228_MPSVN3610_WF606_AIMNASv5 FULL FILE.7z and I can not to add Bipod Heavy.


The bipod problem reported earlier might be related to the fact that I added general CTH penalty but prone bonus to LMGs. Quite possible, that the Bipod bonus doesn't stack up anymore. Dunno...

Also Heavy bipod is restricted to very few guns (some MGs and anti-material rifles).

But it is quite possible, that I screwed up the attachmentslot assign there... I'll have a look later on.

Yeah, I screwed up. Had forgotten to add the heavy bipod to the attachmentslot.

Fixed.


Quote:


>>>>>>>>>>>>>>>>>>>>>
========== Sun Aug 22 13:56:29 2010 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 12
Location : vfs::COpenReadFile::COpenReadFile

file "SOUNDS\CROUCH TO PRONE.wav" does not exist
<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Sun Aug 22 13:55:54 2010 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 12
Location : vfs::COpenReadFile::COpenReadFile

file "SOUNDS\CROUCH TO STAND.wav" does not exist
<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>>>>>>>>>>>>>
========== Sun Aug 22 13:56:07 2010 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 12
Location : vfs::COpenReadFile::COpenReadFile

file "TableData\Map\A9_0_ExtraItems.xml_Experienced" does not exist
<<<<<<<<<<<<<<<<<<<<<


Think the .wav files missing could be related to some broken sound slf archive you might have.

The other one, no idea...

[Updated on: Sun, 22 August 2010 20:10] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260304] Sun, 22 August 2010 21:32 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
What about riot guns , rubber bullets /shotties for that Urban experience ?

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260306] Sun, 22 August 2010 21:36 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
http://www.spiegel.de/images/image-122026-galleryV9-wkkv.jpg

for fidel?

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260307] Sun, 22 August 2010 21:36 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
lockie
What about riot guns


.50 twin mgs?

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260308] Sun, 22 August 2010 21:37 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Now if Diedranna was armed with this , wouldn't shooting her be more desirable ?

Worth mebbe $40000 arulco dollars Very Happy

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260309] Sun, 22 August 2010 21:44 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
she needs different ones (according to her outfit)

http://www.spiegel.de/images/image-122014-galleryV9-tond.jpg

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260310] Sun, 22 August 2010 21:50 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Elliot should have the middle one , to go with his outfit !

[Updated on: Sun, 22 August 2010 21:51] by Moderator

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260311] Sun, 22 August 2010 21:52 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
nope, elliot gets a pistol

http://www.spiegel.de/images/image-122023-galleryV9-xpyr.jpg

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260312] Sun, 22 August 2010 21:53 Go to previous messageGo to next message
lockie is currently offline lockie

 
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Oooooh , shiny :roulette:

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260313] Sun, 22 August 2010 22:04 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
i wanted him to give fox two of them - worth bending over for - he declined

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260314] Sun, 22 August 2010 22:19 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
Let me start the reply with the fact I found a new item problem:
the SAS gasmask. It is supposed to give you a better night vision in addition to being a gasmask.
However, the game prompts me to 'check my goggles' which it normally does for having sunglasses on in the dark.
Having no with it, I looked at the SAS gas mask, and indeed taking that off ends the message.
I also tested it, but it seems to give me no bonus to night vision as I see a guy just as quick with it as without at night (So no hinderance either). I reckon you need to give that a small look.
Hm, I just installed normally, guess I never had those sounds than. Perhaps someone willing to give them to me than I will just manually add them.

smeagol
Concerning skills and traits:
Dr.Q


As said I could understand the idea, with STOMP though having 60 medical skill still means for a very slow bandager and poor doctor due to the now in-build penalties. Still, one has to choose and night-ops also stands in his file.


smeagol

But the skill limitations are indeed a small nuissance, for example I really think that some Mercs need to have more skill picks (Gus for example should be Squadleader, Bombardier and maybe get a minor skill as well... this of course would mean 4+ skill picks... or even worse Scully: Machinegunner (2 picks), Squadleader (2 picks), Melee (1 pick), Athletic (1 pick)... at least 6 picks...)


For some it might indeed be valid, but than again than game balance would go cry in the corner.
p.s. I never saw Scully as a deputy or squadleader. He is a decent guy, but not like Vilde or Raider in which it stands in the profile, but don't worry choices have to be made indeed.

Personally from the 'old point' of view I would have found it more logical if i.e. Trevor would have gone to MERC instead of Scope. She was already there in JA:Deadly Games.

smeagol
Also for character traits: you can only choose one for each merc. Some guy like Thor (which got the pacifist trait mainly because his German speechfile when he spots an enemy: "Wie schade, wir m

[Updated on: Sun, 22 August 2010 22:22] by Moderator

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260320] Sun, 22 August 2010 22:43 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Thanks for your view on merc skills.

As I said, some of the skills and traits I gave the mercs are up for debate.

1.) Barry being Pacifist fits even better I guess.

4.) Grizzly dauntless.... hmmm.... yeahy could work.

6.) Trevor could also be intellectual. Dunno...

15.) Fox show-off, definately a possibility (and she is in fact not very popular with the other ladies... so yeah, I change that)

16.) Sidney... don't think I want yet another marksman. Hunter is rather rare (and in fact I have 0 rangers...).

22.) Brain: hmmmmmm...... hmmm....... meh. Really don't want to give him H.W.

Larry: Yeah, maybe I add demolist. I'd like some more opinions on this.


Dr. Q and Thor: right, no more discussions about those two. If you want them changed, change them.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260325] Sun, 22 August 2010 23:36 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
The wooden foregrip is attachable to M1 Carbine but does not alter any stats.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260326] Sun, 22 August 2010 23:49 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Thanks for reporting.

Fixed it. I added a small CTH bonus and a draw cost bonus.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260328] Mon, 23 August 2010 00:20 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
GMV
Let me start the reply with the fact I found a new item problem:
the SAS gasmask. It is supposed to give you a better night vision in addition to being a gasmask.
However, the game prompts me to 'check my goggles' which it normally does for having sunglasses on in the dark.
Having no with it, I looked at the SAS gas mask, and indeed taking that off ends the message.
I also tested it, but it seems to give me no bonus to night vision as I see a guy just as quick with it as without at night (So no hinderance either). I reckon you need to give that a small look.


I think I can explain that. So far there were only items which gave a bonus to either day vision OR night vision but not both.

The SAS gas mask gives:
20
-10
10

It has a penalty for day vision but a bonus to bright light vision? Doesn't make sense to me. I guess it's missing a minus sign in front of the 10.

The point is that the goggle check is done for "brightlightvisionrangebonus" and "nightvisionrangebonus". If you run around in the dark with goggles which provide a "brightlightvisionrangebonus" > 0 you will get the goggle warning. The same is true for "nightvisionrangebonus" > 0 on a sunny day.

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260329] Mon, 23 August 2010 00:28 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
smeagol
Thanks for your view on merc skills.
1.) Barry being Pacifist fits even better I guess.
6.) Trevor could also be intellectual. Dunno...


Your welcome, hope you don't think of me as a pain in the arse (and rather an okay discussion person Razz )

If Barry goes pacifist it might be nice indeed to put Trevor on Intellectual, as Spider is the only other Intellectual (if you do not even change her to pacifist as I did, but that is personal preference).

P.s. Just noticed when I rechecked that a hunter/ranger also gets a bonus to rifles next to shotguns. If that also includes sniper rifles (which I assume) it may be not a bad idea to make Shadow a Ranger instead of a hunter - his 'marksman' ability (because he indeed does need a sniper rifle trait) is covered a bit, and than you at least have one ranger. Though as said, the current ways is also very logical.


Oh, and it seems the penalty of the 'aggresive' trait is very large in game - or I am missing something which could be the case of course Wink . This example in game just happened:
My female IMP mercenary: Technician, Aggressive, level 3, mechnical skill 86, using utility knife - could not get the door open
Nails: Technician, Neutral, level 4, mechnical skill 63, using lockpick tools - opened the door.

Now I was wondering does level have any influence on this, and/or has the utitlity knife also a penalty that the aggressive and utility knife together have a greater penalty than the 23 mechnical skill points my IMP mercenary is ahead? If both does not apply, than aggressive must add quiet the penalty for this to happen...

Edit: Oh, thanks Silversurfer that explains it than. I thought the two bonusses odd, but hey. Funny it looks at bright light and not the 'normal' day bonus. In which file is this code at? Than I will alter it myself Smile

[Updated on: Mon, 23 August 2010 00:34] by Moderator

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260330] Mon, 23 August 2010 00:29 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Hello hello, It's nice playing Ja2 for a while, this rocks!

Few things:

1) Can't put a shotgun choke to USAS-12.
2) I cannot use foregrip and M203PI together on M4A1. But if I put first the M203 and then foregrip, then I can use both at the same time. Should it be this way?
3) I am using Grace as one of my mercenaries and she's cool. However when I apply camouflage on her and I have the new camo faces feature on, the french guy appears in the portrait with camo on. The one which Grace replaced.
4) Also one of the stocks has a weird description text, it says "it will make you harder times hittin on things, but it will let you raise weapon much faster"

5) I've gained a lot of experience, some my IMP merc which was lvl 1 is now level 5 and we're still drassen defending it. I've got it from quests (talking to priest), which is nice. But also from battle etc. I have the
; Experience
LEVEL_SUBPOINTS_TO_IMPROVE = 350

and the exp from questin value 150.

Is there something wrong?

I am using the Single-Click installer thingy (thank you very very much Tais) and I have overwrited the latest AIMNAS V5 over it.

[Updated on: Mon, 23 August 2010 02:06] by Moderator

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260332] Mon, 23 August 2010 00:53 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
I don't know if it's intentional but 7,62x54R Mag 5 has the same big graphics as 7,62x51 Mag 5. Earlier was different.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260337] Mon, 23 August 2010 01:42 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
K0ukku
Hello hello, It's nice playing Ja2 for a while, this rocks!
3) I am using Grace as one of my mercenaries and she's cool. However when I apply camouflage on her and I have the new camo faces feature on, the french guy appears in the portrait with camo on. The one which Grace replaced.

that one is simple... there are no camo faces for wf mercs.. so keep it disabled or end up with a drag queen

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260338] Mon, 23 August 2010 01:47 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Does the jumping from windows to a house or whatever works? I tried shift + J but nothin, one time it some kind of jumped near the window but not thru the window.

[Updated on: Mon, 23 August 2010 02:07] by Moderator

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260341] Mon, 23 August 2010 02:54 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
GMV

Edit: Oh, thanks Silversurfer that explains it than. I thought the two bonusses odd, but hey. Funny it looks at bright light and not the 'normal' day bonus. In which file is this code at? Than I will alter it myself Smile


Look into "Items.xml". It's item 1746.

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260342] Mon, 23 August 2010 04:21 Go to previous messageGo to next message
cdudau
K0ukku
Does the jumping from windows to a house or whatever works? I tried shift + J but nothin, one time it some kind of jumped near the window but not thru the window.
It should work you don't even have to be facing the window, just in a tile next to it. I have only achieved this in the beta testing exe though and am not sure which mods include this feature.

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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260344] Mon, 23 August 2010 08:07 Go to previous messageGo to next message
Lord Leperman is currently offline Lord Leperman

 
Messages:31
Registered:February 2006
K0ukku
Does the jumping from windows to a house or whatever works? I tried shift + J but nothin, one time it some kind of jumped near the window but not thru the window.


You have to leave 1 space in between the point of jumping and where you're going to land. Imagine there's an obstacle in between the merc and his landing destination. You can jump from inside-out adjacent to the window, but if jumping from the outside in you have to leave one space in between before you activate SHIFT + J. You have to be facing the direction of the window as well in order for it to work.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260347] Mon, 23 August 2010 10:29 Go to previous messageGo to previous message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
silversurfer
GMV

Edit: Oh, thanks Silversurfer that explains it than. I thought the two bonusses odd, but hey. Funny it looks at bright light and not the 'normal' day bonus. In which file is this code at? Than I will alter it myself Smile


Look into "Items.xml". It's item 1746.


Thanks! I will try this later in the day (when I am not at work). However, this does fix the 'check your goggles message', but is the fact that I do not seem to get a bonus for my vision range (as explained in previous post) linked to the fact the mask is heavily damaged?

Any ideas by the way for my question concerning the aggresive trait?

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Corporal
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