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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260348] Mon, 23 August 2010 12:13 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
Most items that are heavily damaged provide less/no bonus or even a penalty.

Regarding your question about lockpicking:

Lockpicking is based on:

-Wisdom
-Dexterity
-Level
-Mechanical skill
-status of locksmith kit
-fatigue
-and finally penalties for disabilities or not having any tech trait

So you have to look at all of those points above in order to compare two mercs.

"Aggressive" gives a penalty of 10 points so if both mercs would have a base chance of 90 percent to pick the lock the aggressive merc would only have 80 percent.

10 points is not such a big deal. Even my aggressive machine gunner without any tech trait was able to pick some locks with his 40 points in mechanics. He needs a lot of tries but eventually he succeeds. Very Happy

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260356] Mon, 23 August 2010 12:38 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
Is there any difference between locksmith kit and Swiss knife in lockpickping?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260357] Mon, 23 August 2010 12:41 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
nope
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260360] Mon, 23 August 2010 13:19 Go to previous messageGo to next message
GMV

 
Messages:89
Registered:August 2010
Location: The Netherlands
silversurfer
Most items that are heavily damaged provide less/no bonus or even a penalty.

Regarding your question about lockpicking:

Lockpicking is based on:

-Wisdom
-Dexterity
-Level
-Mechanical skill
-status of locksmith kit
-fatigue
-and finally penalties for disabilities or not having any tech trait

So you have to look at all of those points above in order to compare two mercs.

"Aggressive" gives a penalty of 10 points so if both mercs would have a base chance of 90 percent to pick the lock the aggressive merc would only have 80 percent.

10 points is not such a big deal. Even my aggressive machine gunner without any tech trait was able to pick some locks with his 40 points in mechanics. He needs a lot of tries but eventually he succeeds. Very Happy


Your a great source of info, thanks a million!
Than it would be Nails vs. Hardrock
Wisdom 79 vs. 72
Dex 88 vs. 64
Level 4 vs. 3
Mech 63 vs. 86
Lock 100% vs. 86%
Fatigue equal
Both technician
Neutral vs. Aggressive

So indeed Nails in than a bit better than, thanks.
And that is quiet the feat with 40 mec and aggressive machine gunner. I thought it was impossible to open something actually when your merc complains that he is unable to do so... I would have assumed that you heard that sentance quiet often than.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260364] Mon, 23 August 2010 13:46 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
My favourite lockpick guys in AIM are mister 12 gauge, senior shovel and madame tnt.

[Updated on: Mon, 23 August 2010 13:46] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260365] Mon, 23 August 2010 14:15 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
TNT is only my favorite when I suspect enemies inside a building and want to create a "side entrance". When the battle is over I can refrain from blowing everything up. Wink


GMV

And that is quiet the feat with 40 mec and aggressive machine gunner. I thought it was impossible to open something actually when your merc complains that he is unable to do so... I would have assumed that you heard that sentance quiet often than.


My Gunny swears a lot but there is a difference between "Damn!" and "Forget it - I'll never open this!". The last quote means that he will never be able to pick the lock.
It was in Chizena A2 where he opened the bungalows. Must be easy locks. Smile

edit: Btw. Gunny is level 7 with 86 Dex and 93 Wis. He is not only an aggressive machine gunner, he is also a smart one. Wink

[Updated on: Mon, 23 August 2010 14:17] by Moderator


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260367] Mon, 23 August 2010 15:01 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Actually added two more AKs... yeah I know...

AK-101 and AK-74M are now also in AIM-NAS.

Upped price and coolness level, reduced recoil a bit on the AK-107 and AK-108 (due to this synchronized dual gas piston those two are supposed to have reduced recoil). Of course they also will be a little bit harder to repair (for AK standards...).


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260373] Mon, 23 August 2010 17:51 Go to previous messageGo to next message
orko_oskar

 
Messages:77
Registered:April 2007
Location: Sweden
One thing I
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260378] Mon, 23 August 2010 19:49 Go to previous messageGo to next message
GMV

 
Messages:89
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.


Wanted to let you know that this is not a mistake according to the description:

This British Gas Mask has night vision capable lenses, which, although restricting the field of view, are also quite practical to protect the eyes from bright lights. It can't be combined with sun goggles or night vision goggles.

Guess it would be nicer if the code checked for dayvisionrangebonus > 0 instead of bright light, but I should not be complaining it only a minor nuisance.

[Updated on: Mon, 23 August 2010 19:50] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260380] Mon, 23 August 2010 19:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Due to reported screw-ups with Night/Day Vision, I changed the SAS and the XM-50 gasmasks accordingly.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260390] Mon, 23 August 2010 22:30 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
AIM-NAS V6 is online.

Changed some Merc stats according to the discussion.

Fixed the Tank of Gas not working combine merge.

Fixed SAS and XM-50 gasmasks.

Added:
- Ranger Body Armour
- Lightweight Body Armour (similiar to Flak Vest, but without Flak Vest tag -> better vs. bullets, but not as good vs. explosives)

- AK-101
- AK-74M
- AK-9

change to NVGs: all regular NVGs now have added tunnel vision of 20%, however, there are also new NVGs without tunnelvision (NVG I B, NVG II B and NVG III B), a bit more expensive and slightly higher coolness (including brand new pics).

and probably several more minor changes...




[Updated on: Mon, 23 August 2010 22:46] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260392] Mon, 23 August 2010 23:07 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
smeagol
Due to reported screw-ups with Night/Day Vision, I changed the SAS and the XM-50 gasmasks accordingly.


We could have changed the formula... Wink

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260398] Mon, 23 August 2010 23:26 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
silversurfer
smeagol
Due to reported screw-ups with Night/Day Vision, I changed the SAS and the XM-50 gasmasks accordingly.


We could have changed the formula... Wink



Yeah, that might still be necessary in the near future... consider this a temporary workaround. Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260422] Tue, 24 August 2010 02:50 Go to previous messageGo to next message
friedrice
Messages:4
Registered:August 2010
Hey folks! I'm pretty sure I might have goofed it up, but the XML editor seems not to be initializing.
The error message insists that there's a blank string somewhere that's supposed to be a boolean value.

The one-click install for WF+AIMNAS+STOMP should work fine if dropped on top of a clean 1.12 install, or am I getting it wrong?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260424] Tue, 24 August 2010 03:10 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
friedrice
Hey folks! I'm pretty sure I might have goofed it up, but the XML editor seems not to be initializing.
The error message insists that there's a blank string somewhere that's supposed to be a boolean value.

The one-click install for WF+AIMNAS+STOMP should work fine if dropped on top of a clean 1.12 install, or am I getting it wrong?



Which version of the editor?

Might be quite possible, that the editor can't read the mercstartinggear.xml

and you also want to keep a backup of that mercstartinggear file, because, as written before in this thread, the xml editor overwrites the file when you save the game. Tis file has to be modified manually.

You can use a standard mercstartinggear file that of course will not match the gear in game, just make sure that after you viewed what you wanted you copy back the backup file.



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260426] Tue, 24 August 2010 03:13 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
Longer I play - more absolute gun attachment merging seems to me. If combos disables slots, theres no point to merge most of attachments... Smeag, stop adding items and guns coz I'm still tinkering with old goodies and want to finish someday this game and move on Very Happy Oh - and I think theres no need to do detachable stocks for certain guns (most of the rifles, some smgs) Shotguns may have this option, but only "pumpers" and doublebarrels. Crap its 3 AM! o_0. over'n'out Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260429] Tue, 24 August 2010 03:58 Go to previous messageGo to next message
friedrice
Messages:4
Registered:August 2010
smeagol

Which version of the editor?


Both of the supplied editors; neither 0.42 nor 0.43 work. I'll try a standard copy of mercstartinggear.xml

Thanks!
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260432] Tue, 24 August 2010 05:04 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
AIM-NAS V6 has unfortunately the wrong starting gear file. Messed it up when packing the file...

So you want to use the startinggear from V5 or the SCI.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260439] Tue, 24 August 2010 09:45 Go to previous messageGo to next message
Randok

 
Messages:326
Registered:March 2004
I can add Bipod and Heavy. Thanks.
Can you improve one thing? In the shop BR on list Attachments for gun ( for example SN Rifle ) not mentioned Bipod and Heavy.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260440] Tue, 24 August 2010 10:19 Go to previous messageGo to next message
Lord Leperman

 
Messages:31
Registered:February 2006
There seems to be some incompatibility between the HK79 grenade launcher and the Old Aimpoint Projector on older H&K rifles (G3A3, G3KA4, HK33). Which is weird because they should be compatible, unless the HK79 is attached on top of the barrel. Razz

Oh, and thanks Smeagol for the consistent updates on AIM, really long overdue from me considering how much time I've been playing this mod.

[Updated on: Tue, 24 August 2010 10:23] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260442] Tue, 24 August 2010 11:43 Go to previous messageGo to next message
GMV

 
Messages:89
Registered:August 2010
Location: The Netherlands
Well, I am tested in this 1.13_WF_STOMP_AIMNAS version. I am momentarily fighting a battle with 120 (!) enemies (and militia but they are are rookies)... should not have send those flowers at the same day of taking Drassen. Wink

A few things I noticed:

* I still got on the 2nd day an email from MERC. Even though I had one already on the first day.
* Emails from Robert still show as coming from Enrico
* Would indeed change the formula as I suggested for the SAS mask (and apparently another Wink)
* I can't seem to detach the Trigger Group II from Thor's gun that you get with his gear IV (or V, not sure which one anymore) selection. Is that supposed to be?

I will continue with the current one click install version and report on that, if you don't mind smeagol (untill a new one-click comes along of course Wink, but I just fear a messed up install).

[Updated on: Tue, 24 August 2010 13:42] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260450] Tue, 24 August 2010 13:09 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
I think the trigger groups and rod&sptring is supposed to be unchangeable attachments.

I installed V6 and I see no new items in BR. Should them be there right away or what's up? I got the BR selection "Awesome".

[Updated on: Tue, 24 August 2010 13:27] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260451] Tue, 24 August 2010 13:43 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Takes an in-game day for BR to restock his stuff.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260452] Tue, 24 August 2010 13:47 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Cool. Nice to know.

Thanks smeagol for rapid updating, you're awesome!
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260453] Tue, 24 August 2010 13:57 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
GMV
* I still got on the 2nd day an email from MERC. Even though I had one already on the first day.


Yeah, M.E.R.C. isn't supposed to show up on day 1. Hadn't changed that back in the ini. Had to make that to test certain mercs for skills and new items...

GMV
* Emails from Robert still show as coming from Enrico


Think this has been like that since the first release of Wf6.06. Might change that, as I think the e-mail thingy has been externalized...

GMV
* Would indeed change the formula as I suggested for the SAS mask (and apparently another Wink)


Optimal would be to have the SAS gasmask behave as I intended (bonus for nightvison, bonus for brightlight, penalty for regular daytime).

GMV
* I can't seem to detach the Trigger Group II from Thor's gun that you get with his gear IV (or V, not sure which one anymore) selection. Is that supposed to be?


You might have noticed, that the Trigger Group has an A.M. prefix and a mod. in the short text. This indicates, that the item got modified to be inseperable from the gun. That is indeed intended for the trigger groups in starting gear, as it would probably unbalance the game a bit, if you could take the trigger group from Thors measly MP5 and slap it into your great new assault rifle right away.

Trigger Groups got reduced coolness though (and no more Sci-Fi), thus should be available rather early.

As stated somewhere earlier. I wanted to give the guns that have burst fire in 1.13 default trigger groups, but due to the limitation of the XML editor, that was not possible (and doing that manually in the items.xml would be a pain in the ass, because the xml editor just deletes duplicate entries for default attachments on saving. Technically it works to have guns with more than one default attachments, but it is atm just a bit complicated and very tedious to built in, especially because I use the otherwise great XML editor on a very regular basis).

I will continue with the current one click install version and report on that, if you don't mind smeagol (untill a new one-click comes along of course Wink, but I just fear a messed up install). [/quote]


Lord Lepperman
There seems to be some incompatibility between the HK79 grenade launcher and the Old Aimpoint Projector on older H&K rifles (G3A3, G3KA4, HK33). Which is weird because they should be compatible, unless the HK79 is attached on top of the barrel.


Yeah, I know. made this on intend. Otherwise the guns would become a bit too good.
On the other hand I made the aimpoint compatible with certain scopes (which it shouldn't be, as it takes up a lot of space on top of the gun). So think about it like this: you put the laser there where you would put the HK79 (although this doesn't exactly correspond 100% with reality, I think it makes for much better gameplay).

Same is true for the Kobra attachment. That thing, in real life, is too big for you to also fit a scope on the gun. But that would make the Kobra really lame in game. Thus, both can be attached to a gun.
I might change that, though. I could easily make the Kobra a scope similiar to the ITL MARS (without the laser bonus, of course, but with AP reduction and Aiming bonus...). Dunno. So far it worked fine for me the way it currently is.


Randok
I can add Bipod and Heavy. Thanks.


Great.

Randok
Can you improve one thing? In the shop BR on list Attachments for gun ( for example SN Rifle ) not mentioned Bipod and Heavy.


Tooltips in BR inventory are a bit screwed up atm. Not my fault. I'll get on Warmsteels nerves about that so he might be able to track it down.
Also the sector inventory does no longer show you which attachments a gun will take. This seems to be related to the not working tooltips as well (the game probably reads the data from attachments.xml, but that one is pretty much empty atm, as it is no longer necessary with AIM-NAS anyways... and manually adding the attachments back to the guns, only to make them show up in BR tooltips is a real pain... I'd prefer to have WS take a look at this first and see if it can be easily changed so that the game reads the data from the new NAS xmls instead).

[Updated on: Tue, 24 August 2010 14:08] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260455] Tue, 24 August 2010 14:03 Go to previous messageGo to next message
GMV

 
Messages:89
Registered:August 2010
Location: The Netherlands
smeagol

GMV
* Would indeed change the formula as I suggested for the SAS mask (and apparently another Wink)


Optimal would be to have the SAS gasmask behave as I intended (bonus for nightvison, bonus for brightlight, penalty for regular daytime).


Oh, I kept it as it is, and just accepted the message. Wink So, it does work the way it does (well I assume so, I need to get it repaired, but yeah 120 enemies...) and only the formula that checks to give that message should be changed to check for rangevisionduringday instead of rangevisionbrightlight.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260457] Tue, 24 August 2010 14:15 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
Igor Dolvich in one kit has the tokarev bizon but comes with the 9x18 mm mags
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260458] Tue, 24 August 2010 14:18 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Luppolo
Igor Dolvich in one kit has the tokarev bizon but comes with the 9x18 mm mags


Uhm.... stupid alcoholic Russians... I'll change that...



Edit:
Fixed.

Also fixed the big pic for the NVG I B, which looked really weird.



Updated MercStartingGear.xml on my skydrive. (that update requires AIM-NAS V6, as I changed Monks gun in kit one to the Ak-74M, which was added with V6).

[Updated on: Tue, 24 August 2010 14:50] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260465] Tue, 24 August 2010 16:08 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Replaced .30 car AP with ball ammunition (and of course added AP ammunition as new items...).

I'm considering to do the same with standard assault rifle calibres, though that will probably piss of a lot of people...


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260469] Tue, 24 August 2010 18:20 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
somehow "fixed" stocks can be removed, plus DURING COMBAT i could unload a dropped weapon several tiles away from sector inventory an put in merc's (couldn't drop on the ground because i'm not supposed to use sector inv in combat)



wow a dropped mp5 ras (the 40 SW one) had 75/30 bullets

[Updated on: Tue, 24 August 2010 18:25] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260471] Tue, 24 August 2010 18:38 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Luppolo
somehow "fixed" stocks can be removed, plus DURING COMBAT i could unload a dropped weapon several tiles away from sector inventory an put in merc's (couldn't drop on the ground because i'm not supposed to use sector inv in combat)



wow a dropped mp5 ras (the 40 SW one) had 75/30 bullets



If the fixed stocks wouldn't be removable, you couldn't exchange stocks. If you want to let them stick permanently to a gun, use quickglue or duct tape to make them inseperable (yeah, I know not really realistic... but as said like a gazillion times before, I prefer playability over realism any day of the week).

The sector inv thing is probably related to NAS somehow, nothing I can do about.

dropped MP5 ras? uhm... enemies are not supposed to drop them... dunno what's going on there... unless...

you found it in Chitzena harbour from a guy?

[Updated on: Tue, 24 August 2010 18:38] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260475] Tue, 24 August 2010 19:05 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Wouldn't it make sense to swap the graphics between the universal bipod and heavy bipod? The heavy bipod looks a lot like a rail mounted Harris bipod while the old bipod looks more like the kind you find on machine guns.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260485] Tue, 24 August 2010 20:22 Go to previous messageGo to next message
silversurfer

 
Messages:2602
Registered:May 2009
smeagol

Optimal would be to have the SAS gasmask behave as I intended (bonus for nightvison, bonus for brightlight, penalty for regular daytime).


The gas mask works but I will have to change the "BadGoggleCheck" and also "SmartGoggleSwap" to behave correctly.
First I will have to figure out what this bright light, daylight, cave vision, night vision bla blub is all about.

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260486] Tue, 24 August 2010 20:53 Go to previous messageGo to next message
Luppolo

 
Messages:156
Registered:July 2009
smeagol

dropped MP5 ras? uhm... enemies are not supposed to drop them... dunno what's going on there... unless...

you found it in Chitzena harbour from a guy?


yes
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260488] Tue, 24 August 2010 21:03 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Luppolo
smeagol

dropped MP5 ras? uhm... enemies are not supposed to drop them... dunno what's going on there... unless...

you found it in Chitzena harbour from a guy?


yes



yeah, that explains why it has 75 rounds... the item slot was formerly used by the AKMS with Drum-Mag.

The game probably stored the information from the map and thus you have an MP5 RAS with 75 rounds...


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260491] Tue, 24 August 2010 21:08 Go to previous messageGo to next message
Anonymous
Smeagol,

Ever think about adding tools, kind of like in Renegade Republik, that can change stocks and other weapon attatchments?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260492] Tue, 24 August 2010 21:09 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
kinda obsolete now with nas
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260497] Tue, 24 August 2010 21:25 Go to previous messageGo to next message
Anonymous
I mean in order to even add attachments, one has to have a certain tool/tool combination to attach/detach accessories.

When we add a scope to a rifle, we just don't place it on top of a rifle and it sticks. (I understand as of right now it is given that the mercenaries are actually using tools to add accessories to their weapons)

I think this would give the mechanic more use in the field. Make it so some mechanics have average tools in their kit to do basic mechanical stuff. While others, can have more advanced and sophisticated tools to do very hard modifications.


Just a thought.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260500] Tue, 24 August 2010 21:31 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
why a tool? make anyone but a 'mechanic' do harm to those components - it does work with explosives, doesn't it?

btw, it also does work with a lot of other stuff in pre-nas aim - don't know about nas as i did not yet play it
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260508] Tue, 24 August 2010 21:42 Go to previous messageGo to previous message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Those "features" could get old very quick and just be very annoying.

No thanks, micromanagement has already reached a level that I consider quite extreme. Now imagine if for each attachment you would need a.) a special set of tools or b.) a mechanic, because all other people damage the attachments...

yeah, right... playability down the drain...


Edit:
btw this thread grows very fast... it is only a bit older than a month and almost reached the 10 pages limit. Wow...

[Updated on: Tue, 24 August 2010 21:45] by Moderator



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