Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » WW II Mod
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Re: WW II mod[message #274210]
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Tue, 22 February 2011 17:19 
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Buns |
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Messages:656
Registered:September 2010 |
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breversaTerrific work, Bun's ! 
Are you gonna modify the maps to get rid of post-WW2 items, such as TVs, fridges, etc. ? Items yes, but not furniture like fridges or tables with computers on it. I have so far finished everything up to row E (that is everything north of Cambria), as well as Cambria and Alma city sectors, now doing the countryside around them.
Because the enemy is using a certain set of weapons, and no longer is dropping everything that is implemented, I am using the random weapon caches to implement some more weapons. The one south of Drassen has French weapons, the one near Cambria British weapons, the one near Alma Russian weapons, the one between Grumm and Cambria will have German weapon, and the one west of Balima US weapons.
The arsenal in Alma itself has weapons the enemy is using anyways. So you can find enough weapons in new condition to arm an entire army with, but that's the stuff the enemy is dropping anyways.
While I am at it changing all items on the maps, I am also changing the way items are distributed in the way that I am placing much more items than can be found on the normal WF maps, but most of it has 50% chance of appearance. This means the findings will be different everytime you enter the map in a new campaign. For example, a drawer might hold an empty pistol, three magazines for it, a holster and a weapon cleaning kit. But with all these items at 50% you will only find some of these items when you open the drawer - and that will most likely differ from campaign to campaign.
Quote:What about Skyrider, too ?
For now, flying will still be in helicopters. Storywise the mercs should come to Arulco in gliders:
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First Sergeant
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Re: WW II mod[message #274881]
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Wed, 02 March 2011 14:34 
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Buns |
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Messages:656
Registered:September 2010 |
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Revising maps is completed. While I was at it I - as usual - changed some other stuff too:
Achtung! Panzer!
I have changed the way the Arulcan army deploys tanks. In JA all tanks were entrenched in and around Meduna (a typical Russian thing to dig in tanks, BTW). I have removed the tanks from most urban sectors and in return placed them out in the open.
Tanks now can appear in every sector (save for the very north) that would be suitable for tanks. This is mostly in sectors with roads, but also open fields, desert and the like; but not in high grass because the tank more or less disappears in the grass, much like a couched soldier.
Overall I have placed more tanks than had been before, but none of those has a priority tag, means an enemy force in one of said sectors might or might not be supported by a tank. In general I would expect to actually come across lesser tanks in a campaign, but when and where this will happen is unpredictable.
Patrols
I am somewhat missing roving patrols in WF. While checking the respective file I found a couple of them defined that I definitly never came across in all my games. Can be that many of their routes go through former wilderness sectors that are now part of cities and that way they become part of the local garrision (or aren't placed at all)? Can be that some routes are to long? I don't know.
I have completly redone the entire file and placed a couple of them (more than 30) trying to have as good as every sector (save for San Mona and Kingpin's farms) being visited by at least one enemy patrol. Major roads have a couple of patrols with overlapping routes. I hope that everything went fine, and not that there is another problem why the patrols tend to disappear after some days. The idea is that fightings are not always limited to the same few city sectors.
Garrisons
I have reworked all perament garrisons in game. I have removed some and added some mostly inspired by the maps itselfs. Means sectors that somehow look like military checkpoints now do have permanent garrison, while simple farms have theirs removed (save for two exceptions). Most of these are now around Grumm and on the road between Estoni and Balime. I have also removed the "rice rats" in the swamps around Orta and placed a patrol instead.
I have also reworked the garrisons in cities and facilities by reducing the ammount of elites and raising the ammount of admins. In most occasions in combat it doesn't matter whether an enemy is a blackshirt or an admin, but killing blackshirts gives your mercs more experience and better equipment. Having lesser of them - outside Meduna - should somewhat reduce the speed of progress for the mercs.
In general, living quarters are patroled by admins, all kind of facilities (including mines and SAMs) are guarded by troops, and there always is a small team of blackshirts in sectors with an ACA builidng (consider it the local SWAT, or may be the queen's secret police). Military checkpoints outside cities are always guarded by troops. The composition of patrols and assualt forces cannot be defined (or at least I didn't found where).
I didn't count whether I had placed more or less garrison forces than there had been before, but I have tried to make a serious difference between sectors of lesser importance, such as pure living quarters, and sectors of high importance, such as mines. Military facilities always have a full 32 troops, and Meduna has a full 32 balckshirts in every sector (the regiment of guards is garrisoned there).
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Now doing: testing & refining (mostly stuff with the new calibers).
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First Sergeant
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Re: WW II mod[message #274985]
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Thu, 03 March 2011 16:54 
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Buns |
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Messages:656
Registered:September 2010 |
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And here we go!
WWII Weapon Mod [color:#CC0000]BETA[/color]
New Version 0.2
I had finished this a bit earlyer than I thought. It still is BETA, means there still is some stuff to do and I hadn't visited every sector and looked into every crate. But I have tested it postivily insofar that it is full playable.
Overview
This is a weapon-, item-, map-, and n'stuff-mod based on Wildfire AIMNAS 6.06. It changes the weapons used ingame into WWII (and before) weapons. It also changes the way gun progression works, the weapons found on the maps, the inventory of dealers, and the starting gear of mercs and R/NPCs. Additionally it changes the way enemy soldiers and tanks are deployed, as well as their default-behaviour. It partly changes the behaviour of mercs and RPCs too.
New Weapons & Items
I have added many weapons that would be accurate for the periode in question (thanks @MissingName who contributed a lot of excellent graphics). There now is at least one MG for each rifle caliber. I have also added a couple of new calibers, such as .303, 7.65x22, 6.5x50 and the like.
To make the new weapons fitting each other in stats I have used some new formulas to calculate weapon stats. The existing weapons had been restated according to those formulas as well, while trying to overall keep it within the numbers used by 1.13. This means also the old weapons now have new stats too.
I also have added some new non-weapon items. There are now a couple of different steel helmets from the periode, as well differently colored uniforms. These items all give different boni in armour and coverage (helmets) and camo (uniforms). The existing woodland- and desert-camo-uniforms now are special items with much higher camo-values.
To make LBE fitting the timespawn I have completly reworked the belts: they now have more or different pockets, and they are worn on the "vest"-slot. Belts also don't have a camo-value of their own, what actually is better for the merc because in this case the full camo-value of the shirt applies.
Another new item is the "weapon cleaning kit". It replaces the locksmith kit and works like a tool kit, with the advantage that it doesn't weight much and that you can carry it in a small pocket.
Enemy Gun- and Item-choices
The enemy selection of weapons and other stuff now is set up to represent a true army. This means they have a very limited selection of different weapons and only use/drop certain LBEs, uniforms, and helmets. While it still is a hypothetical army of a fictional state somewhere in South America, I have tried to give them weapons that would be reasonable for its region and periode, such as Spanish pistols, Argentinian rifles, Czech SMGs and the like.
There also is no gun-progression. The enemy always has access to pistols, SMGs, rifles and LMGs, even though the models do change from region to region. Item-progression in return works as usual, means the enemies in Omerta have no scopes while those in the south do spam them. On the other hand, there aren't so many scopes or other high-tech stuff, compared to 1.13 AIMNAS.
Enemy deployment
Similar to BAG-Pro, (nearly) all enemies had been set to "seek enemy", means they are free to move across the map at will; and (nearly) no enemy has a priority tag, means there hardly is any enemy who will be there everytime you enter that sector.
Additionally is a new system of tank-deployment: Tanks no longer are deployed in and around Meduna, but can appear everywhere on the map; at least wherever the terrain is suitable for tanks. In return, tanks also are no "priority" enemies, means whether or not a tank is present in a certain sector is completly random (and of course tied to the total number of enemies in that sector).
I have also redone all patrols and garrisons. In general I have seriously reduced the ammount of blackshirts (compared to WF where elites became the norm) and raised the ammount of admins in sectors of lesser importance. Both changes are very recent and I cannot say whether or not they improve overall balance.
Findings
Items found on the map now should fit what can be expected: enemy military installations hold the stuff the enemy army is using itself, civil houses only provide little items of military use, and so on. In general I have placed much more items on the maps than had been WF (be sure to check the yellow packages with the hand-cursor!), but most of it has a 50% chance of appearance, means whatever you find mostly is by chance, and hardly the same in two games.
The secret weapon caches (the random barracks all across the map) in return hold weapons that are mostly not used by the enemy. There is one with French weapons, one with British weapons, one Russian, one German and one US crate. In case you wish to have a true "tons of guns" experience you should set them to "all" when starting a new campaign - even though the game is more interesting when setting it to "random".
Dealers
Bobby Ray and Tony no longer have every weapon in game, while BR still has all ammo (7.92x33mm has a higher coolness, so he won't have it on game-start). In return the local dealers, including the bartenders, are dealing in weapons. Each of those dealers is specialized in weapons from a certain region. For example, Tony is selling Russian and other eastern weapons, Franz German weapons, Devin British stuff and so on. There are also some, like Keith, who rather sell LBE, kits and the like and only have revolvers and hunting rifles for sale.
NB: Most of them don't buy stuff, so make sure you have "sell ALT+LMB" activated.
Other Goodies
Miguel and Carlos now can be recruited when landing in Omerta. Of course, "you can recruit them" doesn't mean you have to.
I have removed some "hated" tags from the mercs' profiles: it now is possible to hire all-Russian, all-German, all-girl, and all-MERC teams. I would have liked to add some "hated" relationships in return, but cannot because of the missing sound-files. (and yes, a future version of this mod will see the glorious return of Mrs Sonderguard... 
There is a folder "Russian IMPs", these hold six Russian IMPs I had made for my last test run. If you wish to add them to your team, place their files into the folder that holds the files of your IMPs. The callsigns are Vasily, Fyodor, Roza, Sido, Tanya, and Milla - with Igor, Ivan and Monk that should for a Communist take-over in Arulco....
Do not use these IMPs with any other IMPs you had made (because of the soundfiles)!
Installation
...is as simple as it can be: download this file
http://www.gamefront.com/files/20128654/WWII_Beta02.rar
and extract it into the data-folder that holds the data of WF AIMNAS (backup your files before!).
If you already have the previous version installed you can use this update file instead. It only contains the files changed since then:
http://www.gamefront.com/files/20128681/Update+WWII_0-02.rar
If you have WF v13 or higher running (a version with all old mercs and the WF mercs additionally) you need the MercStartingGear.XML from this download:
http://www.gamefront.com/files/20139653/WFv15.rar
It also has an optional changed SoundProfiles and MercProfiles. For more information check this post:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=276143#Post276143
[color:#FF6600]Quick Fix for v13 or higher:[/color]
Drop this file into your folder tabledate, otherwise you don't have the Jeep and the El Dorado (requires starting a new campaign to take effect):
http://www.gamefront.com/files/20152135/MercProfiles.xml
Known issues
- All new texts are only implemented for the English version of WF. When you play another version you will either have empty description boxes or the description text of the original item.
- All ammo is set to either be ball (grey) or FMJ (red); tracers for MGs is planned for later. I think I have removed all other special ammo, such as HP, Glaser, Match etc. So, when you find any of these, it is not meant to be there. You better do not load it into weapons that use new magazines. For example, in 1.13 there only had been 5er mags 7.92; now we also have 10er, 20er, 30er and 200er mags 7.92mm - but only in FMJ, not in HP. This does not apply to shotgun ammunition.
(NB: Ball ammo .30 Car has a white stripe on the 15er magazine, but it is ball, not match).
- The SIG MP 41/44 still uses it old stats. I had originally planned to remove it but later decided to keep it.
- You are not able to attach a bipod to some carbine rifles, but you can attach it to some SMGs. This is no bug, it is meant to be that way.
Bug Hunting
Please report all problems you come across in this thread. This also applies to items you find that shouldn't be there, such as NVGs, kevlar helmets, breaklights etc.
[Updated on: Wed, 23 March 2011 13:44] by Moderator Report message to a moderator
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First Sergeant
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Re: WW II mod[message #275147]
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Sat, 05 March 2011 18:06 
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breversa |
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Messages:104
Registered:November 2010 |
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First feedback ! 
Dropped in Omerta with Ivan, Luc, Static, Grizzly and MD, played careless and nearly got Grizzly killed and Ivan badly wounded, but found a Mondragon rifle on the first ennemy I killed ! 
Stuff I noticed :
- The MAC 1924/29 is still labelled "MACM. 1924/29" (same goes for its magazine's description)
- It has no sound for single-shot
- 7.65x53mm Mag, 5 inventory icon is a bit too tall, it sticks out of the bottom of its space
- The weapons and equipment in the rebel hideout in Omerta still offer a .38 S&W Chiefs Special and a Type 85 SMG (made in the late 80s, apparently), both of which still accept attachments like lasers and reflex sights. The .38 revolver, while the worst weapon of JA2, is now much better than the Webley .38 that MD starts with (and smaller too !). Ira starts with one too.
- In A10 Omerta, I cannot open one bedside cabinet in the the house in the south-western corner. The empty-looking square before it cannot be walked on.
- I like how the rebels start with pistols... and some of the best camo uniforms in the game (from what I understand) ! 
- Combining an non-empty officer belt and a hunter vest makes an *empty* hunter vest + belt.
[Updated on: Sat, 05 March 2011 19:15] by Moderator Report message to a moderator
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Sergeant
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Re: WW II mod[message #275176]
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Sun, 06 March 2011 02:58 
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breversa |
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Messages:104
Registered:November 2010 |
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More stuff :
- In B9, I found a kevlar helmet, stun grenades, and a sawed-off shotgun that can accept modern attachements (while I found in the same sector an M1 carbine that can only accept WW2 attachments).
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Sergeant
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Re: WW II mod[message #275179]
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Sun, 06 March 2011 03:58 
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breversa |
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Messages:104
Registered:November 2010 |
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- The 7.92x57mm belt description says "*No* the party can start". It should read "NOW the party can start".
- In C9 I found some 9x18mm magazine, but that caliber was developped in 1951, according to Wikipedia, and a walkman, which should of course not appear until the 1960s...
- The "OffiZers belt" should be called "OfficEr belt"
- Grunty starts with a so-called "StuG 44" rifle (as kit 5), while it should read "StG 44".
"StuG" does exist, but it designates some kind of armored assault cannon.
- Scully's kit 2 and 3 have different cost, yet same equipment.
- If Danny is ambidextrous (is he still in 1.13 ?), why doesn't he have a choice of dual handguns like the other ambidextrous mercs ?
- Meltdown and Fox have a choice of hi-cap M1911s. As said earlier, these did not exist before the 1980s.
[Updated on: Sun, 06 March 2011 05:33] by Moderator Report message to a moderator
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Sergeant
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Re: WW II mod[message #275197]
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Sun, 06 March 2011 14:38 
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Buns |
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Messages:656
Registered:September 2010 |
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breversa- The MAC 1924/29 is still labelled "MACM. 1924/29" (same goes for its magazine's description)
- It has no sound for single-shot hm? It uses (should use) the sound of the AK-74. I'll check.
Quote:- 7.65x53mm Mag, 5 inventory icon is a bit too tall, it sticks out of the bottom of its space Yes, that was a last-minute change from the old 5er 7.62 NATO. Unfortuantly I later have seen that it does not fit 100% into the mag pouches.
Quote:- The weapons and equipment in the rebel hideout in Omerta still offer a .38 S&W Chiefs Special and a Type 85 SMG (made in the late 80s, apparently), both of which still accept attachments like lasers and reflex sights. The .38 revolver, while the worst weapon of JA2, is now much better than the Webley .38 that MD starts with (and smaller too !). Ira starts with one too. A Type 85 and a .38er? That shouldn't be the case. What else do you find there? The western row of cupboards should hold masses of uniforms, helmets, backpacks and the like, the southern one ammo in boxes, and the northern one (where Miguel comes from) rifles (1891er, 1909er, possibly a Bergman MP and stuff like that, but all 50% appearance possibility). Are you sure you had installed the maps in the right place? (NB: when you have other maps in your profile-folder the game will read from that map folder, regardless of the ones you have in the 1.13 or WF folder)
Yes, the .38er still is in game (more or less as a stand-in), and yes, the Webley is an extremly poor weapon for anything save for emergency shots over maximum five tiles. I think I need to pimp it up a bit.
Quote:- In A10 Omerta, I cannot open one bedside cabinet in the the house in the south-western corner. The empty-looking square before it cannot be walked on. Yes, that's a bit strange; nothing I have implemented, but there is a guy standing besides the bed. You cannot see him when the door is open (JA bug: people become invisible standing behind furniture). When you close the door from inside the room you can see him, swap positions and get to the drawer.
Quote:- I like how the rebels start with pistols... and some of the best camo uniforms in the game (from what I understand) !  Yes, their uniforms are a left-over from BAG-Pro where the woodland camo uniform was default. I had decided to keep it because the rebels should be somewhat in guerilla warfare. They only have pistols because they lose two-handed weapons during the sequence with Miguel appearing. Therefore you better don't throw away the weapons you had looted in A9 until you see what the rebs need.
Quote:- Combining an non-empty officer belt and a hunter vest makes an *empty* hunter vest + belt.  Oh yes: you should always empty LBE (all in 1.13) that you are going to combine because you will often lose stuff in it during combining.
breversa- In B9, I found a kevlar helmet, stun grenades, and a sawed-off shotgun that can accept modern attachements (while I found in the same sector an M1 carbine that can only accept WW2 attachments). Kevlar and stun? Yes, it looks like there is something wrong with your install. Do you find canteens at 100% in nearly every sink? If not you are on the wrong maps.
Concerning the shotgun: yes it still can take modern attachments - but you won't find any of them. I'll have to clean that up (and the 38er and the Ithaca).
breversa- The 7.92x57mm belt description says "*No* the party can start". It should read "NOW the party can start". Noted.
Quote:- In C9 I found some 9x18mm magazine, but that caliber was developped in 1951, according to Wikipedia, and a walkman, which should of course not appear until the 1960s... 9x18 has become 9x17, but I think I had not changed its ingame designation. Noted.
Quote:- The "OffiZers belt" should be called "OfficEr belt" noted.
Quote:- Grunty starts with a so-called "StuG 44" rifle (as kit 5), while it should read "StG 44".
"StuG" does exist, but it designates some kind of armored assault cannon. Yes, that's correct StG is short for "Strumgewehr", StuG is short for "Sturmgesch
[Updated on: Sun, 06 March 2011 14:53] by Moderator Report message to a moderator
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First Sergeant
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Re: WW II mod[message #275212]
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Sun, 06 March 2011 16:59 
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breversa |
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Messages:104
Registered:November 2010 |
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Buns(NB: when you have other maps in your profile-folder the game will read from that map folder, regardless of the ones you have in the 1.13 or WF folder)
Ah, that must be it.
I actually only dumped your files over an existing JA2 WF 1.13 + BagPro install... Well, guess I'd better make a clean install and start over...
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Sergeant
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Re: WW II mod[message #275238]
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Mon, 07 March 2011 12:01 
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Buns |
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Messages:656
Registered:September 2010 |
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BadbruMaddog comes with a fair ammount of 12guage, and there are boxes of it at Estoni but he had no weapon in his possesion. The shotgun would be in the crate where the boxes are, but it is 50% appearance; means it either is there or he had just sold it for the 20 bucks he holds in hands. Did you check the boxes in the sector adjecting north to Estoni? There should be some fine(r) toys for him (an autoweapons guys).
breversaWell, guess I'd better make a clean install and start over... That's not needed: renaming the map-folder in "Profiles" into something like MyMaps, so that the game won't find it when launching the game, should do the trick.
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Conversion Kits implemented that might be a help supply-wise:
7.92 Mauser
Can convert FN D, Madsen, Arisaka, Mendoza, and BREN into 7.92 Mauser
9x19
Can convert M3A1 and PPSh-41 into 9x19mm; the later can be very interesting because the PPsh certainly is the best SMG in game, but 7.62x25 can be a bit exotical.
.30-06
Can convert FN D, Madsen and Mendoza into .30-06 (the later two weapons aren't yet implemented in .30-06, so ATM it only works for the FN D)
7.65 Mauser, 6.50x50mm, .303, .45, 7.62x25
For backward conversions of the above changed weapons.
The KP m/31 Suomi now feeds correctly from 71er drum magazines.
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First Sergeant
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Re: WW II mod[message #275268]
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Mon, 07 March 2011 20:34 
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breversa |
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Messages:104
Registered:November 2010 |
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Buns,
Do you about Chatner's Single-Click Installer for AIMNAS v15 (see http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=274077#Post274077) ? Any chance you could make the next version of your mod work with it ?
It tried nonetheless, but many mercs' faces and voices are all mixed up. There are the additional mercs from Wildfire (Henning, Rudolf, Lucky, etc.), plus the ones from MERC (Larry has the proper face and bio, but no voice). Speck has no voice as well.
For instance, Henning has Bun's face, bio and voice (including the phone hire call), while his stats and equiment are fine.
The other mercs from AIM seem okay, but I did not press much further.
I believe the problem comes from the fact that I'm running JA2 on Linux using WINE, and as you may now, Linux' filesystems (I use ext4) are case sensitive, so that (for instance) "gun606.sti", "GUN606.sti", "gun606.STI" and "GUN606.STI" are four different files. Problem arise when one of your file needs to overwrite another, but it doesn't happen since their names are case-sensitively different, and I end up with two files instead of one... and the bad, non-overwritten, gets used.
It tried to put all my files in uppercase, but it did not solve the problem, as some critical files HAVE to be in lowercase, or else the game will not even start...
EDIT :
After hours to make AIMNAS (without Chatner's SCI) work, the result is exactly the same. What's interesting is that BEFORE I applied your mod, Henning and the others were perfectly fine...
[Updated on: Mon, 07 March 2011 22:06] by Moderator Report message to a moderator
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Sergeant
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