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WW II Mod[message #266476] Mon, 08 November 2010 15:08 Go to next message
Buns is currently offline Buns

 
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Registered:September 2010
======= WW II MOD =======
======= NEW VERSION v0.4 =======


https://storage.rcs-rds.ro/links/4729f8d6-f44b-42b7-aa3e-e0ddc6deead6?path=%2FJA_2%2FMods_v1.13%2FWW2_Mod

======= Installation =======

You need a working version of AIMNAS V14 or higher. Check Tais SCIs to learn how to install AIMNAS.
Extract all files into your Data-AIM-WF folder. In case your install has no folder Data-AIM-WF, extract into the folder Data-1.13.
Make sure you don't have any maps in your Profiles folder. In case you do have a folder Maps in your Profiles folder you need to rename it into something like My_Maps.


IMPItemChoices

You will find several files IMPItemChoices inside your folder table data, such IMPItemChoices_Assault, IMPItemChoices_Medic, IMPItemChoices_Officer. Those have a more accurate specialized gear for an IMP with the respective role than it would be possible with the default file.

To create an IMP with said gear, for example an officer, remove the file IMPItemChoices from this folder, make a copy of IMPItemChoices_Officer and rename that into IMPItemChoices. Then start a new game, create the IMP and he will have an officer's gear.

In case you want to make an additional IMP, for example a medic, quit the game at this point (you don't have to save), return to table data, delete the file IMPItemChoices (that's why you should work with copies of those files!), copy IMPItemChoices_Medic, rename the copy into IMPItemChoices, re-start JA2, recall your officer by typing in his call-sign instead of XEP624. He will still have the officer's gear. After that make a new IMP who will then have the medic gear.

ACHTUNG: You can have only one IMP per voice at a time. In case you want to create several different IMPs for your campaign this way you should always recall the others you want to use too before making a new IMP so that you don't accidently give the new one a voice you are already using.


======= Introduction =======

This mod changes JA2 1.13 to take place in the inter-war periode (the 1920s, 1930s). It first of all is an item mod, so you will find a helicopter, can use the robot, will get e-mails, and other things of the original game that would be unfitting for the targeted timeframe. Current version is 0.4 BETA, so let's see what future version will change of that....

Besides new items you also will notice some more changes to standard 1.13, such as changed enemy placement, tanks outside cities, new appearence of mercs, militias and enemies, changed skilles and traits of RPCs and other smaller or larger changes.


======= New Items =======

More than 200 new or changed itmes are part of this mod, ranging from vital changes, such as complete new calibers, to minor things, such as new uniforms. A full list of items can be found in the readme.

The weapons in this mod focus on blot-action and semi-automatic rifles and SMGs. Besides that there also is a wide range of new pistols, including small pocket pistols that fire very fast and fit into most pockets but only have a very short range and don't take any attachments. New MGs feature models for most rifle calibers in game, including the famous Bren and the almighty MG-42. Several weapons can be changed to accept other calibers by using the respective barrel kits. Of course, there are also new scopes to be used with all those new weapons.

New charts had been used to give the weapons stats fitting both the values you are used to from playing 1.13 and what the weapon had been used and able to in RL. You will notice, for example, that .45 ACP weapons do deliver a somewhat higher dammage but also have a seriously shorter range than 9x19 weapons of the same class. You will also see that most of the MGs in that timeframe were rather slow firing, and by that why the US army found it necessary to issue a handbook on how to behave when facing a MG-42.

Besides giving the weapon stats as accurate as possible, another idea behind the new stat charts was to make no weapon in game really useless and none really "

[Updated on: Sat, 29 May 2021 05:42] by Moderator

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First Sergeant
Re: Alternative Gun Progression[message #266628] Wed, 10 November 2010 15:22 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Hi Buns,

Wow, you're mod is pretty much exactly what I've been looking for since playing 1.13 ! I kept trying to imagine how any regular army (which Alruco's is) could afford the logistic nightmare of having so many different weapons in different calibers...

I wondered if there was a way to restrict the weapons to "only NATO weapons", "only Warsaw Pact weapons", "only World War 2 weapons", etc. in order to be able to *really* play with Mauser K98s and Garands, and not only shoot them once or twice then ditch them as soon as you lay your hands on your first lousy assault rifle... and then I discover that your "technology year" system is pretty much what I was looking for !

I've downloaded your mod and will try it ASAP... that is probably next week only (military reserve training is gonna get a big bite on my play time this week Razz ).


However, what I don't really understand is your
Quote:
5x pistol or MP
10x SMG
25x rifle
5x LMG
5x sniper rifle


What do those numbers mean ? Are they the number of new different guns per technology level ? Or are they the equipment ratio for the Queen's troops (i.e. for 50 soldiers, 10 of them will have SMG, 25 will have rifles, etc.) ?

And when do the technological year go up ? Is it linked with the coolness factor going up as the game progresses ?

And if you think of it... does it make much sense that border guards use *antiquated* weapons while the palace elite guard use 90s weapons ? Is there some kind of time gap between noth and south Arulco ? Wink

Of course, the explanation is that the Queen keeps the best weapons for her best soldiers... but then what about the elite troops sent to re-take towns early in the game (Drassen springs to mind) ? Shouldn't they be equipped with something other than early 20th century weapons ?

Do you think there would be a way to match the technological level of the weapons to the level of the ennemy soldiers ?

Yellow shirts administors would be equipped with pre-WW2 weapons, red shirts regulars with pre-Vietnam ones, and black shirt elites with Cold War and later ones.

This way, the elite Drassen counter-attacker would realistically use recent weapons, even early in the game, while even Meduna's administators would still use bolt-action rifles.

But then, it would break game balance, since
- it would make the yellow shirts even less dangerous and elites even more
- the first elite attacks may give your mercenaries good weapons that they would use throughout the game.

What do you think ?

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Sergeant
Re: Alternative Gun Progression[message #266636] Wed, 10 November 2010 16:36 Go to previous messageGo to next message
Buns is currently offline Buns

 
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Registered:September 2010
breversa
I wondered if there was a way to restrict the weapons to "only NATO weapons", "only Warsaw Pact weapons", "only World War 2 weapons"
That's possible by using different EnemyGunChoices.xml.

Quote:
However, what I don't really understand is your

What do those numbers mean ? Are they the number of new different guns per technology level ? Or are they the equipment ratio for the Queen's troops (i.e. for 50 soldiers, 10 of them will have SMG, 25 will have rifles, etc.) ?
Yes. Each level has 50 entries. A newly created soldier will be assigned one weapon from this by random. By assigning 25 entries to rifles and 5 to pistols in each level I give rifles a higher chance to be issued to random soldiers than pistols. Nevertheless it is fairly possible for a random enemy to be armed with a pistol, even in Deidranna's palace - what makes sense to me because not every cook or scribe would be armed with a sniper rifle.

In this special case it also allows me to introduce newer pistols on higher levels.

Quote:
And when do the technological year go up ? Is it linked with the coolness factor going up as the game progresses ?
Tied to game progression, what in return is influenced by a couple of things that can be adjusted in the ini file.

Quote:
And if you think of it... does it make much sense that border guards use *antiquated* weapons while the palace elite guard use 90s weapons ?
No, it doesn't. Actually the forces in the north should be the best equipped because that's still a combat zone (Miguel says he had attacked Drassen just a month before), while the south is secure and would only have Deidranna's personal guard and some police units.

Having progression the other way round, i.e. "degression", would make more sense because after having lost so many front line soldiers (and their first class weapons) in the north Deidranna would need to open the arsenals and issue rusty WWII rifles to her last reserves in Meduna. Of course, this wouldn't make much sense gameplay wise.

My personal sollution was to play without gun progression at all. Means all levels have the same weapons (mostly older NATO weapons, such as FN FAL, G3, M16). The mercs in return come with real weapons too (requires to seriously up the starting money). I liked the game that way more than the default in particular because it is much more realistical, but was missing the joy of finding new weapons because the enemy is dropping the same stuff in Meduna he already has done in Drassen - and the things you find in crates are useless under these conditions.


Then I came up with this idea: going through 100 years of weaponary technology in the some 60 days a campaign usually is going. It is not logical or realistical because no modern army would go into combat with the 98K or Garand as their standard weapon - in particular none that would a few weeks later be able to show up with the G36 or M4. It is rather a (high speed) time travel that allows for nearly all weapons to play a role at one point of the game without forcing the player to fight a war with nothing but revolvers or shotguns in the beginning.

This is in particular meant to give the old weapons more weight. For example, when you find a Garand in 1.13 you usually always have something better like a Mini-14 at the same time and won't be using it. A MP41 or Owen.45 is completely pointless because you would have no problems getting your hands on a MP5 at the same time. With this mod the MP41 would be godsent because it is one of the few weapons in this stage capabale of autofire, while a MP5 will not appear for the next couple of weeks in the game.

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First Sergeant
Re: Alternative Gun Progression[message #266925] Mon, 15 November 2010 15:24 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Quote:
That's possible by using different EnemyGunChoices.xml.


Sweet !
That could be used to taylor the Queen's army to be equipped like any given real-world army ? Feel like fighting soviet troops ? Give them AKs and RPG-7s. The german Bundeswehr ? Give them G36s and MG3s ! The french army ? Go for FA-MAS and FN Minimi ! ^^ !

Quote:
Yes. Each level has 50 entries. A newly created soldier will be assigned one weapon from this by random. By assigning 25 entries to rifles and 5 to pistols in each level I give rifles a higher chance to be issued to random soldiers than pistols. Nevertheless it is fairly possible for a random enemy to be armed with a pistol, even in Deidranna's palace - what makes sense to me because not every cook or scribe would be armed with a sniper rifle.

In this special case it also allows me to introduce newer pistols on higher levels.


Nicely thought indeed ! Smile

However, is the pistol/SMG/rifle/LMG/sniper ratio the same for all levels ? Level 1900 should be made up of many rifles, some pistols and LMG, and only very few SMG, while level 1940 should include many more SMG and less rifles, and level 1960+ mainly assault rifles and much fewer SMG. Is that the case ?

(I had a quick look at your XML file which contains ItemIDs. How can I match which weapon each ItemID corresponds to ?)


I really like the way you've thought the weapon progression issue, going from "northernmost troops with best weapons" (= realistic but hard start, easy end game) to "same weapons throughout the game" (= also realistic but boring) to your "let's go through a century of weapons in a few weeks" (= less realistic but sound gameplay-wise, plus making each weapon interesting at a time or another).

I gave a quick try to your mod yesterday afternoon, and it seems to work without having to restart the game : newly encountered ennemies had Colt M1911s, Mauser M-03s and Browning M1919s instead of Type 85s and AK74SUs. I can't wait to play further ! Wink

[Updated on: Wed, 01 December 2010 15:29] by Moderator

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Sergeant
Re: Alternative Gun Progression[message #266929] Mon, 15 November 2010 17:35 Go to previous messageGo to next message
Buns is currently offline Buns

 
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Registered:September 2010
breversa
Nicely thought indeed ! Smile

However, is the pistol/SMG/rifle/LMG/sniper ratio the same for all levels ? Level 1900 should be made up of many files, some pistols and LMG, and only very few SMG, while level 1940 should include many more SMG and less rifles, and level 1960+ mainly assault rifles and much fewer SMG. Is that the case ?
The levels are set up to be the same in mix, but not all weapons types are accurate for each level. For example, the first SMG in game is the Thompson from the 1920s, means SMGs come with level 2, before that the respective slots are held by pistols.

Quote:
(I had a quick look at your XML file which contains ItemIDs. How can I match which weapon each ItemID corresponds to ?)
The IDs are to be found in the file items.XML


-------------
I have recently installed AIM and think I am going to make a version for that too because it has more interesting weapons for the early periode such as the Springfield 1903, the BAR (what allows me to remove the 7.62 LMG from the early level) and the "M2" full-auto version of the M1 Carabine (what makes this weapon an interesting alternative to the Garand).

BTW, the implimentation of the brown barret and the crossbow makes me think of a Wild Geese version with little to no armor but better starting weapons.

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First Sergeant
Re: Alternative Gun Progression[message #266964] Tue, 16 November 2010 17:15 Go to previous messageGo to next message
spacedust is currently offline spacedust
Messages:4
Registered:December 2007
It would be awesome if you made a version for AIM!

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Civilian
Re: Alternative Gun Progression[message #266965] Tue, 16 November 2010 17:34 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Buns
I have recently installed AIM and think I am going to make a version for that too because it has more interesting weapons for the early periode such as the Springfield 1903, the BAR (what allows me to remove the 7.62 LMG from the early level) and the "M2" full-auto version of the M1 Carabine (what makes this weapon an interesting alternative to the Garand).


Man, that'd be AWESOME ! Very Happy
I actually did not realize that some people don't use AIM-NAS yet... Razz I concur with the above poster : an AIM version would be terrific ! May I help you do it ? I already have a database of some 700 weapons, (hopefully) complete with year of production/issue... Wink

What do you mean by removing the 7.62 LMG from the early weapons ? Do you mean the Browning M1919 ? By all means, please leave it in the 1910 level ! Smile


Buns
BTW, the implimentation of the brown barret and the crossbow makes me think of a Wild Geese version with little to no armor but better starting weapons.


To my shame, I must confess I haven't seen this one yet...

[Updated on: Tue, 16 November 2010 17:44] by Moderator

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Sergeant
Re: Alternative Gun Progression[message #266967] Tue, 16 November 2010 18:22 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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breversa


What do you mean by removing the 7.62 LMG from the early weapons ? Do you mean the Browning M1919 ? By all means, please leave it in the 1910 level ! Smile



The M1919 use .30-06 in AIMNAS. Wink

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Lieutenant

Re: Alternative Gun Progression[message #266971] Tue, 16 November 2010 19:48 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Yup, I'm well aware of that. Although technically, the .30-06 round is 7.62mm in diameter... Smile

Does this MG use 7.62mm NATO rounds in non-AIMNAS v1.13 ?

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Sergeant
Re: Alternative Gun Progression[message #266972] Tue, 16 November 2010 19:53 Go to previous messageGo to next message
Buns is currently offline Buns

 
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breversa
Man, that'd be AWESOME ! Very Happy
I actually did not realize that some people don't use AIM-NAS yet... Razz I concur with the above poster : an AIM version would be terrific ! May I help you do it ? I already have a database of some 700 weapons, (hopefully) complete with year of production/issue... Wink
700?!? I hope there are not 700 weapons in AIM, that would be a hell of sorting it out. I have just taken a quick look at the list http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=266722#Post266722 and the only things I am missing would be the MG42 (the MG3 is technically the same, but wrong calibre) and the StuG44, and may be the FG 42 for the early periode.

I think, for the later periode 1.13 already was more less complete (at least I couldn't name any weapon I would like to see in the hands of the Arulcan soldiers that was missing). The new weapons are mostly latest Russian designs that are, AFAIK, only in use by the Russian army and the FSB, pure civil weapons, or very new western designs that would not be around in a dubious Latin American state.

Quote:
What do you mean by removing the 7.62 LMG from the early weapons ? Do you mean the Browning M1919 ? By all means, please leave it in the 1910 level ! Smile
My bad, I hadn't seen that the Browning 1919 is a .30-06 weapon in AIM. With 7.62 it would be rather odd to have here.


Quote:
To my shame, I must confess I haven't seen this one yet...
The movie or the had gear? Concerning the barret, it is not dropped by the enemy, at least it wasn't until I changed the head gear of them.

Concerning the movie, it is about a troop of western (mostly British) mercenaries in a fictional African country, and loosly based on the events in Congo in the late 1960s. All mercenaries wear brown barrets in that movie, save for the officers who wear red ones. I guess this item had made it that way into AIM?

Nevertheless the 1960s/70s would make an interessting weapon mod too, as it is the golden erea of the mercenaries in Africa as well as the time of Vietnam. In terms of weapons we have a competion of WP and NATO weapon with still a couple of WW II designs around, i.e. would make it reasonable to have that appearing in the game. And close to no armour, what would make for dangerous and brutal battles (HP, glaser and AET need to be removed).

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First Sergeant
Re: Alternative Gun Progression[message #266973] Tue, 16 November 2010 20:17 Go to previous messageGo to next message
Logisteric

 
Messages:3230
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Location: B
[quote=Buns]breversa
Concerning the movie, it is about a troop of western (mostly British) mercenaries in a fictional African country, and loosly based on the events in Congo in the late 1960s. All mercenaries wear brown barrets in that movie, save for the officers who wear red ones. I guess this item had made it that way into AIM?


nope, the brown barret came into aim 'cause fidel dahan wears one


hint: have a look at smeagol's avatar

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Captain
Re: Alternative Gun Progression[message #266974] Tue, 16 November 2010 20:29 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Buns
700?!?


Yes sir ! ^^
Well... actually, no... there are more : 891 weapons, ranging from revolver to anti-material rifles ! Wink However, several of these weapons are simply different caliber versions of another.

You can consult the list here : http://breversa.free.fr/tech/cendres_armes_liste.php. It has originally been made for a french pen & paper RPG named "Cendres" (= "Ashes"), which is a cross between Mad Max 2 and a western movie, set in a post-apocalyptic France after some kind of nuclear winter. A handful of the guns are completely fictious ; their name often begin with "FAF" or "R&RG".

Meaning of the columns :
Nom = name
Calibre = caliber
Mode = shooting mode of the guns (related to the RPG rules) : M = Manual, L = lever-action, P = pump-action, SA = semi-automatic, A(x) = automatix, where x is the number of rounds fired in a burst. If x is a fixed number (e.g. A(3)), it means the gun has a burst limiter. If x is a combination (e.g. A(1d6+3)), that means the burst length varies (the number after the "+" is the rate of fire divided by 150 and rounded).
Capacit

[Updated on: Tue, 16 November 2010 21:29] by Moderator

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Sergeant
Re: Alternative Gun Progression[message #267020] Wed, 17 November 2010 12:37 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1512
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The M1919 Browning machine gun was built in a variety of calibers:

.30-06 Springfield (U.S.)
7.62 x 51 mm NATO (U.S.)
.303 British
8 mm Mauser
6.5 x 55 mm Mauser
8 x 63 mm
7.65 x 53 mm
7.5 mm MAS

Although the .30-06 Springfield was the "original" one. The parent case of the .30-06 Springfield is the .30-03, while the parent case of the 7.62x51mm NATO is the .308 Winchester (derived from the .300 Savage). However I believe the bullet of the .30-06 Springfield is almost identical if not identical to the 7.62x51mm NATO (at least I can't tell the difference holding them in my hand).

At 150 grain the .30-06 is just slightly faster (more energy on impact) as the same weight for 7.62. However I have seen .30-06 go up to 220 grain (Federal Power-Shok 220gr. Hot-Cor Soft Point Ammo), which is substantially more than the maximum for 7.62x51mm of 180 grain (Fiocchi 180gr. MatchKing Hollow Point Ammo).

What that means is when you go hunting for something substantially heavier than a human, like a 800 pound moose, you probably want the animal to die where you shoot it to avoid having to carry it to your truck, then you may want to go with the heavier .30-06 - which also works extremely well for humans in the case of JA.

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Sergeant Major

Re: Alternative Gun Progression[message #267022] Wed, 17 November 2010 12:43 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Thanks for the precision, Dieter. Smile

But since we're talking 1910-1920 Browning M1919, it can in no way be in 7.62 NATO caliber. What's more, I believe the .30-06 version to be the most produced one.

/off-topic

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Sergeant
Re: Alternative Gun Progression[message #267038] Wed, 17 November 2010 17:46 Go to previous messageGo to next message
Buns is currently offline Buns

 
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breversa
http://breversa.free.fr/tech/cendres_armes_liste.php. It has originally been made for a french pen & paper RPG named "Cendres" (= "Ashes"), which is a cross between Mad Max 2 and a western movie, set in a post-apocalyptic France after some kind of nuclear winter. A handful of the guns are completely fictious ; their name often begin with "FAF" or "R&RG".
ehrm, those are not the weapons of AIM. That would be this list: http://www.jennana.com/projects/ja/index.php

Quote:
More data exists in the database but is not shown, such as first year of production or issue, and country of origin. That may interest you. Wink
That would indeed be interesting informations regarding a (or several) weapon mod(s):

- Start of production (=begins to show up in game in small numbers)
- Users, in particular: "in use/used by South American military?"
- End of production (=latest point when Arulcan military starts to replace it)


Quote:
I'm not too fond of the newer russian or even western weapons, but more WW2 german weapons couldn't hurt (like the G41/G43, MP40, MP40/II, etc.) Wink
I don't have any problems with new or old, Russian or western weapons, but with mixing them: A troop of enemies should not be armed with the Thompson and the Veresk. It also should not wield M16A1s and AK-47s.

A weapon-mod with only Russian weapons for the enemy would be a fine thing too, but in this case the western stuff should be eleminated.


Another thing is armour and LBE.

With armour it's pretty simple: There had been "bullet-proofed" vests since the 19th Century, but any serious infantry use of at least the Flak Jacket would not be before the 1960s. Kevlar would even be 1980s. And that's for the US forces. This means even the Flack Jacket would need to have a coolness of at least 6 or 7. Steel helmets would be level 0, cammo helmets level 4.


LBE is a bit more difficult. LBE vests are a developement of the 1990s, with some earlyer models dating back into the late 1970s. Before that soldiers used to carry their stuff in pouches strapped to the belt and in side-packs. The required belts are in AIM, but the side-pack is sitting on the same slot. That way the soldier cannot have a belt and additional packs, nor can you add additonal pouches to the belt. May be the butt-packs and the leg-rigs can serve as a stand-in?

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First Sergeant
Re: Alternative Gun Progression[message #267040] Wed, 17 November 2010 18:05 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Buns
ehrm, those are not the weapons of AIM. That would be this list: http://www.jennana.com/projects/ja/index.php


No no, this is only my own gun database... just in case you were looking for some guns that may be missing in AIMNAS.

Quote:
That would indeed be interesting informations regarding a (or several) weapon mod(s):

- Start of production (=begins to show up in game in small numbers)
- Users, in particular: "in use/used by South American military?"
- End of production (=latest point when Arulcan military starts to replace it)


My database currently lists the first year of production, and what country it comes from. There is also some info that relates to the last version of a weapon, but it doesn't mean its end of service life.
I don't have a real list of users, but Wikipedia has. Wink

Quote:
I don't have any problems with new or old, Russian or western weapons, but with mixing them: A troop of enemies should not be armed with the Thompson and the Veresk. It also should not wield M16A1s and AK-47s.

A weapon-mod with only Russian weapons for the enemy would be a fine thing too, but in this case the western stuff should be eleminated.


I see what you mean. But where to draw the line then ? Between NATO and Warsaw Pact countries ? Per country (e.g. only US weapons, only german weapons, etc.) ? Of course, one XML file would have to be done for each combination.


Quote:

Another thing is armour and LBE.

With armour it's pretty simple: There had been "bullet-proofed" vests since the 19th Century, but any serious infantry use of at least the Flak Jacket would not be before the 1960s. Kevlar would even be 1980s. And that's for the US forces. This means even the Flack Jacket would need to have a coolness of at least 6 or 7. Steel helmets would be level 0, cammo helmets level 4.


Why not, although it'd make the game start rather violent : high-caliber bolt-action-rifle and no armor = big bloody wounds ! ^^

Quote:
LBE is a bit more difficult. LBE vests are a developement of the 1990s, with some earlyer models dating back into the late 1970s. Before that soldiers used to carry their stuff in pouches strapped to the belt and in side-packs. The required belts are in AIM, but the side-pack is sitting on the same slot. That way the soldier cannot have a belt and additional packs, nor can you add additonal pouches to the belt. May be the butt-packs and the leg-rigs can serve as a stand-in?


Do you know that in AIMNAS, belts can be combined with some LBEs ?
In order to allow a belt + a combat pack, you just need to create a "dummy" LBE that carries no pocket but allows belts to be combined to it, hence mimicking the belt being worn as an LBE...

Do you see what I mean ?

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Sergeant
Re: Alternative Gun Progression[message #267186] Sat, 20 November 2010 17:07 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
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I have made a concept for a "Historical Progession" for AIM. This one has two variants: "Ecuador" with western weapons and "Cuba" with Combloc weapons.

Each set with the usual distribution per level:

5x pistol or MP
10x SMG
25x rifle
5x LMG
5x sniper rifle.

Arulco suffers from not being able to import weapons in an unlimited numbers, what means that of each new model only 1/5 in that group can be replaced, requiring to use older weapons for longer and to mix weapons from various suppliers. For example, from each type of rifle a maximum of 5 items can be replaced per level.

"Ecuador"
This one features weapons most common in use/used in South Amercia and is loosly orientated on the army of Ecuador and her neighbours because Ecuador would be the closest thing to Arulco in terms of geography.

1899
The entire army is equipped with Winchester 94s and .38er revolvers. Because that would not be sufficiently for a modern war, a programm of modernazition is started when the game begins.

1900-1910 (level 0)
Arulco decides for the Springfield M1903 as the new service rifle. To speed up modernaziation a smaller number of SMLEs and Mausers is bought additionally. Meanwhile the P-08 Luger is bought in small numbers as "interim pistol". There are no SMGs and LMGs and the snipers use the normal service rifles.

1910-1920 (level 1)
The Colt M1911 becomes the new standard side-arm in Arulco's army, with still additional Lugers being bought and a couple of revolvers being around. The Winchesters are now nearly eleminated, save for 5, with the Springfield being the new standard rifle. The first LMGs (BAR and Browning 1919) appear on the scene.

1920-1930 (level 2)
Revolvers and Winchesters are now completely replaced. With the Thompson 1928 the first SMG appears, as usual in rather small numbers.

1930-1940 (level 3)
During the War shippements of German weapons becomes somewhat difficult. The Browning HP in 9x19 starts to replace some of the Lugers, while the Colt now is dominant side-arm. More Thompson (both 1928 and M1A1) SMGs are issued and even a few KP M/31 are bought. Because that's still not sufficiently for close quarter weapons the Arulcan army fills some gaps with the Ithaca 37 shotgun. Mauser rifles are now replaced by the Garand and additional stocks of SMLEs.

1940-1950 (level 4)
The Luger now is completly replaced by the Browning 35. With the MAT-49 and the Sterling two new 9mm SMGs are introduced, replacing the expensive Thompson 1928 and the M/31. More shipements of Garand and the introduction of the M1 and M2 Carabine (for the new Paratroop Regiment) replace the majority of the Springfields as service rifle.

1950-1960 (level 5)
Arulco decides to make 9x19 the standard pistol calibre. The Browning now also starts to replace the Colt 1911, while the Thompsons are mostly replaced by Uzis and the Beretta M12. This also is the beginning of the AR-periode. The FN FAL is to become the new service rifle. As usual not enough numbers can be imported and a smaller stock of M14s and L1A1s have to be bought additionally to at least replace the last Springfields. The Springfield for now remains in use as sniper weapon. FN FAL Carbine replaces the M1 Carabine (the M2 Carabine in the next level too). With the FN MAG and M60 the first 7.62 LMGs appear on the scene. The Garand and .30-06 LMGs also remain in use.

1960-1970 (level 6)
With the Walther MPL and more Uzis being bought .45 SMGs are a things of the past. The Colt 1911 would also be rare sight with Arulcan soldiers (completely replaced in the next level). The last WWII rifles are replaced with an additional stock of FN FALs and the Carabine variant; plus a smaller ammount of M16 and HK33; for now 7.62 is the standard. This now also becomes standard for LMGs with more FN MAGs and the HK 21. And the last Springfield are replaced by a wide selection of 7.62 sniper rifles (Steyr SSG-P1, FR-F2, M40A1, M21).

1970-1980 (level 7)
Starting with this decade Arulcan buyers develop a passion for Alpine weapons: the SIG SG542 and the SIG SG540 replace the M14s and L1A1s, that anyways never became standard, and also the standard FN FAL, only the carabine remains in use. Another stock of M16s and HK 33 now makes 5.56 the standard calibre for rifles. Meanwhile the Steyr SSG-P1 makes it to standard as sniper rifle, with the M21 and M40 still being in use.

1980-1990 (level Cool
The Glock 17, Beretta 92F, Mini- and Micro-Uzi replace the Browning as standard side-arm. The meanwhile completly outdated Sterling is replaced by the Steyr AUG Para, while the standard SMG now is the Uzi. The Arulcan general stuff now has decided to completly replace 7.62 by 5.56 for ARs. So the SIG SG550 is bought instead of the SIG SG542, the SIG SG551 SWAT comes for the FN FAL Carbine. Additionally the M16A1 and the HK33 are to be replaced. Because only a small ammount of M16A2 are delivered additional Steyrs AUGs (both A1 and A2) and the Beretta AR-70/90 are bought.

New 5.56 LMGs are the Steyr AUG HBAR and the HK 23E, despite the FN MAG and HK 21 still being in use. For snipers the M40 was replaced with the Barrett M82A2 (standard still is Steyr).


1990-2000 (level 9)
Arulco now is producing weapons itself: The various FAMAEs completly replace all pistols/MPs and SMGs. For ARs, Colt was able to break into phalanx of SIGs and Steyrs so that the SWAT is replaced by the Colt M4 Commando and the SIG SG540 by the Colt M4A1. With the delivery of the IMI Negev, and additional HBARs and 23Es, all LMGs are now 5.56 too.


2000-2010 (level 10)
Only little deals could be signed before the weaponary embargo kicked in, mostly with Isreal: the Tavor TAR replaces the Steyr AUG and the Negev the HBAR. Plus a handfull of FN F2000 was delivered for extensive testing.

----------------------------------
"Cuba"
This selection works the same as "Ecuador" for the levels 0 to 4, means they use western, mostly US weapons. Then in 1950 there is a communist take over and all weapons are replaced with Russian weapons, and few German "captured guns":

1950-1960 (level 5)
Pistols: Tokarev TT-33 (standard) and P-08 Parabellum.
SMGs: PPsh-41 (standard) and SA-24, MP40, MP41
Rifles, also sniper: Mosin-Nagant (standard) and Mauser Kar 98k, AK-47, SKS
LMG: RPD as stand-in

This is actually a step back because in level 4 bolt-action rifles (Springfield) nearly had been replaced by the Garand and M1 Carabine. For the player this would come somewhat like a shock, if you had been living from enemy droppings and now wouldn't get any ammo for your old weapons.


1960-1970 (level 6)
Already with this level all Mosin-Nagants, save for those considered to be used by snipers, are replaced with further AK-47s, AKMs, and SA vz.58s.

Because there would be no new Russian SMGs until the end of the game, the "U" variants of the ARs actually do serve in this role and start to replace the WW II SMGs. Until level 9 the AKS-74U and AKMSU have completly replaced all SMGs. And SMGs aren't reintroduced in level 10 either, despite now new Russian models would be available.

This means the Arulcan army is acutally better equiped in this section than in the "Ecuador" variant. Otherwise the outfit is somewhat weaker because they get the weapons from Russia a level (means a decade) later than they actually should appear.

1970-1980 (level 7)
The Makarov PM and Stechkin APS have replaced the Lugers and most of the Tokarevs. The SKS was completly replaced by the AK-47. With the RPK and PKM two new LMGs appear on the scene; while the Dragunov starts to replace the bolt action rifles for snipers.

1980-1990 (level Cool
The OTs 23 Drotik and PSM now have replaced the last Tokarevs. With the AKS-74U and further AKMSU, the PPsh-41 should only appear rarely. The AK-74 replaces some AK-47, with the respective LMG (RPK-74) also appearing on the scene.

1990-2000 (level 9)
SMGs are a thing of the past. The AK-74 becomes more dominant than the AK-47. The AS Val is not issued, but the VSS Vintorez.

2000-2010 (level 10)
Rosoboronexport doesn't care about the embargo, so very new stuff like the AK-100er, SR-1 Gyurza, Groza OC-14, AN-94, Vikhr SR-3, Dragunov SVU and SV-98 is delivered in sufficient quantities. With Deidranna's connection to eastern Europe there should be none in her palace required to wield an AK-47, like Somalia militia-men.


.... that's for the easy part ......
================================================


Now things become a bit more difficult with EnemyItemChoices and therefore: [color:#FF0000]help wanted[/color]


Questions: Stuff is picked from EIC by its coolness level, correct? Does this work the same as in GunChoices, i.e. an item with coolness "3" would appear around the same time as a weapon from level 3? And if so, how does the enemy decide when to no longer use an item?

For example, if I would give urban camo shirts a coolness of "0" and woodland camo shirts a coolness of "4" would this result in the enemy starting with grey uniforms and switch to green around level 4?

-------

I think attachements are easy to control because each weapon is only used for a certain "periode" by the enemy. So if say that laser-pointers would not be accurate for WWII and earlyer periodes, I would simply deny the respective weapons the ability to attach laser pointers, and that way also deny the player the ability to, say, use his MP40 with a laser pointer he found somewhere on the map.

This would indeed give the appearance of always newer weapons more weight: when you wish to use better attachments you have to go for a newer weapon and cannot upgrade your FN FAL with the latest attachments to be an

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First Sergeant
Re: Alternative Gun Progression[message #267216] Sun, 21 November 2010 09:35 Go to previous messageGo to next message
Badbru is currently offline Badbru

 
Messages:63
Registered:January 2008
Location: Perth Australia
Could you please upload this file somewhere else as it cannot be downloaded by non RapidsharePro members. ie I have to sign up and pay for a pro account. Grrr

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Corporal
Re: Alternative Gun Progression[message #267217] Sun, 21 November 2010 13:45 Go to previous messageGo to next message
Logisteric

 
Messages:3230
Registered:December 2008
Location: B
Badbru
Could you please upload this file somewhere else as it cannot be downloaded by non RapidsharePro members. ie I have to sign up and pay for a pro account. Grrr


buns, as theese are just xmls try winlive-skydrive - it's free and you can do whatever you want as long as filesize<50mb, ja-wise it's sufficiend for anything smaller an sci or a fullsized mod like renegade republic. you don't need to install anything on your computer and you can use a fake-id if you want like 'logisteric -goten haben keine nachnamen-' Smile.

http://www.windowslive.com

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Captain
Re: Alternative Gun Progression[message #267236] Mon, 22 November 2010 12:25 Go to previous messageGo to next message
Razor47 is currently offline Razor47

 
Messages:9
Registered:November 2010
Sorry for weak english as i'm just yet another russian ja2 fan.

Buns
Now things become a bit more difficult with EnemyItemChoices and therefore: [color:#FF0000]help wanted[/color]


Questions: Stuff is picked from EIC by its coolness level, correct? Does this work the same as in GunChoices, i.e. an item with coolness "3" would appear around the same time as a weapon from level 3? And if so, how does the enemy decide when to no longer use an item?

For example, if I would give urban camo shirts a coolness of "0" and woodland camo shirts a coolness of "4" would this result in the enemy starting with grey uniforms and switch to green around level 4?

-------

I think attachements are easy to control because each weapon is only used for a certain "periode" by the enemy. So if say that laser-pointers would not be accurate for WWII and earlyer periodes, I would simply deny the respective weapons the ability to attach laser pointers, and that way also deny the player the ability to, say, use his MP40 with a laser pointer he found somewhere on the map.

This would indeed give the appearance of always newer weapons more weight: when you wish to use better attachments you have to go for a newer weapon and cannot upgrade your FN FAL with the latest attachments to be an

[Updated on: Mon, 22 November 2010 12:29] by Moderator

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Private
Re: Alternative Gun Progression[message #267237] Mon, 22 November 2010 12:49 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3691
Registered:July 2009
Welcome to the Pit, Razor47 :wave:
Razor47
Of course this is all just my rambling as i don't have a single idea how EGC actually works and if you can modify it so deeply or if enemy squads even have a class of their own (quick response, patrol, guard, etc).

Answer to both is 'NO'. EGC can be looked up here
In fact, they don't even know wether they are attacking or defending a sector (one of the big problems with AI).

Razor47
Now, for the attachments.
You definitely can duct tape a laser pointer or strap a bipod to a FN-FAL but optics would be trickier as it doesn't have any rails at all (in it's basic model anyway). [...] Basic optics like 2x and reflex could easily be ghetto-fit on weapons but more sophisticated ones need at least an original rail to be used through an adapter for precision or for sturdiness on weapons with more kick.

No need for 'Ghetto Style'. There are adapters to put (nearly) every attachment on (nearly) every gun. You can attach bipods and lasers with simple clamps to the barrel. Basic 1.13 and most of it's mods (although UC1.13 to a lesser degree) simply assume attachments to come with all necessary adapters for the sake of simplicity, save for some high tech rail mounted stuff that only fits modern guns.
Razor47
Also i should definitely ask AIM or 1.13 respectable mod crews why aren't night optics still implemented.

There's a night vision scope in AIM, I think it has similar attributes to the ACOG but is quite rare.
Buns
I think attachements are easy to control because each weapon is only used for a certain "periode" by the enemy. So if say that laser-pointers would not be accurate for WWII and earlyer periodes, I would simply deny the respective weapons the ability to attach laser pointers, and that way also deny the player the ability to, say, use his MP40 with a laser pointer he found somewhere on the map.

Attachments (except default ones) won't show up till coolness 4 or 5 anyways. No need to deny the ability to use them on older weapons. Also for gameplay puposes, you shouldn't be that strict with LBE, simple holsters, leg rigs, belts and packs early on and simple vests later on those one row vests aren't that great on their own and are an acceptable stand in for the simple early LBEs.

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Captain

Re: Alternative Gun Progression[message #267240] Mon, 22 November 2010 14:52 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
Registered:September 2010
Razor47
Tying levels to certain year item availability isn't a good idea as 1.13 takes place in our days. Instead, EGC should be tied to item price and coolness so we could actually meet a guy with a silenced AKM, NVG, some basic LBE and armor.
It already is (more or less) that way. That's why I call this one "alternative". A modern (means today, 2000-2010) army would under no circumstances be armed with the Erma MP-40, Springfield 1903 and stuff like that (not to mention hunting rifles, gangster revolvers etcpp). Of course, mercenaries would not enter a war-zone with nothing but pistols, SMGs and similar junk either. In fact they would be armed by their employer, and that way would have rather uniform equipement.

So, a realistical set-up would be to have even the crappiest enemies of combat units armed with older ARs like FN FAL, G3, M16A1 and stuff like that - or AK-47 for a Russian set-up. Backup units would be armed at least with Uzis, 9mm automatics and the like. The mercs in return would start with true modern combat gear, what can either be uniform or individual. In this case you would have no weapon progression at all.

In an envoirement like that you would never use a Thompson 1928, because it is extremly heavy and any AR shoots much better than it. But when you take the Thompson to the periode it belongs to (a WWII weapon mod) it suddenly becomes an interesting alternative because all rifles are at best semi-automatic with the majority even being bolt-action.

That's what I am trying to do: setting up different weapon-mods in a single game and that way make a weapon progression tied to historical technology progression, and not from revolvers and hunting rifles to experimental prototypes. In this case the game-start realy is considered to take place in 1900-1910, while progression level 5 (around three towns in your possession) would be considered to take place in 1950-1960. And all this in the some 60 days the campaign is going...

What brings us back to attachements: Yes, it is possible to attach a reddot laser-pointer to a Thompson SMG - but there had been no reddot laser-pointers on weapons in the 1920s/30s (ASFAIK). So I need a sollution how to deny this kind of attachement in the early WWII-periode by still allowing it in the periode (which?) it would be accurate for.

Quote:
Also for gameplay puposes, you shouldn't be that strict with LBE, simple holsters, leg rigs, belts and packs early on and simple vests later on those one row vests aren't that great on their own and are an acceptable stand in for the simple early LBEs.
Yes. All kind of leg-rigs and holsters are a must-have at all. The simple "LBE-gear" in fact would be a Koppel, and the "Sniper Jacket" would serve as a cammo shirt. I think indeed you are right and LBE should be available as usual - with the difference that you should not get everything from enemy droppings; means the enemy should have some kind of standard LBE(s) like any real army, and if you want to have something else you need to buy it.

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First Sergeant
Re: Alternative Gun Progression[message #267242] Mon, 22 November 2010 15:05 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3691
Registered:July 2009
Buns
What brings us back to attachements: Yes, it is possible to attach a reddot laser-pointer to a Thompson SMG - but there had been no reddot laser-pointers on weapons in the 1920s/30s (ASFAIK). So I need a sollution how to deny this kind of attachement in the early WWII-periode by still allowing it in the periode (which?) it would be accurate for.

Set all attachments (except WWII scopes, bipods) to a coolness >= 5 or something like that. I don't know the exact attachment distribution formula, but it seems the first random attachments appear only later in the game, not right away.

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Captain

Re: Alternative Gun Progression[message #267246] Mon, 22 November 2010 16:09 Go to previous messageGo to next message
Razor47 is currently offline Razor47

 
Messages:9
Registered:November 2010
DepressivesBrot
Welcome to the Pit, Razor47 :wave:

Thanks. I was skimming it for 1.13 links for quite some time Smile

DepressivesBrot

Razor47

Now, for the attachments.
You definitely can duct tape a laser pointer or strap a bipod to a FN-FAL but optics would be trickier as it doesn't have any rails at all (in it's basic model anyway). [...] Basic optics like 2x and reflex could easily be ghetto-fit on weapons but more sophisticated ones need at least an original rail to be used through an adapter for precision or for sturdiness on weapons with more kick.

No need for 'Ghetto Style'. There are adapters to put (nearly) every attachment on (nearly) every gun. You can attach bipods and lasers with simple clamps to the barrel. Basic 1.13 and most of it's mods (although UC1.13 to a lesser degree) simply assume attachments to come with all necessary adapters for the sake of simplicity, save for some high tech rail mounted stuff that only fits modern guns.

You can't mount PSO on AK-47 (that doesn't have any rails) through clamps and expect it to be precise even after tuning it.
Toggle Spoiler

And if we can then why not slap rails and hightech stuff on it just the same way?
Effectively size of the weapon and if it has big enough surface for the attachment is the only judging parameter. You definitely should be able to mount a 10x on 98K/Mosin.
Or there could be rail kits like G36's and the EBR for other gun families as there are already such on the market irl.
If you want ISM-V-IR on AKM then pay for it, eh? For purposes of controlling gun population these kits could be permanent attachments.

DepressivesBrot

Razor47
Of course this is all just my rambling as i don't have a single idea how EGC actually works and if you can modify it so deeply or if enemy squads even have a class of their own (quick response, patrol, guard, etc).

Answer to both is 'NO'. EGC can be looked up here
In fact, they don't even know wether they are attacking or defending a sector (one of the big problems with AI).

Sheeeeeeeeeet.

DepressivesBrot

Razor47
Also i should definitely ask AIM or 1.13 respectable mod crews why aren't night optics still implemented.
There's a night vision scope in AIM, I think it has similar attributes to the ACOG but is quite rare.

Every elite guy with a post-ww2 gun should either have NVG or NSPU / AN/PVS. And head-mounted NVGs should not work with optics.
This is both realistic and contributes to gameplay.

[Updated on: Mon, 22 November 2010 16:13] by Moderator

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Private
Re: Alternative Gun Progression[message #267254] Mon, 22 November 2010 20:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3691
Registered:July 2009
razor47
And if we can then why not slap rails and hightech stuff on it just the same way?
Effectively size of the weapon and if it has big enough surface for the attachment is the only judging parameter. You definitely should be able to mount a 10x on 98K/Mosin.
Or there could be rail kits like G36's and the EBR for other gun families as there are already such on the market irl.
If you want ISM-V-IR on AKM then pay for it, eh? For purposes of controlling gun population these kits could be permanent attachments.

There's a rail kit for the AKs and the SKS in AIM, also for the AR-15 style guns, Garand EBR and some other. True, every gun with a full length top rail should take the 10x.
It would conceivably even be possible to mount a 10x on some of the shotguns...
The 'Top 3 reasons not to allow it'
- Ballance (it would be seriously over powered on some of the ARs, again turning the AR into a 'one-for-everything' class)
- Impracticality (min range for bonus on the 10x should be close to max range on shotguns)
- More or less inconsistent systems of assigning attachments (varies from mod to mod)

I haven't tested it myself, but from what I read, the mods made by Wil473 (UC1.13, AFS, DL1.13) seem to have a very strict and consistent system in that regard, with lots of separate adapters if you want to fit attachments on older weapons.

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Captain

Re: Alternative Gun Progression[message #267289] Tue, 23 November 2010 14:29 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
Registered:September 2010
I am now getting together the new selective starting gear for the mercs, that way I see what is needed in LBE from the start and what can be set to a higher coolness.



The mercs will mostly start with WW II weapons. That way you are better armed than the enemy on game start. The enemy will catch up with you on progress 3 to 4 (around two cities taken, or elites in the early game) and will outgun you after progress 5 (unless you buy newer weapons from BR). This will also free you from starting to repair all the enemy junk as early as Omerta. For those who actually love this part of the game, or when hiring mercs after progress 5, there also is a "Frist Sector Basic Kit" in which the merc only gets a pistol and two additional magazines, plus knife, first aid kit and the like basic personal stuff.


There is no price modificator because the next kit is not necessarily "better". A typical selection would be:

#1 Basic Kit: uniform, hat, 1st aid pack, gasmask, pistol, 2 magazines, basic LBE
#2 Combat Gear: The same, but with helmet, service rifle (for example 98K or Garand) with sufficient ammo, eventually different LBE
#3 Assualt Gear: Like #1, but with helmet, SMG with ammo, hand grenades, no pistol.
#4 March Gear: like #2, but with back pack and additional ammo boxes for the rifle
#5 Special Gear: can be an alternative rifle or SMG, or sniper rifle, or technican gear, EOD gear, or LMG, or mortar, or LAW, and so on.

As much as possible, the mercs will be using weapons accurate for their homeland, or at least region. That way US mercs will have a better selection of weapons. Mercs from Britain (+Commonwealth) will have an additional "Commando" gear with black cap, shirt, pants and a silenced Sterling. Germans will have the choice for a "Waffen-SS" gear with camo helemt, camo shirt (=Sniper Vest) and non-German weapons.

Traits (STOMP) will also play a role: Someone with the trait autoweapons will usually insist on a weapon with autofire, provided he doesn't have the marksman trait as well. That way, for example, Monk will have a PPsh as main weapon in all kits. A true "machinegunner" will even insist on a LMG, if available. A "marksman" will have an optional sniper loadout, while a true "sniper" will only have this one. Lynx (autoweapons/marksman) can be armed with either a Thompson 1931, Thomposn 1928, a scoped Springfield, or a BAR. Raven (sniper) will always have a scoped Springfield, save for the basic kit.

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First Sergeant
Re: Alternative Gun Progression[message #267419] Fri, 26 November 2010 14:03 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
Registered:September 2010
A short update on this one.


I have completed the NSG loadout for the mercs. All weapons available for starting equipment are now WWII and earlyer, so when you hire a merc after progression 5 you better buy him stuff from BR - but at this point in the game you also should have enough junk colected from the enemy to not have to resort on merc starting gear.

Examples:
http://img440.imageshack.us/img440/2153/grunty1.th.jpg
Grunty reporting for duty

http://img219.imageshack.us/img219/4023/grunty2.th.jpg
This gear should get you to Drassen

http://img641.imageshack.us/img641/3710/grunty3.th.jpg
In case you plan a longer stay to Arulco Grunty would recommend this loadout

http://img256.imageshack.us/img256/9725/grunty4.th.jpg
Alternative HW assault gear for Grunty

http://img138.imageshack.us/img138/6341/grunty5.th.jpg
This is the special camo-gear that all 4 German mercs have optional


http://img535.imageshack.us/img535/3417/scullycommando.th.jpg
Brits (and Canadians and Australians) have an optional "Commando"-gear.

Not all mercs have 5 different loadouts, some are simply to specialized:
http://img251.imageshack.us/img251/8554/raven1n.th.jpg
Raven reporting for duty

http://img833.imageshack.us/img833/8922/raven20.th.jpg http://img690.imageshack.us/img690/5641/raven3m.th.jpg
Raven sniper gear. The only difference between both is the headgear.

While talking about bad girls, I think I have found the perfect weapon for Meltdown:
http://img100.imageshack.us/img100/4513/meltdown0.th.jpg


If you are wondering why Russians always have nothing but the PPsh: all have the autoweapon trait and that's the only early Russian weapon with autofire. Only exception would be one of the two Baltics (forgot which one), who indeed will have either a Mosin-Nagant or an AVS-36.


The new EnemyItemChoices is nearly completed too, save for attachements and LBE. I have removed some stuff and added some stuff, and changed coolness here and there to give the enemy a bit more uniform loadout and have stuff appearing in the periode it belongs to. That way items that you are used to find rather early being used by the enemy, like breaklights and stun grenades, will appear much later in the game. In return the enemy has access to some very nasty toys in the early game like the M24 Stielhandgrante or mustard gas grenades (there is a reason why a gasmask is part of every merc loadout).

The enemy army is also wearing a certain uniform that will change occasionally "over the time". I have tested it for the early game and it seems to be working - so don't expect to get everything you need from enemy droppings everytime. The different uniforms are:
Start - "grey" (urban cammo) with forage cap
Level 2 - the same with steel helmet
Level 4 - the same with red beret or bush hat
Level 5 - "green" (wood camo) with camo steel helmet or brown beret
Level 6 - additonal flak jacket
Level 7 - "digital" with kevlar helmet, camo pants and DPM armor
Level 8 - additonal Field Uniform and leg protectors woodland
Level 9 - "modern" with Zylon clothing and Tawron helmets


Still to do: IMPItemChoices.

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First Sergeant
Re: Alternative Gun Progression[message #267493] Sun, 28 November 2010 13:59 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
Registered:September 2010
updated first post

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First Sergeant
Re: Alternative Gun Progression[message #267495] Sun, 28 November 2010 15:02 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Buns, you've just created the mod I've been dreaming of ! THANK YOU ! Very Happy

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Sergeant
Re: Alternative Gun Progression[message #267533] Mon, 29 November 2010 12:07 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Hi again Buns,

I think I've spotted a minor bug in the AIM mercenaries equipment :

The first time you open a merc's sheet, his/her equipment is still his/her default one, and none of your alternate kits. You need to click on "Kit 1-5" to display them.

But once you've clicked, there's no way to go back to the default gear (I did not try closing/reopening the laptop though).

Hope this helped. Wink

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Sergeant
Re: Alternative Gun Progression[message #267538] Mon, 29 November 2010 12:45 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
Registered:September 2010
Did you start a new campaign?

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First Sergeant
Re: Alternative Gun Progression[message #267539] Mon, 29 November 2010 12:56 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
No, I just dropped your files over my previous ones.

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Sergeant
Re: Alternative Gun Progression[message #267540] Mon, 29 November 2010 13:31 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
Registered:September 2010
In this case it makes sense: the game was showing you the last selected gear. When you clicked on a kit the game was re-reading it from the XML, what is the new gear. You cannot "go back" because the old data do no longer exist in the file the game is reading this from.

Anyways, it makes more sense to play this one by starting a new campaign.

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First Sergeant
Re: Alternative Gun Progression[message #267541] Mon, 29 November 2010 14:23 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Alright, my bad then.

I thought I'd just wait a while to see how the attachments and LBE issues are sorted out, before re-starting a new campaign. And if I can help you with something, please tell me ! Smile

BTW, have you looked at http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261142&#Post261142 regarding guns eras ?

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Sergeant
Re: Alternative Gun Progression[message #267595] Tue, 30 November 2010 14:30 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
Registered:September 2010
breversa
I thought I'd just wait a while to see how the attachments and LBE issues are sorted out, before re-starting a new campaign.
With LBE it is the same as with weapons: with this mod in the early game you need to make much use of some stuff you had otherwise neglected, such as belts and backpacks.

For example, the Belt - Tactical is very usefull in the early game:
http://www.jennana.com/projects/ja/images/lbe/lbe_179.png
You can store 6 clips for your rifle (unless you have a M1 or M2 Carbine), a pistol, 2 spare magazines, and have a pocket free for more clips, a medium sized grenade, binoculars and stuff like that.

Another versatile item is the L. R. - SAW (leg rigs work as stand-ins for side-packs):
http://www.jennana.com/projects/ja/images/lbe/lbe_7.png
The large pocket can hold two drums (PPsh or Thompson 1928), or a medic pack, or two large grenades, or a box of ammo, etc.

Indeed, because most early weapons use magazines of a different size than later AR-magazines LBE vests wouldn't always be to usefull. For example, what use would be a Russian-107 to anyone with a PPsh-41?
http://www.jennana.com/projects/ja/images/lbe/lbe_12.png


What does not work with this "vinatge LBE" is arming single mercs to 'jack of all trades' with a sniper rifle, a carbine, a MP, sufficient ammo for all these weapons, a selection of different grenades, 40mm grenades, LAW, binoculars, night-spy, and whatever else you might think of. In this mod, (in the early game) the merc is basically able to carry around what he needs for the next battle, plus one may be additional larger item; when you wish him to carry more than that he needs to use a backpack.

For example, with the above combination of Tactical Belt and SAW Pouch a merc would be able to either carry a Mosin-Nagant, a pistol and large grenades, or a PPsh with additonal drums and a pistol. When you wish him to carry all three weapons you either need to skip the spare drums or the large grenades - or use a backpack.


Quote:
And if I can help you with something, please tell me
Feedback is always helpfull, otherwise: do have any experience in editing maps?

[Updated on: Tue, 30 November 2010 14:32] by Moderator

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First Sergeant
Re: Alternative Gun Progression[message #267596] Tue, 30 November 2010 14:45 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Buns
With LBE it is the same as with weapons: with this mod in the early game you need to make much use of some stuff you had otherwise neglected, such as belts and backpacks.


Okay, I see.
I thought you might have wanted to do something with my "dummy LBE" suggestion, in order to use both a belt AND a pack at the same time.

But I guess you went the "belt + leg rigs" way instead of "belt + pack". I may definitely start a new game now ! Wink
(With Wildfire + AIMNAS + STOMP + BAG-Pro + ...)


Quote:
Feedback is always helpfull, otherwise: do have any experience in editing maps?


No, sorry, I've never played with the map editor. But count on me for feedback then ! Smile

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Sergeant
Re: Alternative Gun Progression[message #267597] Tue, 30 November 2010 14:51 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:656
Registered:September 2010
breversa
I thought you might have wanted to do something with my "dummy LBE" suggestion, in order to use both a belt AND a pack at the same time.
No sorry, I don't want to add more items. This would be beyond my scope. But it would indeed be helpfull if the belt would be worn on the vest-slot, and not on the pouch-slot: wearing a belt wouldn't prevent you from carrying a daypack, but would prevent you from wearing a vest larger than a chest-rig. If someone tells me how that can be done, I'll take a look.

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First Sergeant
Re: Alternative Gun Progression[message #267602] Tue, 30 November 2010 19:21 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
I've just restarted a campaign and I confirm that there's indeed no problem with the mercs' starting gear. Good work ! Smile

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Sergeant
Re: Alternative Gun Progression[message #267604] Tue, 30 November 2010 19:55 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Buns
No sorry, I don't want to add more items. This would be beyond my scope. But it would indeed be helpfull if the belt would be worn on the vest-slot, and not on the pouch-slot: wearing a belt wouldn't prevent you from carrying a daypack, but would prevent you from wearing a vest larger than a chest-rig. If someone tells me how that can be done, I'll take a look.



Been thinking about this for some time as well... there is a possible solution to this... but it involves tedious work... I might add it eventually....

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Lieutenant

Re: Alternative Gun Progression[message #267605] Tue, 30 November 2010 19:58 Go to previous messageGo to previous message
breversa

 
Messages:104
Registered:November 2010
And what would it be ?

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Sergeant
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