Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » WW II Mod
Re: WW II Mod Version 0.4 out![message #279267] Wed, 04 May 2011 13:30 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Badbru
Also it's a shame your weapons don't have a choice of stocks. The M1 Carbine for example had fixed wooden or folding metal on the paratroop version.
Both are in this mod: the standard M1 and the paratrooper version with their respective stocks.

Quote:
The Lee Enfield No4 Mk1(T) issued to snipers had the cheekpiece (sniperstock). It would have been nice to be able to build a (T) from a No4 by swapping the standard stock to a sniper stock.
Yes, that would be one of the few examples, the MP-40 would be another one. Otherwise different stocks don't realy play any role for those weapons, nearly use wooden stocks, very few have folding stocks and heavy MGs SAW stocks. BTW, I was wrong and there is in fact a weapon in this mod does accept different stocks: the M1919A6 can either be equipped with a SAW stock or a parastock.
Re: WW II Mod Version 0.4 out![message #279338] Thu, 05 May 2011 15:32 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
After playing with tanks out in the open for a while I am not satisfied with my set-up either: tanks are sitting ducks and the shooting usually happens far away their position (I had deliberatly placed them in the middle of the maps in order to not allow them instantly destroying your vehicles). In most occasions there is just the tank to be destroyed after the shootout with the enemy soldiers. This does force the player to maintain and carry around AT-weapons, but any interesting tactical situations, such as a tank pinning down the flanking squad, are rather the exception.

I think it would be no loss to again remove the tanks from the open field maps until some better way of implementing them into tactical combat can be found. What would also free me from the need to make proper AT-weapons for the periode.
Re: WW II Mod Version 0.4 out![message #279379] Fri, 06 May 2011 09:09 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Hi Buns, I had the same experience with other mods, like RR etc. If you know how to deal with tanks, they are much, much less dangerous compared to enemy soldiers who can move around. Tanks being stationary makes them mostly a map feature.

I typically end up shooting most of the enemies before I am in a safe enough position to take out the tank. Occasionally I disable a tank during a fire fight, mostly using grenades, and only because it was convenient. I don't like to use grenades against enemies as this only means I need to repair their gear after I kill them.

Is it possible for you to use the in game "feature" where a random soldier gets converted to a tank? I believe this happens when the player clears out a sector with a tank and the enemy retakes the sector. But you are right, the tank will be at a specific location on the map.

I wouldn't say it is terribly inconvenient when a randomly placed tank (how do you make it random?) shoots up the player's vehicle. You can always exit the vehicle in an adjacent sector and walk into the tank sector. Inconvenient - but hey - not the end of the world.


Re: WW II Mod Version 0.4 out![message #279399] Fri, 06 May 2011 18:31 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Dieter
Hi Buns, I had the same experience with other mods, like RR etc. If you know how to deal with tanks, they are much, much less dangerous compared to enemy soldiers who can move around. Tanks being stationary makes them mostly a map feature.
Yes, that's the point. Another thing also is that tanks can go on your nerves with their turning of the turret (*eeeek* *eeeek* *eeek*), what also is extremly time consuming during the enemy's turn. Interestingly a noise the mercs cannot hear, even though you would expect a tank with running engine would be audible throughout the entire sector.


Quote:
Is it possible for you to use the in game "feature" where a random soldier gets converted to a tank? I believe this happens when the player clears out a sector with a tank and the enemy retakes the sector. But you are right, the tank will be at a specific location on the map.
I don't know that feature. I could imagine some problems too: what if the programm picks a soldier on a roof, inside a building or otherwise impossible position to convert him into a tank?

Anyways, I am now in the process of replacing the tanks with common soldiers, and while I am at it check deplyoment of soldiers in general. In particular I think that I will reduce the number of roof-campers and add more enemies inside builidngs (with the respective keys). It is that builidngs, save for roofs, don't seem to play a role in combat; for example I think I had not used more than two loads of HMX in the last some 100 battles to take down walls, what makes hiring or training explosives experts rather pointless, save for removing explosive traps on crates.



------------------
wow, that must be a new record: I had started with this positing at 10:00 in the morning, then I got lots of calls, had to make a meeting, went shopping, and I finish it at half past five in the evening.

[Updated on: Fri, 06 May 2011 18:32] by Moderator

Re: WW II Mod Version 0.4 out![message #279415] Sat, 07 May 2011 00:44 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Maybe you can "borrow" some Urban Chaos maps? I am only talking about the city maps as you mentioned building campers.

Not all UC maps have subways, so they should be usable with no changes. Some of the UC maps are quite elaborate (like a maze of buildings). Also some of these cool UC maps don't see much combat just because this is how the game play works out. Maybe you can even delete portions (like a fence) for a completely different "map effect".


Buns
*eeeek* *eeeek* *eeek*


Oh dear lord, how annoying is that, I totally hate it!! Have you noticed that at some point the tank seems to "give up", meaning it feels like the turning mostly stops, like it wants to die? I wish that phenomenon would kick in a little earlier during a battle.


Re: WW II Mod Version 0.4 out![message #279444] Sat, 07 May 2011 12:43 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
What would be so wrong with having a tank appear randomly in a sector, instead of the center ? Driving a jeep in a tank-occupied sector will probably get your vehicule destroyed... as in real life ! Smile

Plus, it forces your mercs to either scout the area for tanks before getting your vehicules in, and/or carry AT weapons at all time.

However, it's true that endless turret-turning is a pain. Would it be possible to just speed up the animation

And BTW, Buns, do you have plans to include AT-rifles such as the Boys (.55 Boys), Mauser M1917 (13.2mm TuF), PTRD/PTRS (14.5), Maroszek Kb Ur wz35 (7.92x107mm DS) and PzB 38/39/41 (7.92x94 Patrone 318) ?
Re: WW II Mod Version 0.4 out![message #279447] Sat, 07 May 2011 15:00 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Dieter
Maybe you can "borrow" some Urban Chaos maps? I am only talking about the city maps as you mentioned building campers.
I think at one point I have to start with map making myself. I need to take a look at smeagol's big maps because I would need bigger maps for my own purpose (raising of vision range). Otherwise I am very satisfied with the WF maps, save for enemy deployment and some maps with facilities. On those maps I would prefer a setup with several smaller buildings instead of one very big, and for the means of my mod they should have a more "antique" look. For example, places like Tixa or Alma should look more like colonial periode fortresses than like 1970s functional architecture.

Another thing are the SAMs. There were no SAMs in my timeframe and an AA-position would have had a very small range, basically only able to shoot down aircraft flying through the very same sector. I think a possible sollution could be to turn them into small airfields, like the imporvised frontline-airfields used during the world wars, with a small runway, three or so primitive buildings and may be a "tower building" replacing the SAM control. This would give a more plausible explanation how a single sector would be able to control the airspace of all sectors around.

Quote:
Have you noticed that at some point the tank seems to "give up", meaning it feels like the turning mostly stops, like it wants to die? I wish that phenomenon would kick in a little earlier during a battle.
I have the impression that this either is the result of the tank having heard you (it seems its vision range is somewhat limited) or of it being damaged. I notice that after having hit the tank with a LAW (they often can take three hits with it) I sometimes can even stand right in front of it and throw grenades without it reacting.



breversa
What would be so wrong with having a tank appear randomly in a sector, instead of the center ? Driving a jeep in a tank-occupied sector will probably get your vehicule destroyed... as in real life ! Smile

Plus, it forces your mercs to either scout the area for tanks before getting your vehicules in, and/or carry AT weapons at all time.
That's rather impractical because it would require to enter a sector on foot, leave it again and return with vehicles. Not only would the enemy force most likely had moved away in the meantime, while you had massed up a large number of "lost" battles, but even more you would not be able to know whether or not there is a tank unless having killed all enemies.

And: in case the appearence of a tank would be randomized it would be different when re-loading the sector. So you would get into a sector, see there's no tank, leave and return with vehicles, but then the first enemy had been converted into a tank.

Quote:
However, it's true that endless turret-turning is a pain. Would it be possible to just speed up the animation

And BTW, Buns, do you have plans to include AT-rifles such as the Boys (.55 Boys), Mauser M1917 (13.2mm TuF), PTRD/PTRS (14.5), Maroszek Kb Ur wz35 (7.92x107mm DS) and PzB 38/39/41 (7.92x94 Patrone 318) ?
I am for now not planning with tanks anymore. There are couple of things that would need to be improved for tanks appearing in this mod to make sense:

- Tanks should be mobile and able to drive around the sector
- Tanks should make a loud noice even when not moving
- Tanks in this mod should be much weaker and armed with MGs or at maximum a 47mm gun. I am thinking about the Vickers Tankett as a model
- You should somehow be able to capture a tank (not sure how that could work in JA)
Re: WW II Mod Version 0.4 out![message #279652] Wed, 11 May 2011 00:28 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Buns
raising of vision range


You may need to pay close attention to how increased ranges affect the player interaction with the user interface, meaning if this is starting a "scroll fest".

Unfortunately we don't have much experience (yet) with big maps. For example while I have tested big maps, I have not played a full game with them.

However there are already a couple of interesting effects we were able to glean. For example it is easier to overcome 20 enemies on a map 4 times larger because you have less enemies to kill at a time.

Placing 60 enemies on a map to compensate can result in most of them clustering if you don't constrain the area they can be in through the map editor. Smeagol has way more info on this.


Buns
I sometimes can even stand right in front of it and throw grenades without it reacting.


Hm, I always was under the impression that there are exception in the C code for tanks and that they can't suffer from impairment through wounds like people do.

Wow, it never occurred to me to try standing in front of a tank, looks like I had too much respect for them.


Re: WW II Mod Version 0.4 out![message #279695] Wed, 11 May 2011 14:02 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Dieter
You may need to pay close attention to how increased ranges affect the player interaction with the user interface, meaning if this is starting a "scroll fest".
I had been testing 20 tiles base and now play with 17 tiles base. The major problem is that you are seen much earlyer which can, often does, result in your team getting pinned on the edge of the map. This reduces the ability to make tactical movements, what is not what I am looking for.

I am now trying to solve it by changing enemy deployment in the way that I have no more enemies on roofs, more inside buildings, and in general by massing the enemies in the center of the map. Another sollution could be bigger maps with a larger "neutral" zone towards the edges of the map.

Quote:
However there are already a couple of interesting effects we were able to glean. For example it is easier to overcome 20 enemies on a map 4 times larger because you have less enemies to kill at a time.
This would also be a matter of enemy placement. For big maps I would suggest to rather concentrate the enemies around a central "obvious" spot and have lesser of them isolated wandering around.

This somewhat would limit your abilities to take them out one by one, but would improve your abilities to make tacitcal manouvers, such as encirclement of the farm building the enemies are sitting in. It would also solve the problems of the enemy force getting to much streched out over the map.

On the other hand, I am a passionate player of daytime shootouts and hardly do nightime stealth missions. For an exciting daytime battle it is best to have all the enemies on a rather central position. For a stealth mission it is best to have them wandering around on their own.

Quote:
Placing 60 enemies on a map to compensate can result in most of them clustering if you don't constrain the area they can be in through the map editor.
That wouldn't realy be a sollution because it would return the old problem of the small maps, but on a higher level: there are hardly any places on the map where no enemies are and where you can move your team.


Quote:
Hm, I always was under the impression that there are exception in the C code for tanks and that they can't suffer from impairment through wounds like people do.
I do get notes, such as "tank is blinded by the blast". But I cannot say whether it realy does what it says.

Quote:
Wow, it never occurred to me to try standing in front of a tank, looks like I had too much respect for them.
I once had to because I run into a tank with nothing but handgrenades. You can destroy a tank with handgrenades, provided you have a lot of them. At one point I noticed that the tank seems to no longer react to my mercs. So I gave up crawling around it and had my mercs running upright to it, throwing all grenades they have, and then run back to leave room for the next grenadier. The tank was not shooting on any of them.
Re: WW II Mod Version 0.4 out![message #279770] Thu, 12 May 2011 05:41 Go to previous messageGo to next message
Hawkeye

 
Messages:1554
Registered:October 2005
Location: Australia
Buns

Anyways, I am now in the process of replacing the tanks with common soldiers...



http://www.imfdb.org/w/images/thumb/0/02/SPRFlak38.jpg/600px-SPRFlak38.jpg

Perhaps you could replace the Tank with a Flak 38 or something similar, only one that is stationary, and not on wheels. May even be more suitable as a SAM Replacement, and damn scary if turned on you.


Re: WW II Mod Version 0.4 out![message #279773] Thu, 12 May 2011 08:55 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Good response Buns, all very good and valid observastions.

Interesting in game message, "tank is blinded by the blast", hm... maybe someone will look at the code, wouldn't be surprised if this has been a bug for all these years.


Re: WW II Mod Version 0.4 out![message #279790] Thu, 12 May 2011 14:09 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Hawkeye
Perhaps you could replace the Tank with a Flak 38 or something similar, only one that is stationary, and not on wheels. May even be more suitable as a SAM Replacement, and damn scary if turned on you.
Yes, having stationary weapons would realy be nice. In another thread some animations for a heavy MG were shown. Other thinkable weapons of that kind would indeed some kind of smaller cannon like the said Flak, or a 75mm gun, and a heavy mortar.

This would lead to the question of team-operated weapons:

Such a gun might have 60 APs for reloading and 60 APs for shooting. So a single character would not be able to reload and shoot the gun within one turn. Two character "attached" to the weapon would be able to.

This is of course purely hypothetical with no idea if and how that could be implemented; leave alone how that could be made working for the AI.
Re: WW II Mod Version 0.4 out![message #279837] Fri, 13 May 2011 05:25 Go to previous messageGo to next message
Hawkeye

 
Messages:1554
Registered:October 2005
Location: Australia
Have the tanks been externalised at all? If they were, it maybe a case of just editing existing values. A squad based weapon is cool, but perhaps a weapon where you couldn't see the gunners may be a more attainable feature, such as a MG gunning emplacement/bunker.


Re: Alternative Gun Progression[message #280684] Wed, 25 May 2011 07:15 Go to previous messageGo to next message
swampgator

 
Messages:96
Registered:May 2009
I'm enjoying the mod so far- I'm having a problem though. I tried going into D5 (the sector with Kingpin), and when i hit the button to go into tactical the game crashes to desktop. I've been in the sector already and bull won a couple bouts in there. I'm trying to go in there to see if the El Dorado is there, but it keeps crashing. I thought at first it was just bull- but i tried another three mercs and still no go. I tried going into tactical from D4 and telling my mercs to go into D5- still get the ctd.
Re: Alternative Gun Progression[message #280709] Wed, 25 May 2011 12:43 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Ah yes, that's a problem of the exe, not the mod. It has some issues with certain quests, such as when you get Joey and bring him back to his home sector the game would crash anytime you try to enter that sector. Another problem is that you are no longer notified when Hamous or Skyrider are to be found in a sector. They are still there and can be recruited without problems, but you have to search for them manuelly on the tactical map.

I haven't run into your D5 bug, but I don't do any boxing either, just get there and pick the Eldorado. So I would add that to the list. I would also guess that the tourists quests and the Chalice quest are the same broken (haven't tried it for the named reasons). At Alma I run into a problem that the game crashes if the general is killed during the battle (it doesn't when he is killed afterwards). Also, Carmen doesn't work as he should. He would give you the disk and the machete, and when you return a head to him he would tell you to meet him in Drassen - but he will never show up there.

All those are known, and certainly fixed with the new exe. I am waiting for the next release, which is due in short, then I'll try to port it to the new version of 1.13.
Re: WW II Mod[message #287041] Tue, 19 July 2011 23:09 Go to previous messageGo to next message
Galactor123
Messages:1
Registered:July 2011
I know this may come off as kind of needy, but I figure there is little harm in asking...
I love the idea of adding in a lot of WWII style stuff, but with this mod still in beta, and thus still having things like e-mail and other modern amenities, I think it would be a bit too schizophrenic in tone for me to really enjoy it quite yet (though I am definitely looking forward to it when its done). That being said, I've been longing for a WWII weapon pack to play around with, just the weapons. Is there anyway that you could either release just the weapons as a separate add on, or any way that I could extract the weapons from the mod and just use those? Thanks, and do keep it up, like I said I'm looking forward to this when its a bit more done.
Re: WW II Mod[message #303994] Sat, 28 April 2012 04:25 Go to previous messageGo to next message
WaterHazard
Messages:4
Registered:January 2012
Hey guys just came here to say that, while still a beta, your mod looks awesome!!!

I have some suggestions to make about some weapons

The mod should have more 12 gauge weapons such as the:

Winchester M1912


Winchester M1897


Browning Auto-5


Winchester M1887


And there is some other weapons (automatic btw) that would make a awesome addition such as the:

Volkssturmgewehr 1-5


M1941 Johnson rifle


TKB-408

[Updated on: Sat, 28 April 2012 04:27] by Moderator

Re: WW II Mod[message #305591] Mon, 04 June 2012 20:00 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
The Volkssturmgewehr and the Johnston are both as exotical as they are obsolote, means they should have appeared only in very small numbers - but on the other hand they wouldn't realy be something good compared to similar weapons, such as the Garand. This would have made them rather a wasted efford. So I have skipped them. The TKB is a post-WWII prototype weapon and that way had no business to be in this mod.

Concerning shotguns: there is no real use for them in this mod because you already start the game with rifles and SMGs.



Re: WW II Mod[message #305975] Fri, 15 June 2012 18:54 Go to previous messageGo to next message
Agent 47

 
Messages:64
Registered:June 2011
Location: Midwestern US
I tried installing this mod yesterday, and I'm getting some problems. First of all, this mod asks for AIMNASv14 or higher, I tried installing on an SCI from around mid-late 2011, not sure which one atm. So that might be part of my problems
Buns

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.
there is no AIM-WF folder, and extracting to 1.13 has no visible effect that I saw. I then tried extracting to the AIM folder, and noticed only some files extracted themselves, so I figured it works like an SCI, and just extracted into the root, sure enough the files seemed to all go to their respective folders.
Now when I start the game, my IMP mercs will arrive with WWII loadouts, I believe the enemies have them as well - their positions are changed for sure, as when dropping in Omerta, one is immediately ahead of you in a position I've never seen in AIMNAS.
However AIM mercs all still have their AIMNAS loadouts, makes for a kinda one-sided fight Razz. Also when checking my IMP's inventory, their guns are not using NAS, instead they have the old 4 attachment slot thingus 1.13 used to have (or still does, idk). Which begs the question, if this isn't a glitch, why does the mod ask for AIMNAS to install unto?
Re: WW II Mod[message #305977] Fri, 15 June 2012 19:37 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
NB that this mod is from April 2011 and based on the SCI that was around then. I guess it could be problematical when using a newer SCI. When I find the time, I'll either upload the entire package on my HD including the exe that was in use then, or port it to the lastest exe of 1.13
Re: WW II Mod[message #307442] Sun, 15 July 2012 06:14 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Buns, I get an assertion failure when landing the first time. If I press escape, the game CTD instead.

I am using SCI_113tais_r5398_AIMNASv27.7z and WWIImod_v04.rar. I didn't change any of the INI files.



Edit: Just did an install of SCI_113tais_r5398_AIMNASv27.7z on top of Gold which did not cause AF or CTD at the beginning.

[Updated on: Sun, 15 July 2012 06:42] by Moderator



Re: WW II Mod[message #307477] Sun, 15 July 2012 17:47 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Yes, I'll have to port that to a newer exe sooner or later (it's a bit of a trouble with all the changes to items.xml). I think I'll wait for the next "official" release that includes the food & drink-feature because that will require a lot of work for item placement as well.
Re: WW II Mod[message #307505] Mon, 16 July 2012 00:20 Go to previous messageGo to next message
Tao

 
Messages:2245
Registered:August 2009
Location: The Known Universe
Is this still an ongoing project Buns? I really liked the simple weapons.
Re: WW II Mod[message #307556] Mon, 16 July 2012 19:51 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
It is insofar completed that I have implemented all weapons, LBE and other stuff that I wanted to (ans was able to). It also is fully playable, including map changes - at least with the (very buggy) old exe I have on my PC. I could imagine that using newer exes will cause trouble; at least when they call for definitions in the various XMLs that are not covered by my files.

Because this is not a situation I want to have it, I am going to port it to a newer version, which will probably be the next or following one.
Re: WW II Mod[message #307592] Tue, 17 July 2012 06:58 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Buns, Do you have a link to an AIMNAS version which works with your 0.4 mod? If not, what does work and where can I get it? Thanks!


Re: WW II Mod[message #307882] Sun, 22 July 2012 12:04 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Here you go:

http://www.gamefront.com/files/22018867/SCI_SVN1252_MPSVN3944_Vanilla113_20101204.7z

This is the SCI I have on my laptop. It should work without problems with my mod, but has some issues with NPCs, such as Joe quest, boxing, bloodcat quest and terrorists not realy working (Slay can be recuited though). You are also not notified about "other persons" in the sector, means you have to go into the sector and check for Hamous and Skyrider.
Re: WW II Mod[message #307883] Sun, 22 July 2012 12:15 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Downloading... Very Happy


Re: Alternative Gun Progression[message #308270] Sat, 28 July 2012 00:12 Go to previous messageGo to next message
Manestic

 
Messages:18
Registered:July 2012
Location: The Netherlands

SMEXY <#######
Re: Alternative Gun Progression[message #308271] Sat, 28 July 2012 00:13 Go to previous messageGo to next message
Manestic

 
Messages:18
Registered:July 2012
Location: The Netherlands

Keep this updated <3
Re: WW II Mod[message #309143] Thu, 16 August 2012 04:20 Go to previous messageGo to next message
BrotherJayne

 
Messages:19
Registered:June 2010
Hey Buns!
Where did you get the wide screen options from?
Re: WW II Mod[message #309256] Sat, 18 August 2012 17:06 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
wide screen options?
Re: WW II Mod[message #309274] Sun, 19 August 2012 03:05 Go to previous messageGo to next message
BrotherJayne

 
Messages:19
Registered:June 2010
http://i.imgur.com/cuP5W.jpg
Re: WW II Mod[message #309279] Sun, 19 August 2012 08:58 Go to previous messageGo to next message
BrotherJayne

 
Messages:19
Registered:June 2010
Also, for some reason my weapon slots are broken

Does this imply a broken install?
Re: WW II Mod[message #309285] Sun, 19 August 2012 11:42 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
those look like Lafoyedes work .


Edit : talking about the widescreen topic ... Smile

[Updated on: Sun, 19 August 2012 11:43] by Moderator



Re: WW II Mod[message #309295] Sun, 19 August 2012 13:44 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
I haven't touched the screen options, so what you get is what is in the exe.

BrotherJayne
Also, for some reason my weapon slots are broken
uh. You should try to be a bit more detailed in your error reports: What "weapon slots" (do you mean attachment slots?) are broken, and how?
Re: WW II Mod[message #310696] Thu, 27 September 2012 11:01 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Buns, I installed Gold, then copied SCI_SVN1252_MPSVN3944_Vanilla113_20101204.7z into the main folder, then WWIImod_v04.rar into the Data-1.13 folder, but I get maps with incorrect graphics (there are clothes hangers all over the map in the starting sector). I checked and Ja2.ini has VFS_CONFIG_INI = vfs_config.JA2113.ini. Is there anything I forgot? Profiles\UserProfile_JA2113 doesn't have a MAPS folder.

Edit: Stuff is hella broken even when trying to play with lots of clothes hangers all over the place. Opened Grunty inventory CTD. Right clicked on Fox's pants CTD. (Yes, her pants are special.)

Edit 2: I experimented and did the following install: 1. Gold, 2. wf-aimnasv15-ww2_en.7z, 3. WWIImod_v04.rar, seems to work so far.

Bug Report:
- The Browning 1919 A6 ejects a box instead of a belt.
- Belt - Holster Belt/First Aid large pic has a white star while medium pic does not.
- Gas mask has a vision range modifier of zero, not sure if this has an effect in game.
- Omerta rebel base has a 9x19mm ammo box with 65430 bullets.
- I can't detach the fixed stock from a ZK-383 9x19mm. The same fixed stock is detachable from all other rifles I currently have.
- Drassen airport has at least one 9x19mm ammo box with more bullets than allowed
- Someone starts with a Springfield 1903A4 which allows all kinds of modern attachments like lasers and stuff
- The FN D 7.65x53 has a built in bipod bonus of +18 and also allows for a bipod to be attached to it. The gun also has a to hit modifier of -10, so I am not sure if this was intentional?
- After freeing only the Drassen airport, the 4 sector city has a loyalty of 32%
- There is a modified tactical flashlight in C13 Drassen middle sector
- My soldiers are complaining incl. loss of morale that the guns they are carrying are not good. My progress is 13 and I have all Mondragons, Halcon M1943s, and 1911s. Edit: Same with progress 19.
- The following merge doesn't seem to work: Shoulder Bag SMG Magazines + Any Belt = Assault Belt
- BR doesn't sell something called a "Hat", see picture below

The Hat:
http://jaggedalliance2.pbworks.com/w/file/fetch/59425219/wf-aimnasv15-ww2_en_hat.jpg

Question: Is there a way to play wf-aimnasv15-ww2_en.7z with a newer EXE? WWIImod_v04.rar doesn't have an EXE and the one in wf-aimnasv15-ww2_en.7z is missing some of the new EDB features, doesn't show everything.

Observation: I have seen previous implementations of the Mondragon rifle, and because I use it quite extensively in your WW II mod, I like to point out that the JA2 implementation is not historically accurate (I believe).

The ridle fires a 7x57mm 173 grain round-nose round, which is also known as the 7mm Spanish Mauser. This is different from the 7.92

[Updated on: Tue, 02 October 2012 11:05] by Moderator



Re: WW II Mod[message #310918] Thu, 04 October 2012 15:19 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Dieter
Edit 2: I experimented and did the following install: 1. Gold, 2. wf-aimnasv15-ww2_en.7z, 3. WWIImod_v04.rar, seems to work so far.
sorry for the trouble.

Quote:
- The Browning 1919 A6 ejects a box instead of a belt.
need to check that one.

Quote:
- Belt - Holster Belt/First Aid large pic has a white star while medium pic does not.
ok, for the list

Quote:
- Gas mask has a vision range modifier of zero, not sure if this has an effect in game.
I can't recall to have touched the gas mask at all. I don't think that it does any harm, at least I have seen none.

Quote:
- Omerta rebel base has a 9x19mm ammo box with 65430 bullets.
- Drassen airport has at least one 9x19mm ammo box with more bullets than allowed
That's a general bug with the sell boxes of some calibers: when being found they display an insane number of bullets, but when you give them to a merc, or place inside a vehicle, they start showing the correct ammount of bullets. You'll come across more of them.

Quote:
- I can't detach the fixed stock from a ZK-383 9x19mm. The same fixed stock is detachable from all other rifles I currently have.
Yes, accidently the ZK got the modifed (=glued) stock. It doesn't realy matter because it wouldn't accept another stock either. For the next version I'll most likely remove the stocks all together because it doesn't realy help the game. I can use bipods for MGs and scopes for sniper rifles as standard instead.

Quote:
- Someone starts with a Springfield 1903A4 which allows all kinds of modern attachments like lasers and stuff
Yes, that's something to be fixed too (it doesn't do a thing because those goodies aren't to be found anywhere).

Quote:
- The FN D 7.65x53 has a built in bipod bonus of +18 and also allows for a bipod to be attached to it. The gun also has a to hit modifier of -10, so I am not sure if this was intentional?
Sounds ok, but I can check them values again.

Quote:
- After freeing only the Drassen airport, the 4 sector city has a loyalty of 32%
Yes, sounds reasonable after four sectors. But that is nothing I have touched.

Quote:
- There is a modified tactical flashlight in C13 Drassen middle sector
That shouldn't be the case. Can you recall where it was?

Quote:
- My soldiers are complaining incl. loss of morale that the guns they are carrying are not good. My progress is 13 and I have all Mondragons, Halcon M1943s, and 1911s. Edit: Same with progress 19.
This problem does not result from the weapons but from the (lack of) armour. I think this can be fixed when I tone down "armour attractivness", or what is it called, for the mercs.

Quote:
- The following merge doesn't seem to work: Shoulder Bag SMG Magazines + Any Belt = Assault Belt
ok, thank you

Quote:
- BR doesn't sell something called a "Hat", see picture below
Yes, intended. Even though having some more authentical non-helmet headgear would be better.

Quote:
The ridle fires a 7x57mm 173 grain round-nose round, which is also known as the 7mm Spanish Mauser. This is different from the 7.92
Re: WW II Mod[message #310942] Fri, 05 October 2012 13:41 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Buns
Quote:
- Gas mask has a vision range modifier of zero, not sure if this has an effect in game.
I can't recall to have touched the gas mask at all. I don't think that it does any harm, at least I have seen none.
I think what may have happened is that someone added the tag with a value of zero. It is interesting that the zero is displayed in red color.

Buns
Quote:
- Omerta rebel base has a 9x19mm ammo box with 65430 bullets.
- Drassen airport has at least one 9x19mm ammo box with more bullets than allowed
That's a general bug with the sell boxes of some calibers: when being found they display an insane number of bullets, but when you give them to a merc, or place inside a vehicle, they start showing the correct ammount of bullets. You'll come across more of them.
Confirmed, after setting down in merc inv the box becomes normal.

Buns
Quote:
- There is a modified tactical flashlight in C13 Drassen middle sector
That shouldn't be the case. Can you recall where it was?
I had to try this twice, apparently you can get different maps. Roughly in the middle of the map, just a little south, there is a flat roof (you can climb on) house. The house has a single "air vent" in the bottom right corner. Inside there is a Chiefs Special revolver with 4 speed loaders in .38 special. To the right of it is the tac flashlight.

Buns
Quote:
I wonder if pilots simply shot this rifle from their seat by holding it in their hands, or if the rifle was mounted on the airplane somewhere.
It rather was operated by the second man.
Oh, I didn't know these wood and cloth airplanes had room for two pilots, but I guess it is possible. Do you know for sure?

[Updated on: Fri, 05 October 2012 13:43] by Moderator



Re: WW II Mod[message #310943] Fri, 05 October 2012 13:54 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3736
Registered:July 2009
Dieter
Buns
It rather was operated by the second man.
Oh, I didn't know these wood and cloth airplanes had room for two pilots, but I guess it is possible. Do you know for sure?
Check out the beginnings of aerial combat, it's mostly Recce crews shooting pistols at each other and throwing stuff at the dudes below, dedicated fighters and bombers only appeared later in the war.


Re: WW II Mod[message #310947] Fri, 05 October 2012 14:09 Go to previous messageGo to previous message
usrbid

 
Messages:1580
Registered:December 2008
DepressivesBrot
Check out the beginnings of aerial combat, it's mostly Recce crews shooting pistols at each other and throwing stuff at the dudes below, dedicated fighters and bombers only appeared later in the war.


Pistols? Dang, that's being a tough guy right there! "What did you do today?" "I shot an airplane - with my pistol!"


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