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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279262] Wed, 04 May 2011 11:34 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Of course i look, but not have the time when are more.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279263] Wed, 04 May 2011 11:50 Go to previous messageGo to next message
JMich

 
Messages:569
Registered:January 2011
Location: Greece
Blue_Fox
@smeagol.
Yes. im aware of those missing lines, but most of the time i dont have the time to read them.
Will they be logged in a file?

You mean Profiles\UserProfilexxx\ERROR_REPORT.iniErrorMessages.txt ?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279264] Wed, 04 May 2011 11:55 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
thanks jmich - exactly that

@ blOOfox,

did you say you were a programmer in a former life?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279272] Wed, 04 May 2011 14:33 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Yes i was long ago.
*** Wed May 04 13:31:27 2011 ***
[ UISCQ-1F61Y-TOOAS-P0VTY-6IDX0 ]

[1.21351e-005] :

So where can i find ifno about this?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279274] Wed, 04 May 2011 16:28 Go to previous messageGo to next message
JMich

 
Messages:569
Registered:January 2011
Location: Greece
Blue_Fox
*** Wed May 04 13:31:27 2011 ***
[ UISCQ-1F61Y-TOOAS-P0VTY-6IDX0 ]

[1.21351e-005] :

So where can i find ifno about this?
As far as I can tell, you can safely ignore these lines. They are identifiers of your game (installation? run?) which are used to be able to locate the error message log with the installation, and see whether the error reports are the same or not. I may be wrong about this, but this is not the thread to discuss it, since it has nothing to do with AIMNAS

Apologies to smeagol for highjacking his thread (once more).
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279283] Wed, 04 May 2011 20:26 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
JMich
Apologies to smeagol for highjacking his thread (once more).


I get used to it... no worries... only bad thing is, that the thread always fills so fast with the amount of hi-jacking taking place and I'll have to re-open a new thread pretty soon.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279284] Wed, 04 May 2011 20:34 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1540
Registered:March 2009
Location: Broadwurschd-City
Does anybody in this thread trink Harvey Wallbangers? They are delicious and devastating.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279299] Wed, 04 May 2011 23:15 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
news about mega-tile-set -

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=279298


may be You can use it in your's mod ?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279301] Thu, 05 May 2011 00:35 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Kirill
news about mega-tile-set -

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=279298


may be You can use it in your's mod ?



Yupp... seen those changes. Unfortunately this also means, that the entire work I spent so far on big maps was done for nothing. Don't know yet, if I'll be motivated enough to restart work yet again... atm I'm pretty much fed up. Don't expect anything in regards to map work from me within the next months... if I manage to get all my university stuff done I might come back to mapping, but as of now, big maps project is basically dead (especially due to those changes to tilesets I feel that all the time and work I put into the big maps so far was just a waste of time...).

I might continue working on the item part of AIMNAS, but as I already have included most of the stuff I wanted to be in, don't expect any more bigger changes.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279305] Thu, 05 May 2011 01:26 Go to previous messageGo to next message
Anonymous
@Smeagol

Why not just design basic size maps instead of biting into big maps?

It would be something new
It would be something fresh
It would be less stressful
Our community can have a new experience.

You can have everything you want, with less work and less stress.


BTW,

It was not a waste of time because you learned a lot of new things from your experiences in designing new maps.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279308] Thu, 05 May 2011 04:52 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
Seems like you should be able to tie different tilesets to different maps, I mean not all maps need all the tilesets. So if that is true, and I have no clue if it is, shouldn't you be able to just use the mega sets for maps you haven't made yet?

DH
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279311] Thu, 05 May 2011 09:41 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
taoteching
@Smeagol

Why not just design basic size maps instead of biting into big maps?



The whole idea of a bigmaps project is to design bigmaps, isn't it?


dinglehopper
Seems like you should be able to tie different tilesets to different maps, I mean not all maps need all the tilesets. So if that is true, and I have no clue if it is, shouldn't you be able to just use the mega sets for maps you haven't made yet?


Dunno yet... depends on how it gets implemented and what will be contained in the tileset. If it is possible to have just one single tileset with everything in it, having the mess that there currently is would not be such a great idea (guess at the very least it would be necessary to keep around 3 different tilesets, one with everything, one for caves, one basement set... if I understood it correctly, the cave tileset has some hardcoded stuff going on as well, so you can't put everything into just one tileset anyways).

Don't know how the terrain types will be handled, if it is possible to have more than the 8 default terrain types or not. Also not sure yet, how the fences will work out, etc.

It looks as if adding stuff to terrain objects, walls and furniture doesn't cause any trouble. But of course the more special parts of the tilesets (animated stuff like the lake objects, ground textures, roads, fences...) might be a bit more complicated. I'll basically have to wait to see how the project turns out...

[Updated on: Thu, 05 May 2011 09:47] by Moderator



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279340] Thu, 05 May 2011 15:34 Go to previous messageGo to next message
Anonymous
smeagol
taoteching
@Smeagol

Why not just design basic size maps instead of biting into big maps?



The whole idea of a bigmaps project is to design bigmaps, isn't it?


When?


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279344] Thu, 05 May 2011 16:20 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
taOO, get your brain back (whereever you forgot it) - the name says it: BIG MAP project means primary target is making BIG MAPS - if new maps were the target it'd be called NEW MAP project
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279346] Thu, 05 May 2011 17:00 Go to previous messageGo to next message
Anonymous
No shit Loo.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279347] Thu, 05 May 2011 17:12 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Big maps needed with those new high end attributes.
You snipe the whole map when have good position and spotter.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279370] Fri, 06 May 2011 04:45 Go to previous messageGo to next message
usrbid

 
Messages:1552
Registered:December 2008
I have seen some of Smeagol's big maps, they are really amazing!! I don't know of anyone who can create the environment feeling and detail like he does.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279372] Fri, 06 May 2011 05:03 Go to previous messageGo to next message
pyg

 
Messages:44
Registered:August 2007
I'll second (or third) the feeling of disappointment that the big maps aren't going to happen. I played some of the stuff in test and was quite impressed.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279373] Fri, 06 May 2011 05:23 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Well, i ask if i can support Smeagol with map making.
Have alot experiences in map making. Not Ja2, but still Smile
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279376] Fri, 06 May 2011 07:56 Go to previous messageGo to next message
Anonymous
There ya go. Collaborate to speed the process up and be the overseer. Make sure to give credit for ideas and work.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279395] Fri, 06 May 2011 15:07 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
Dieter
I have seen some of Smeagol's big maps, they are really amazing!! I don't know of anyone who can create the environment feeling and detail like he does.



Yes !

very good work !
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279735] Wed, 11 May 2011 20:53 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Finally managed to add the Mini 6.8:

http://imageshack.us/m/96/3600/rugermini68.gif


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279739] Wed, 11 May 2011 21:48 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Question smeagol.
How you define weapons AP's ready APs needed.
You do a calculation based on real weapons?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279745] Wed, 11 May 2011 22:15 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
A guess:
Pick a base value for each weapon type. Modify it depending on x and/or x.
X could be weight, stock type and stuff like that.

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279761] Thu, 12 May 2011 01:10 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Slax
A guess:
Pick a base value for each weapon type. Modify it depending on x and/or x.
X could be weight, stock type and stuff like that.


Exactly.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279832] Fri, 13 May 2011 01:14 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Hmm, is there some kind of trick in installing the V18?

I started playing JA2

[Updated on: Fri, 13 May 2011 01:53] by Moderator

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279833] Fri, 13 May 2011 02:45 Go to previous messageGo to next message
H_412

 
Messages:27
Registered:October 2009
Lo there,

Come across a bug I can't figure out what to do about:
Using SCI_AIMNASv17.02_4057_20110417.exe, Tais' SCI.

I'm in Cambria, I'm in the sector south of the hospital, killed Mike previous turn and now when I end turn I'm getting the error:

"Assertion Failure (Line 1530 in file Queen Command.cpp)....

AddPossiblePendingEnemiesToBattle(): Logic Error - by Kris"

Is there anything I can do about this? I've tried reloading and doing different things but no difference. All was fine until now.

Another thing, I get an asertion failure when I try to aim in melee combat, no biggie, just wondering if anyone else is getting that.

Thanks
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279842] Fri, 13 May 2011 08:42 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
K0ukku
...
Install v17 using Tais' SCI, then apply the v18 update.
There was a major shift on the technical side of things, so installing over v15 gives you a heap of junk data at best and all kinds of errors if you're unlucky.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279881] Fri, 13 May 2011 18:11 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Ookay, thanks DepressiveBrot. I got two more random questions:

1) Is it normal that Larry loses his marksmanship and other stats over time?
2) Is it usual that mine owners denies co-operation with the player after conquering a town and talking to the head miner? Last evening I played the V15 the Grumm miner didnt want to give the mine income to me. Also in the beginning of the game Chitzena head miner didnt want to co-operate aswell, but I used the shipyard facility to make some money...

Thanks for answers. Sorry for hijacking!
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279884] Fri, 13 May 2011 18:17 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
1) when he's drunk - YES
2) you need better stats than in vanilla -> this is the wildfire-mod
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279892] Fri, 13 May 2011 21:00 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
2) Aprroach in a Direct way give more results.
Else the just socializing.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279966] Sun, 15 May 2011 17:29 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Where can you get Improvised Conversion Kit ?

Is there a way to decrease Conrad's cost per day (editing some file..)? I'd like to attack Alma right after Drassen and hire that mother. And I mean like for $2000 per day.

[Updated on: Sun, 15 May 2011 17:31] by Moderator

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279967] Sun, 15 May 2011 17:32 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
do not accept his first proposal
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279972] Sun, 15 May 2011 17:58 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Mam...?
She's a terrorist.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279975] Sun, 15 May 2011 18:25 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Yeah logisteric I know, if I deny first proposal he'll join me with like $3000 per day, but I was wondering could I lower those wages (the first 5k / second 3k) somehow?

-------

Does the PPsh russian WW2 era submachine gun have drum magazines in this game? I bought used Suomi KP and I was dissapointed since its default magazine size is 30 rounds, normally it had the 71 round drum mag I thought I could do some serios suppression with it.

[Updated on: Sun, 15 May 2011 18:29] by Moderator

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279976] Sun, 15 May 2011 18:28 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
K0ukku
Yeah logisteric I know, if I deny first proposal he'll join me with like $3000 per day, but I was wondering could I lower those wages (the first 5k / second 3k) somehow?


Nope.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279984] Mon, 16 May 2011 00:47 Go to previous messageGo to next message
Off_Topic

 
Messages:1037
Registered:January 2009
Hey Smeagol, really looking forward to giving all your goodies a blast, one thing though, why has the starting cash been upped so much and mine closures turned off?

I get that there are the new expensive kits to choose from, but the money seems a bit excessive. Does it make the game more balanced?


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279988] Mon, 16 May 2011 08:41 Go to previous messageGo to next message
The_Bob

 
Messages:410
Registered:May 2009
Location: Behind you.
All the militia training costs went up, also there's militia upkeep now. You'll need all that extra money once you capture a few towns.

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #279996] Mon, 16 May 2011 13:03 Go to previous messageGo to next message
Tue

 
Messages:45
Registered:April 2008
Location: Copenhagen, Denmark
I get a bug with the Carl Gustav recoiless rifle. I can't right click on it to bring up the info or load ammo - the info flickers briefly but disappears almost instantly. I can load ammo on the tactical screen by placing it in the hands of a merc and right-clicking the ammo icon but when I try to fire it, the game crashes.

Using SCI_AIMNASv17.02_4057_20110417.exe from Tais.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #280003] Mon, 16 May 2011 14:56 Go to previous messageGo to previous message
pyg

 
Messages:44
Registered:August 2007
Off_Topic
Hey Smeagol, really looking forward to giving all your goodies a blast, one thing though, why has the starting cash been upped so much and mine closures turned off?

I get that there are the new expensive kits to choose from, but the money seems a bit excessive. Does it make the game more balanced?


I thought the money was over the top too, but it's easy to edit down. Because of the great starting gear, I found it easier than normal even at nearly default starting cash levels. Ammo supply has been a bit of a sticky point for me because I also choose BR normal and slow progress. Although I like more troops in tactical it makes for long turns on my puny netbook.

I've been neck deep in AIMNAS for the last month or so and what I've really come away appreciating is the game balance compared to 'vanilla' 1.13 regarding shotguns and automatic fire. Previously I was playing with NCTH and personally I think OCTH/AIMNAS presents a better balance. Some of my mercs actually carry and use shotguns effectively (more than just suppression). With OCTH/AIMNAS my mercs also use BOTH assault rifles and snipers rifles, not just the one favored by the CTH system.
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