Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » Advantage of AIMNAS?
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Re: Advantage of AIMNAS?[message #278112]
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Mon, 18 April 2011 13:22
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Well, the larger maps are not yet included in the latest SCI (that was released yesterday).
Anyways... I try to tell in a few wordsw what AIMNAS exactly is:
- It uses maps based more or less losely on the maps from the retail wildfire (the not yet released bigmaps project uses maps that, as the name suggest are bigger than regular maps and are all basically build from scratch, so all new maps).
- I added around 1.2k items so far (with a slightly higher control of what got added and what didn't, compared to dbb, for example)... this includes LBE items, ammo boxes, attachments, armour items, explosives and of course more guns (for a full list of guns in the mod, check the AIMNAS thread, think the 3rd or 4th post is a list of all guns).
- added a few merges
- added the ammo box system of buying ammo from Bobby Ray (including ammo donkeys to make boxes out of magazines)
- different starting gear kits for AIM mercs (each AIM merc has a selection of 5 different kits to choose from)
Hope this helps.
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Re: Advantage of AIMNAS?[message #278114]
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Mon, 18 April 2011 14:23
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Tue |
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Messages:48
Registered:April 2008 Location: Copenhagen, Denmark |
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BunsIt doesn't seem you realy have looked much more into those threads than cross-reading the last pages of the recent one.
Actually I did but for someone who doesn't regularly follow these boards information isn't all that easy to find. I did see new weapons, vehicles and the list of items and mergers but I didn't read through 8 separate threads to find out that there are 1.2k more items than in 1.13.
BunsYou should rather apologize to not have asked this in the correct thread, in particular because you know where it is.
I figured the AIMNAS-thread was for modding-related questions and not for FAQs.
smeagolWell, the larger maps are not yet included in the latest SCI (that was released yesterday).
Anyways... I try to tell in a few wordsw what AIMNAS exactly is:
- It uses maps based more or less losely on the maps from the retail wildfire (the not yet released bigmaps project uses maps that, as the name suggest are bigger than regular maps and are all basically build from scratch, so all new maps).
- I added around 1.2k items so far (with a slightly higher control of what got added and what didn't, compared to dbb, for example)... this includes LBE items, ammo boxes, attachments, armour items, explosives and of course more guns (for a full list of guns in the mod, check the AIMNAS thread, think the 3rd or 4th post is a list of all guns).
- added a few merges
- added the ammo box system of buying ammo from Bobby Ray (including ammo donkeys to make boxes out of magazines)
- different starting gear kits for AIM mercs (each AIM merc has a selection of 5 different kits to choose from)
Hope this helps.
Thank you kindly, that helps a lot.
I've never played Wildfire so I guess I'll have to try it to see the difference in maps.
1200 new items? Sweet baby Jesus, that's ambitious. Can you tell me for instance how many of LBE-items in the Jennana-DB that are AIMNAS-only? Just to get an idea of how much has been changed/added?
[Updated on: Mon, 18 April 2011 14:30] by Moderator Report message to a moderator
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Corporal
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Re: Advantage of AIMNAS?[message #278115]
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Mon, 18 April 2011 14:29
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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Tue1200 new items? Sweet baby Jesus, that's ambitious. Can you tell me for instance how many of LBE-items in the Jennana-DB that are AIMNAS-only? Just to get an idea of how much has been changed/added?
Actually, Jen's DB is for AIMNAS v12, so all of those are in AIMNAS and then a few more have been added.
Edit: If your question meant which items were introduced with AIMNAS, then you'd also have to find a list of 1.13 regular items, which I'm not sure if it exists. As far as I recall though, 1.13 has a lot less LBE items, let me see if I can find the number.
Edit 2: Found it, 1.13 has a total of 40 LBEs, do you want a list of them?
[Updated on: Mon, 18 April 2011 14:35] by Moderator Report message to a moderator
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First Sergeant
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Re: Advantage of AIMNAS?[message #278118]
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Mon, 18 April 2011 14:41
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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1.13 LBENIV Default Thigh Rig
NIV Default Vest
NIV Default Combat Pack
NIV Default Backpack
TT Assault Vest
40mm Grenade Panel
Double Mag Pouch
SAW Pouch
Blackhawk Vest
Hongkong Police Vest
German Flecktarn Vest
Russian 106 Vest
Russian 107 Vest
Russian RM22SF Vest
TT Utility Vest
LBE Gear
Holster
Holster Rig
MP Holster
TIMS Backpack
ARUC Backpack
MALICE3 Backpack
TIMS Combat Pack
Tactical Tailor 3-Day Pack
Blackhawk Patrol Pack
AR-Mag / Grenade Pouch
AR-Mag / Utility Pouch
Canteen / Utility Pouch
Utility / Grenade Pouch
Large Mag / Grenade Pouch
Large Mag / Utility Pouch
Hunter Vest
TT Pistol Vest
Revolver Holster
LRAK SAW-Vest
First Aid Rig
Medical Pouch
Canteen / Grenade Pouch
AR-Mag. / Canteen / Grenade Panel
Large Mag. / Canteen / Grenade Panel
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First Sergeant
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Re: Advantage of AIMNAS?[message #293280]
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Fri, 11 November 2011 15:19
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powerhouse11 |
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Messages:34
Registered:August 2011 |
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this mod doesn't support jumping through windows =(
edit: NVM
[Updated on: Sun, 13 November 2011 12:48] by Moderator Report message to a moderator
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Private 1st Class
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Re: Advantage of AIMNAS?[message #295728]
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Mon, 26 December 2011 16:36
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Well... the battles obviously do take a lot longer.
I first thought it would be super tedious to find the last camper, but in fact it isn't too bad. Worse are enemies that got wounded during battle and try to flee. Campers in the AIMNAS maps are mostly placed in spots you would expect them (I didn't place enemies totally off in the wilds for example).
Battles in cities do take a long time. Speeding up enemy turns, especially on the higher difficulties is a must. Last night I played an assault on the airport, had 64+ enemies there. It took literally forever. But, I think those battles are awesome. I mean... Due to HAM 5 and Bobs instant equipping of attachements you save up a lot of time on micromanaging mercs, time you easily have for battles.
I don't know yet, how the big maps will effect long on going games in which you get constant attacks. For that I haven't played too long into the campaign for obvious reasons (only around 20 maps finished by now, no San Mona done, neither Chitzena...).
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Re: Advantage of AIMNAS?[message #295732]
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Mon, 26 December 2011 18:11
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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The maps get more interesting, the tactical options get more diverse. You don't get attacked immediately when entering a sector, you have more time to deploy the team into better positions, lay out ambushes, etc.
Some facilities are too big to fit into a small map realistically (like mines, SAM sites, airport, etc...).
Big maps actually make those anti-material rifles useful (on a 160x160 map you can only use the full range of some guns shooting from one edge of the map to the other, in a 360x360 map it's an entirely different piece of cake).
Bigger maps -> more replay value, as bigger maps lead to diverse scenarios if you have to play the maps several times. AI tends to attack certain sectors more than once, thus rhaving more room in one of those maps offers opportunity to experiment a bit.
I haven't had chance yet to playtest each and every map I made completely. For that I have simply not enough time.
But from what I have tested, I would not go back to regular sized maps anymore.
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Re: Advantage of AIMNAS?[message #295755]
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Tue, 27 December 2011 04:34
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For me, it is three issues.
1) Amount of time to finish battles. It already takes ages to complete one battle.
2) Interface. We really need a zoom function for this along with some other interface upgrades.
3) Limited stis. How many times am I going to look at the same three trees on one map? We can make maps extraordinary with some new stis and accompanying jsds.
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Re: Advantage of AIMNAS?[message #295756]
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Tue, 27 December 2011 05:05
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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taoFor me, it is three issues.
1) Amount of time to finish battles. It already takes ages to complete one battle.
2) Interface. We really need a zoom function for this along with some other interface upgrades.
3) Limited stis. How many times am I going to look at the same three trees on one map? We can make maps extraordinary with some new stis and accompanying jsds.
I totally agree on 1. It really takes ages to finish a battle due to the AI taking forever to make decisions. Currently playing an assault on drassen airport which already takes around 2 hours in which I had like 10 minutes of game play, while the AI used the rest to fidle around... granted, there are 64 enemies in the map, but even with enemy speed set to near max, it simply takes too long.
Interface, yeah... dunno... nothing I can do about either.
As for limited tilesets, yes... this has been an issue since I started to work on big maps. I managed to increase number of stuff by about 25-33% in the maps by adding more stuff to the existing tilesets from other tilesets using up all slots available. Unless the super tileset becomes reality, we are stuck with what we have. I only have limited time at my disposal, this project was and still is a one man show, I have 0 coding experience, have a lot of ideas for more stuff to be added, but once in a while actually like to play the game as well... So far I have at least a playable version that allows to conquer drassen and play the d.c.a.
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Re: Advantage of AIMNAS?[message #295761]
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Tue, 27 December 2011 09:39
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With regards to the A.I. Speed:
Would it be possible to have enemy turns simultaneously happen until in the player's field of vision or if their location is known?
I know that the interface will be updated. With all of the work on the interfaces of Unfinished Business 1.13, a zooming feature is only eventual.
I didn't realize that we can scroll on the insert screen. I actually pulled it up a few times when I was trying to get a feel of where I was in relation to the structures and rest of the map. Do the arrow keys control scrolling for this feature?
How are you going to put the radar maps together? Will they be small, even too small to look at?
There are loads of stis out there within unfinished mods and even finished mods. Also, you are pretty good at making items, why not new walls, roofs, doors, graffiti, et cetera?
(Picture a KLAUSS' CLUB sign on the fight club building.)
Making Arulco come alive.
With BiG MAPs comes big potential and also new problems.
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