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Re: AIMNAS WF2012 Part 10[message #305522] Sat, 02 June 2012 19:38 Go to previous messageGo to next message
Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
You think so? Hmmm... Maybe, if at all, we should limit it to shotguns then with only one shot fired, considering balance. I'm just thinking of possible ways to use features. Hey, it's Smeagols mod. If he says "No gun boobytraps!", I'm fine with it.
Re: AIMNAS WF2012 Part 10[message #305524] Sat, 02 June 2012 20:52 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
It's his mod, alright, but I somehow ended up as his Tech Adviser. One shot shotguns would be doable effect-wise, but you'll definitely lose the gun (which is pretty much bullsh!t) and burst fire is totally out of the question. It'd probably be more effective to pester Flugente to implement them properly.


Re: AIMNAS WF2012 Part 10[message #305537] Sat, 02 June 2012 23:11 Go to previous messageGo to next message
Flugente

 
Messages:3481
Registered:April 2009
Location: Germany
I've been thinking about a tweak that would allow us to attach tripwire to guns and then use them (once) as single-shot traps. Afterwards the gun would be placed in the sector, the trap would have to be set again manually.

However, even with moderate coding effort, this would either require us to create a merge 'mine' item for every gun (EWWW!) or create a mine item that stores the data of a gun, complete with ammo, attachment, status and whatnot. Both are solutions so ugly you'd better forget them.

Until someone can figure out a better solution, nothing will happen in this regard.


Re: AIMNAS WF2012 Part 10[message #305552] Sun, 03 June 2012 15:41 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
how about using a or the robot?
Re: AIMNAS WF2012 Part 10[message #305619] Tue, 05 June 2012 03:24 Go to previous messageGo to next message
Flugente

 
Messages:3481
Registered:April 2009
Location: Germany
Well, since you are asking... I've actually found way better solution. Coding effort was significant, but it's working...

Need to clear up on some xml- and attachment system related problems, and then we'll be able to build boobytraps with firearms.


Re: AIMNAS WF2012 Part 10[message #305761] Sat, 09 June 2012 08:13 Go to previous messageGo to next message
Tigervx
Messages:3
Registered:July 2010
So I decided to give this mod a try, and I really like all the additions it made, but I'm having a serious problem. I installed
Tais' SCI v1343, HAM 5.5.1, and then AIMNAS Version 25. Everything seemed to be going well, tons of lovely new items, big maps, all sorts of nice things.

The problem is, once I clear the first sector after getting after the helicopter, I give Fatima the letter, and she does her dialogue, but then she just sits there. No matter what I seem to do, the she doesn't move and the quest never progresses. I read that if you go with 6 mercs, it crashes, so I tried it with only 3 IMPs, but it was still broken. No matter how much I play that mission, she won't ever move. Can I keep playing without starting the quest?
Re: AIMNAS WF2012 Part 10[message #305764] Sat, 09 June 2012 11:05 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
The only critical quest in JA2 is "Kill the Queen", everything else is optional. Besides, you can get the Easter Release SCI (marked ER), that includes some fixes to HAM and a dirty hack to make Fatima work.


Re: AIMNAS WF2012 Part 10[message #305768] Sat, 09 June 2012 15:32 Go to previous messageGo to next message
SamBlack

 
Messages:27
Registered:November 2010
Location: Finland
But you won't get to kill the queen, because the big maps used in ER are far from finished. You only get to play the finished maps at this point, the rest are more or less broken.
Re: AIMNAS WF2012 Part 10[message #305856] Tue, 12 June 2012 02:40 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
http://img31.imageshack.us/img31/4239/sandbagsandwire.gif


Re: AIMNAS WF2012 Part 10[message #305997] Sat, 16 June 2012 13:44 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Some more new stuff...

http://img7.imageshack.us/img7/2046/morenewstuffv1.gif


Re: AIMNAS WF2012 Part 10[message #305999] Sat, 16 June 2012 14:02 Go to previous messageGo to next message
mr_clark

 
Messages:46
Registered:December 2011
Location: Potsdam, Germany
Wow Cool, Wiegers! Thanks a lot for these, exactly the right weapon for my IMP guy Wink

The STG-94X are the 5,56 NATO models, right?
Re: AIMNAS WF2012 Part 10[message #306000] Sat, 16 June 2012 14:22 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Yeah, the 940 series is indeed the 5.56x45 variant (I know, I know... enough 5.56 already in... but I felt like Henning would approve of some quality made GDR guns).

Wiki Info on the Wieger StG 940


Re: AIMNAS WF2012 Part 10[message #306078] Sun, 17 June 2012 17:12 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
http://img21.imageshack.us/img21/8154/underbarrelstuff.gif


Re: AIMNAS WF2012 Part 10[message #306211] Wed, 20 June 2012 17:38 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Ah right... forgot to mention it... V27 is up since yesterday btw...


Re: AIMNAS WF2012 Part 10[message #306224] Wed, 20 June 2012 22:22 Go to previous messageGo to next message
tbird94lx

 
Messages:690
Registered:April 2002
Location: ohhhhhh canada
ermmm..does v27 give ya the option of not using big maps?..am a smeagol fan, am not a big maps fan..or..if i delte big maps will it default to standard ja2 maps? i really wanna play aimnas cause your stuff rocks..but i literally cant play bigmaps


Re: AIMNAS WF2012 Part 10[message #306226] Wed, 20 June 2012 22:35 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
No can do sir. You want AIMNAS? You gotta play bigmaps... or you frankenstein your own version.

I've done sperate folders for the items and map stuff already, you can try to deactivate it and see what happens... but that is all on own risk.


Re: AIMNAS WF2012 Part 10[message #306234] Wed, 20 June 2012 23:20 Go to previous messageGo to next message
Colibr

 
Messages:48
Registered:June 2012
Hey, any chance of a quick "what's new" post? Helps me figure out what to aim to play with and might be useful from a bug testing standpoint.

Thanks, by the way! Your maps look gorgeous. I'm playing them for the first time and I'm loving re-exploring Arulco.
Re: AIMNAS WF2012 Part 10[message #306236] Thu, 21 June 2012 00:27 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
By the way, does the new AIMNAS version have implemented the HAM5 feature explosive shrapnels?
I think that feature really gives some real usage for grenades, because previously 1) the grenade throwing was too inaccurate to hit properly 2) cos of this inaccuracy and the lack of shrapnels and small blast radius, they rarely did any major damage compared to the high AP cost.

edit: Cool man, thanks for the info! I dont have AIMNAS installed so dont have that option the check myself yet.

[Updated on: Thu, 21 June 2012 01:36] by Moderator

Re: AIMNAS WF2012 Part 10[message #306237] Thu, 21 June 2012 01:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
For handgrenades and the claymore. You can easily check such stuff yourself in the xml editor.


Re: AIMNAS WF2012 Part 10[message #306239] Thu, 21 June 2012 02:56 Go to previous messageGo to next message
Colibr

 
Messages:48
Registered:June 2012
So, not sure if it's been mentioned, but it looks like taking six mercs to see Miguel is a bad idea. N.B. Give the letter to Fatima with a squad of fewer than four guys. My last two mercs got stranded outside of the map and I was unable to recover them (no path to the stairs).

EDIT:

To do a slightly more formal bug report, here's a screen shot:
http://i1083.photobucket.com/albums/j382/WDS_NCS/Test2.jpg

Using Tais' r5354_AIMNAS SCI on a clean install, resolution 1024x768. I have max squad size at 6, as you can see, as I heard that higher settings can generate bugs. I know quests aren't considered fully implemented in this version, but in case it hasn't been noted yet, I figured I'd mention.

[Updated on: Thu, 21 June 2012 03:15] by Moderator

Re: AIMNAS WF2012 Part 10[message #306240] Thu, 21 June 2012 04:29 Go to previous messageGo to next message
Anonymous
This is more of a personal feature request since I lack the capability/understanding of making it work myself.

Would it be possible to include an option to either use Default maps and/or Big maps?

I really like the progression of AIMNAS and have even went back at it with flexibility. After trying to make myself like bigmaps for the umpteen time, I can say that I really desire the default size.

Big maps, work wise, is remarkable. For a good depiction check out the World View. It all comes together precisely. Game play wise, it looks like TONS of problems will have to be addressed before a working game is playable clear through.

This would benefit everyone in these ways:

1) Players who want to play default maps optionally can
2) Players who want the cutting edge of bigmaps can also play optionally
3) Development of bigmaps can continue uninhibited
4) Maintenance of the old maps does not have to be done because they are finished

I understand the grid numbers are being externalized. There will have to be separate folders for tilesets and grid numbers. I am sure that a vfs could be set up to choose bigmaps or default.

So what do you say?
Re: AIMNAS WF2012 Part 10[message #306247] Thu, 21 June 2012 10:08 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
4) isn't true and that's the main reason for dropping them.


Re: AIMNAS WF2012 Part 10[message #306251] Thu, 21 June 2012 15:46 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
Doesn't version 20 or 21 still exist? If so, there is your non big maps version.

If someone wants to maintain them and asks smeagol if he is ok with that, then there can even be a current version.

The xml is pretty straight forward, just about anyone can do it with practice and a little time. That covers adding mercs, including New weapons/items smeagol makes, imp creation, and anything else that is not directly map related. Populating the maps with new stuff is a little trickier and will require more practice and time.

Just make sure after you mess with it, that you get smeagols ok before making it public, since it is still his creation.

For the record, i tried big maps too, and I am so far not a fan either. There is a ton of new problems that need fixing and additional capabilities that need to be added programmatically before big maps is as fun as it should be. I think this is at least part of what is motivating smeagol to go big maps only. Forcing the issues into the light is sometimes the only way to get them fixed.

Dh
Re: AIMNAS WF2012 Part 10[message #306252] Thu, 21 June 2012 17:16 Go to previous messageGo to next message
JohnnySideburns

 
Messages:19
Registered:September 2007
I gotta say I am a fan of the new maps, it sort of opens the gameplay up a bit, its way less claustrophobic, just sad that I have to wait before I can play through till they are done Smile
One thing with the maps, it makes the game bigger without making the mercs bigger, I think this might be an opportunity, to change the aspect ratio a bit so a tile no longer is 10 meters, but perhaps a bit less. so you get the same relative range game as on the old maps, but with the tactical bennefit of having surroundings that are more to scale. ?
Re: AIMNAS WF2012 Part 10[message #306253] Thu, 21 June 2012 17:34 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
You'd take away much of that maneuver space again if you did. Currently, even the mighty Barrett or M-200 may be out of range and needs to maneuver.


Re: AIMNAS WF2012 Part 10[message #306254] Thu, 21 June 2012 18:54 Go to previous messageGo to next message
Deathwyrm

 
Messages:11
Registered:June 2012
Moustache
I think this might be an opportunity, to change the aspect ratio a bit so a tile no longer is 10 meters, but perhaps a bit less. so you get the same relative range game as on the old maps, but with the tactical bennefit of having surroundings that are more to scale. ?


There is already a setting in the .ini file to modify all weapon ranges, you can use that to get a "more realistic scale" if you want it.
The weapon ranges will still show as 10m tiles, so the numbers look inflated, but it does the job.
Re: AIMNAS WF2012 Part 10[message #306261] Thu, 21 June 2012 21:58 Go to previous messageGo to next message
Anonymous
DepressivesBrot
4) isn't true and that's the main reason for dropping them.


I meant this:

If Smeagol wanted to concentrate all of his energies into the big map direction and not update the default maps, I would be perfectly fine with that.
Re: AIMNAS WF2012 Part 10[message #306327] Sat, 23 June 2012 13:31 Go to previous messageGo to next message
lockie

 
Messages:3853
Registered:February 2006
Location: Scotland
D/l'd aimnas 27 and started a new game , trying out again the big maps . They look great and have an open feel to them ... but ... 1st problem , where's leetle Pablo's mammy ? Cannot find her to lead me to hideout , so Dimiti won't let me in . Maybees I have to sleet hees troat , hehheh ... :wrysmiley:


Re: AIMNAS WF2012 Part 10[message #306328] Sat, 23 June 2012 13:53 Go to previous messageGo to next message
Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
In v27, she's in the northeast of the map if I remember correctly. Those Bigmaps have a lot of advantages...
  • tilesets for sandbags and barbed wire to fortify whereever you want
  • plenty of room to fortify
  • bigger challenge to guard every part of the sector
  • cities DO look like cities now because of their size
  • finally weapon ranges can be used to full extent.
Re: AIMNAS WF2012 Part 10[message #306329] Sat, 23 June 2012 13:53 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
She should be in one of the Eastern houses in A9.


Btw... time for mapping might be a bit short in the next couple days / weeks... reason for that is 54cm tall and 3780 g heavy. Smile


Re: AIMNAS WF2012 Part 10[message #306330] Sat, 23 June 2012 13:59 Go to previous messageGo to next message
Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
smeagol
Btw... time for mapping might be a bit short in the next couple days / weeks... reason for that is 54cm tall and 3780 g heavy. Smile


Congrats again for your cute daughter, smeagol.
Re: AIMNAS WF2012 Part 10[message #306334] Sat, 23 June 2012 16:22 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
@Soto: Thanks, she is indeed very cute. Smile


For all those nay sayers: You have convinced me...


I always said, that AIMNAS/bigmaps project was all the time still in testing mode, I never stated anywhere it was/is a finished product. With that come a lot of issues. I see, that some people don't appreciate my way of continously releasing unfinished/work in progress stuff. I hoped I would get more feedback with this way of releasing, but it seems that some voices in this forum either don't understand it or want to undermine it just for the sake of it...

For me, there is only one solution to this: I will go back to closed beta mode for all further AIMNAS releases now.

That means there will be no more public releases to test big maps, nor any further public updates of AIMNAS.

First release will happen, when all the bigmaps are done (i think we all know what this means... no more bigmaps test versions or AIMNAS updates for the next years).


Re: AIMNAS WF2012 Part 10[message #306335] Sat, 23 June 2012 16:42 Go to previous messageGo to next message
Sam Hotte

 
Messages:2005
Registered:March 2009
Location: Middle of Germany
smeagol
For all those nay sayers: You have convinced me...


There are more than just tao? :confused:
Re: AIMNAS WF2012 Part 10[message #306336] Sat, 23 June 2012 16:53 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
There's the occasional 5-post-newb as well, but as usual, those complaining shout louder than those who have the wits to read prior threads and just enjoy the work with the constraints they know exist for a reason. Overall, it's probably for the best ... and you can always apply for CBT Wink


Re: AIMNAS WF2012 Part 10[message #306345] Sat, 23 June 2012 21:21 Go to previous messageGo to next message
Colibr

 
Messages:48
Registered:June 2012
As a five post newb with both v21 and v27 installed at the moment, I'll repeat that I think the big maps are gorgeous. When I want to play around, I use v27. When I want to play a campaign, I use v21.

One thing that would make it easier to properly bug/balance test v27 as somebody coming to AIMNAS fresh would be a changelog, so I might have some extra direction.

I can certainly give my general impressions of big maps so far:
-Weapon ranges in general don't look like they need to be adjusted at all, if anybody was still pondering that. I'll add that it does seem less 'realistic' if we're looking at 1 tile = 1m, but gameplay wise, it seems fine where it is.
-The extra space really does seem like a boon. My favourite part of that is in cases where it looks like some thought went into designing (well, actually, usually creating and then denying) good points of entry into city blocks, good vantage points, etc. (though maybe that was all coincidental). It's what I mean when I say that I love 'exploring' the maps--the joy of tactical planning around the geography in vanilla is easily doubled here.
-This has probably been mentioned, but the biggest drawbacks of big map seem to be vanilla limitations. Specifically:
1. Though the AI is much better in AIMNAS with 1.13 than vanilla, it seems that detection ranges aren't well suited for big maps. Enemies sometimes can't hear 75 loudness automatic fire in the next street over, it seems. Does anybody else experience this?
2. Searching homes is tedious. (Well, extra tedious because there are no items to be found, yet). I wonder if some enterprising modder wouldn't be able to make one of the door interactions(replace 'open manually') on residential homes something like "Sack," automatically opening all openable containers and revealing their items, while indicating locked containers/doors. Just a dream.
3. I think I've read that real time squad formations (or commands!) are pretty much out. They'd be really useful with big maps.

EDIT:
Just a small thing about starting gear--ambidextrous guys start with two pistols but only one holster (the standard pistol vest). I don't suppose an extra holster in the form of a leg rig or even one of those cool dual pistol belts in place of the combat pack would be possible? I haven't played with all the permutations of ambidextrous with other traits to know if that would cause space problems with other starting loadouts.

[Updated on: Sat, 23 June 2012 22:02] by Moderator

Re: AIMNAS WF2012 Part 10[message #306346] Sat, 23 June 2012 21:50 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Thank you for actually providing constructive feedback, it seemed to be a forgotten art these days.

Also, a nice tidbit of information that I think most people don't actually realize:
The 43 finished maps represent well over 80 percent of the total vanilla area!


Re: AIMNAS WF2012 Part 10[message #306352] Sat, 23 June 2012 23:30 Go to previous messageGo to next message
lockie

 
Messages:3853
Registered:February 2006
Location: Scotland
Why are red X's on strategic map then ? Guess I assumed these were the 'big maps' .


Re: AIMNAS WF2012 Part 10[message #306354] Sat, 23 June 2012 23:51 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Yes, they are. What's confusing you?


Re: AIMNAS WF2012 Part 10[message #306359] Sun, 24 June 2012 01:46 Go to previous messageGo to next message
STK

 
Messages:109
Registered:December 2010
Location: UK
This is a fantastic mod.

All though I have not tested any version above v21 as I am sticking to the campaign I love all the extras added.

I do have one question though

Is it possible to have buildings with more than just one floor like a tower block.

I would love to have some higher buidlings with multiple levels to really have a good place to station my snipers Smile.
Re: AIMNAS WF2012 Part 10[message #306361] Sun, 24 June 2012 02:09 Go to previous messageGo to previous message
DepressivesBrot

 
Messages:3745
Registered:July 2009
No.


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