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XML edits you've made?[message #297840] Sat, 04 February 2012 17:24 Go to next message
Ryft

 
Messages:278
Registered:June 2009
Just curious what everyone's tastes fall to. There's a ton that you can do in the editor with very little effort.

Here's what I've done so far:

1) Merc starting gear... replaced the KAC PDW option with an MP5A4. 9mm is lots easier to scavenge for games where I want to go places other than Drassen's airport from the start. Also changed the sniper perk to give a 7x battle scope instead of a sniper scope, so that I could put it on the odd rifle early game and have an IMP sniper start serving as an effective marksman earlier. Other minor tweaks as well, but nothing serious.

2) commando tuque and boonie hat! You can now attach NV goggles and sunglasses to them, like a helmet. It's more for inventory convenience than anything else, and was the real reason I never used them before. To make up for not wearing a helmet, the tuque now grants a small stealth bonus (5), which is half of what the stealth helmet gives, and the floppy hat gives a daytime sight bonus (10) the same as sunglasses do. I'm sure the tuque is reasonable, as I'm wearing it without the rest of the bonuses that stealth armor and pants would give, so it really is a modest bonus to make up for not wearing a helmet. The boonie hat might need to get scaled back, though, since I'd be using it on top of sunglasses.

3) I made all the alternative armors purchasable at Bobby Rays, since they otherwise never show up in the game. By alternative I refer to the Recon, Medic, Field Operative, and Mechanic armors. I wouldn't have even known those things existed without poking around in the XML editor.

4) Changing the Magpul PDR to use 5.56NATO... you know, like it's supposed to. Wink

5) I made a "Warsaw Pact" weapon progression. It's pretty neat. You get shot at with SKS rifles (or the Mosin-Nagant!) from the beginning of the game, and enemies gradually build up through various AK clones and other (mostly) Russian weapons. It has the Grach and a similar pistols for 9mm, the AK-108 for 5.56 NATO, and the Zastava sniper rifle for 7.62 NATO, for variety (and for convenient field sources for the occasional western weapon systems on your team).

***

Oh, and I fixed the odd typo, but it's so fast and easy to do so that I can't even remember what it was.

Anyone else play around with it?
Re: XML edits you've made?[message #297845] Sat, 04 February 2012 20:09 Go to previous messageGo to next message
Logisteric

 
Messages:3500
Registered:December 2008
Location: B
1. that was thze idea: to steal not only ammo but also a gun
2. how do you strap an nvg to a commando cap?
3. they are a leftover to generate pockets before NIV was introduced
4. no idea, i
Re: XML edits you've made?[message #297847] Sat, 04 February 2012 20:14 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
4) It's primarily sold in 5.56. Magpul has a pdf about the PDR on their site though which mentions that it "can be refitted with 6mm, 6.5, 6.8 etc", presumably meaning 6x35mm as most other cartridges in that range are either old or not really intended for military use.


Re: XML edits you've made?[message #297849] Sat, 04 February 2012 21:20 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
Responses...

1. Sorry, I don't buy that for a lot of reasons. A) I can get a common caliber weapon by simply giving myself a lower marksmanship score, so why aren't all the other choices in odd calibers? B) I find stealing overly risky to attempt without save/reload, and tedious to pull off with save/reload. And no mercenary drops into a combat zone with "steal the other guy's weapon" at the top of his priority list. I suppose I could shoot someone to get their gun if I played with drop all on, but I don't always use that option. C) Why get the nice KAC PDW and then not be able to use it? Any weapon you are stealing/scavenging that early in the game is likely to be a downgrade.

So I went with the MP5A4 because it's a decent, if close range, SMG, and because it's such a "typical" SMG that it seemed believable as a standard for a squad to work around.

2. I dunno... the same way Sam Fisher gets them to stay on his head without a helmet? Some sort of proprietary strap system, I guess. My point is that if I wear a non-helmet I don't want to have to wear a backpack just to carry face accessories (because the backpack is for rockets! Razz )

3. Are they? Leftovers like that are kinda neat. I'm interested in seeing what they're like in game... will they work at all with NIV, or no?

4. Exactly... like it's *supposed* to use. If you want to convince me that BR is selling me a PDR outfitted with something other than a military caliber, then he should also be selling it in a semi-automatic civilian format.

5. I've not uploaded it anywhere, but it only took me maybe an hour to make. I've not play tested it all the way through or tweaked it for balance, or anything, but if you're interested in it I could make it available. I tend to think it needs a bit more work, myself.

Eventually I want to make a better overall weapon progression, but that's a project for another day.
Re: XML edits you've made?[message #297850] Sat, 04 February 2012 21:27 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1566
Registered:March 2009
Location: Broadwurschd-City
if You place the leftovers with out any xml work in a map.

well they work
Re: XML edits you've made?[message #297851] Sat, 04 February 2012 21:30 Go to previous messageGo to next message
Watchman

 
Messages:103
Registered:August 2008
Location: Philippines
I monkeyed around with the facilities.XML, adding stuff here and there like a clinic (a much lower quality version of the hospital) in the airport 'cause realistically somebody's bound to get hurt working there and they need to put them somewhere.

I adjusted the ranges of SAM sites a bit

And add roughly a dozen of my own custom items.


Ryft

5) I made a "Warsaw Pact" weapon progression. It's pretty neat.


Mind posting the file for that? I'd love to try that one.

[Updated on: Sat, 04 February 2012 21:31] by Moderator

Re: XML edits you've made?[message #297852] Sat, 04 February 2012 21:34 Go to previous messageGo to next message
Sam Hotte

 
Messages:2033
Registered:March 2009
Location: Middle of Germany
Ryft
3. Are they? Leftovers like that are kinda neat. I'm interested in seeing what they're like in game... will they work at all with NIV, or no?

They might work with NIV but very probable not with NAS! (Like ACU pants that "claim" to accept things into their pockets but do not with NAS)
Re: XML edits you've made?[message #297857] Sat, 04 February 2012 23:48 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
Hrm... took a bit to find a decent file sharing site. Haven't done this stuff in a while.

http://www.2shared.com/document/Lc5BnJoZ/EnemyGunChoices.html

It still needs a proper playtest and tweaking. For those interested:

Pistols: Grach, Viking, Gyurza, PSM, PM, PMM, CZ-75B, CZ-52, Tokarev, and the Varjag.
Machine Pistols: Stetchkin, Skorpion, PP-93, Kashtan, Agram 2000, and the Veresk.
SMGs: PPsh-41, SA-24, OTs 39, Bizon, and AKMSU.
Carbines: AKS-74U, AK-105, AK-104.
Assault Rifles: all other AK, AKS, AKM, AKMS, and AEK variants, the Abakan, AMD-65M, both Grozas, SA vz 58, AS-Val, VSk-94, and the Vintorez.
Marksman Rifles: SKS, Mosin, SVU, Zastava, SV-98, both Dragunovs, CZ 700, Gepard, OSV-96, KSVK, and the Vychlop.
Shotguns: UDAR and Saiga.

Early enemies use pistols, machine pistols, and the older SMGs. Shotguns, and the more antiquated rifles also appear early on. They are very slow, but their range proves useful in small numbers on a squad to supplement more rapid firing weapons, especially if you can find a scope of any compatible sort.
Early-midgame, there are quite a reasonable number of machine pistols and SMGs to choose from, I think.
Later-midgame, the AKMSU starts to replace the other SMGs as the "standard" SMG choice, and the Veresk starts to replace all other pistols and machine pistols.
By late game, carbines start to replace SMGs, which I think is an increasing trend in modern engagements.

Tweaks I need to play with:

I need a better handle on pistol progression. The idea is any weapon you find at a higher weapon level needs a good shot at replacing some of the stuff you might already be using. I started my current game while still using the original gun choices XML, so I played through that part of the game in my usual Glock/SIG/Berretta mindset. I've never really considered some of the eastern weapons because I wrote them off years ago as "inferior." But when you don't have western style choices, obviously some of them are better than others.

the AS-Val, VSk-94, and Vintorez might need to be available slightly earlier. The only thing that makes me hesitate is that the better "general purpose" weapons aren't all that quiet even with a silencer, with the exception of I think one of the AEK rifles.

For as crappy as some of them are, the earliest squad support weapons should probably be found a bit earlier. One of them allows no optics and is full-auto only, which means it's entirely spray and pray.

Suggestions are always welcome... like I said it's a work in progress. Enjoy.
Re: XML edits you've made?[message #298083] Tue, 07 February 2012 21:50 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
I realize now that I forgot to list the Squad Support Weapons in the above list. You probably could have guessed, but basically they're the RPD, RPK-74, RPK, Pecheneg, and PKM.

Alright... what I've discovered so far about the progression:

1) the early pistols... Grach, etc. are all outclassed way too fast by the auto-pistols, which start to appear at roughly the same time. Even the Stetchkin looks good compared to most of them... it's fast, loses out on maybe a point of range, and fits in the same holster slot. And in a pinch it can do full auto. Once you get your hands on anything better, it's pretty much game over for the pistols.

2) The Veresk starts to appear quite early on, and is really good as a backup weapon. Might need to move it back a touch.

3) The Bizon is actually really slow now, whereas it used to be a fast SMG back in the old 24-AP days. I've been using it right along without realizing that it has a draw cost of *8* now. Time to move it forward on the charts... no one's gonna use that thing if I introduce it too late.

4) An SKS or Mosin with a 7x scope makes a really nice early game marksman weapon. I dominated several daylight Drassen airport defending games with accurate single shot placement from SKS fire, despite large numbers of red shirts rushing my position, with just one SMG on standby to catch random runners that managed to get through "the hedge" so to speak.

5) Having potential access to an early Saiga is nice, if you can find a duckbill and buckshot. It still doesn't beat out the SMGs, though.

6) It's going to continue to take me a long time to slug through the subtle differences between the AK carbines and rifles, and move them up or down on the list as appropriate.

7) When you give early RPDs and RPKs to the badguys, they actually use suppression fire quite frequently. Makes for more interesting combat, which I like.
Re: XML edits you've made?[message #298086] Tue, 07 February 2012 22:32 Go to previous messageGo to next message
Kazuya

 
Messages:222
Registered:January 2009
Recently,I have started working on a little mod project. I'm not going to tell you what it exactly is, because 1. I'm still busy with other modding projects and 2. I don't know yet how implement certain things. So I can't tell when I will get it done. If you want to get a hint, what it is that I'm doing, you can take a little sneak peek at a screenshot from my xml editor here http://img215.imageshack.us/img215/5353/smiley20whistling.gif
Re: XML edits you've made?[message #298108] Wed, 08 February 2012 09:13 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
That's pretty funny. I love the Fallout series. Even Tactics was a great title, even if a lot of people naysay it. It definitely had far deeper combat mechanics than the previous titles did, even if the roleplaying elements of it were very toned down.

Working on continuing development of that weapon progression. Here's where I'm at now.

The chart goes from levels 0-10. I'm working each set of levels as follows:

0-2: local police forces. heavy on Sidearms and SMGs. the limited range of Shotgun choices are also featured prominently. if the "commando" mercenaries are terrorists to Deidranna's government, this level of adversary is like sending in the SWAT team to wipe them out. Pistol x3, Shotgun x2, SMG x3, Marksman x2.

3-5: militia level military. Sidearms become more lethal, and are still prominent. Shotguns and SMGs start to give ground to Carbines. Marksman weapons are more rare, but when encountered are more lethal. Squad Support Automatics make an appearance. Sidearm x3, Shotgun x1, SMG x2, Carbine x2, Marksman x1, SSA x1.

6-8: regular military. Sidearms take a back seat, and are completely represented by Machine Pistols at this point. Shotguns disappear entirely, as they are completely outclassed by SMGs at this point within close quarters. SMGs and Carbines both start to get replaced by various automatic Rifles. Marksman and SSAs feature more prominently as well, and are pretty lethal. Sidearm, SMG, and Carbine x1 each, Rifle x3, Marksman x2, SSA x2.

9-10: elite military. SMGs are completely replaced by Carbines at this point, and Rifles are dominant overall. Sidearm x1, Carbine x1, Rifle x4, Marksman x2, SSA x2. And of course, the weapons that the enemies get are among the best that the queen has at her disposal, with Marksman choices being particularly lethal.

So far I've got the category progression evaluated more or less as follows:

Pistols: PSM --> PM/PMM --> Viking/Grach --> Varjag/CZ-75B --> Tokarev/CZ-52/Gyurza. The PSM has an almost useless range unless the enemy gets in your face (and this early on, it makes a poor main weapon). The Makarov twins are a step in the right direction. The next two pairs emphasize either valuable speed at reasonable range, or solid accuracy and damage at a still useful speed. The final 3 each have some pretty solid strengths, so I consider all 3 to be viable compared to one another. The Gyurza's caliber probably makes it the most useful once armor becomes standard, but it's quickly outpaced by machine pistols all the same.

Machine Pistols: Skorpion/Stetchkin --> Kashtan --> PP-93 --> Veresk. In this progression, machine pistols are still relegated to the role of fast backup weapon. Because SMGs and rifles are introduced from the start, there's not really a point in time where your team is outfitted entirely with machine pistols as primary weapons. Therefore they are evaluated on this list as per the pistol category. The Skorpion is already a poorer choice than several pistols for single shot purposes, and if rapid fire is your goal you should already have found several SMGs that are almost as fast, and a better overall use of your main AP cache for the turn. The Stetchkin is a better sidearm choice: as fast as the CZ-52 but with better range, accuracy, and yes... full auto in a pinch. The Kashtan and PP-93 are the next steps in this same idea... the PP-93 can't mount a scope, but provides exceptional speed at the given range for single shots, for those turns where you get an interrupt with 20 AP left. Wink The Veresk is to the point where it's actually a really solid backup weapon for perhaps the sniper or MGer in your squad. With armor piercing ammo, and the ability to get a scope and foregrip (plus the usual reflex site and LAM-200), it's a relatively stable autofire platform for close-in encounters.

The Agram 2000 behaves more like an SMG, so I'm going to classify it as such even though you purchase it as a machine pistol.

SMGs: Burpgun/SA-24/Bizon --> Agram --> OTs --> AKS-74U. The PPsh and company are antiquated SMGs by comparison to what's available. They each have their perks at this stage, and none of them outclass either of the others directly, though with attachments I'd give a slight edge to the SA-24. That said, they can still be dangerous if you drop in Omerta with nothing but pistols, and then don't pick up anything better before wandering into the countryside. The Agram and OTs are evolutions towards speed, and at this stage of the game are the choice weapons for night encounters. I put a slight premium on the OTs for its built-in laser, which is pretty useful early on. The AKS-74U is a beast of an SMG, and I gave it the end of the progression more for its range and damage than anything else, though it's not quite a carbine.

Carbines: AKMSU --> AK-104 -->AK-105. The AKMSU will be a dominant weapon when you first find one. The 104 gives a better range and accuracy for a slight speed tradeoff, and can use western attachments, which I feel makes it far, far superior. The 105 gives a slight speed and range increase on the 104 for a slight damage tradeoff, which I feel is also worth it, because the emphasis for Carbines is how they are almost as fast as SMGs, but with almost the range and damage of a full length assault rifle, and I think the 105 is the best representation there. There aren't many Russian carbines in the game to work with, so expect to see a lot of these 3 weapons if you play with this progression.

Shotguns: UDAR --> Saiga. Not a lot to say here...

The chart is basically ten slots for each level:
0-2: pistols through the Varjag, SMGs up to the OTs, lotsa Saiga (and some UDAR!), and the Mosin and SKS.
3-5: the rest of the pistols, and the first two machine pistols. the rest of the SMGs. The first two carbines. not sure on the marksman options yet... might be a continuation of the early phases.
6-8: the rest of the MPs through the PP-93, AKS-74U, the second two carbines, and I don't know the rest, yet.
9-10: the Veresk and the AK-105. Again, not sure on the rest.

Yet to evaluate: about a gazillion AK variants, scoped marksman weapons, and the machine guns!
Re: XML edits you've made?[message #298159] Wed, 08 February 2012 18:25 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
UGH. Now I know why these AK clones confuse people. They're all the same!

Ok, that's not exactly true, but they're very well balanced against each other. There aren't many standout weapons in the group. And there are so many of them.

I had to bump the overall weapon choices on levels 6-10 from 10 to 11, to make room for an extra AR column. And I had to be a little bit more aggressive with moving the choices along, to get them all in. And I had to eliminate some completely redundant entries.

So here's what I've got sort of down for rifle progression.

level 6: AKS-47/AKMS/AKS-74/AMD-65M. These are the WP attachment only weapons, and they all introduce the AK vaguely standard range of 33 and autofire penalty of -8. The AKS-74 has a slight advantage in autofire stability compared to the others, but really... none of these weapons are anything to write home about in the first place.

level 7: 102/103/SA vz 58/Abakan. This level introduces western attachments to the mix. otherwise, these rifles are all balanced against the previous level, for the most part. The 102 is notable for being chambered in 5.56NATO, which starts to help you out with the random western guns that you can find scattered about the map (Kingpin's Steyr AUG-A2, for instance) or the ones that you might purchase, since many of them are superior to what you might have scavenged by this point.

level 8: 107/108/973/Groza OC-14-4A-01. Alright, now it starts to get a little better. A couple of the newer rifles provide a more stable autofire rate, or a slightly better range from the AK standard, or a combination of both. The Groza takes the other route and gives good speed-at-range, with a terrible autofire penalty and no rifle LAM, albeit with an AP ammo type. It provides some nice variety, if nothing else.

levels 9 and 10: 102/108/971/Groza OC-14. The AK 100 series identifies two 5.56NATO chambered weapons as a standard platform to rally around. They get the right attachments, and they have solid stats overall. The 971 has an even better range than its predecessor, and at an even more stable autofire penalty. Lastly, the Groza with GP attachment keeps the enemies lethal by giving them a grenade launcher to ruin your day, and random shots from armor piercing rounds will keep your head low and keep your Spectra and Dyneema wearing mercs honest. Level 10 eliminates the 971 in favor of an extra Groza, so expect to get hammered and pelted the same way you've been giving it to them.

***

And now, on to the marksman and machine guns categories. But not after I take a nap. Yikes.
Re: XML edits you've made?[message #298168] Wed, 08 February 2012 20:36 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
The last couple groups were a lot faster.

Marksman weapons:
Level 3: AS-Val. Not exactly a sniper rifle, per se, but I didn't have room to fit the silenced AP rifles into the weapon-of-the-line category. It will out-range all of the carbines seen up to this point, and it's a hell of a lot faster than the SKS or Mosin. Plus after seeing those two rifles for 3 levels of progress, you need something different.
Level 4: SVU. No 10x scope yet. Quick to ready, otherwise unremarkable except that it's probably the first really good marksman choice your team will have access to.
Level 5: VSk-94. Outranges all the AK variants within the assault rifle category up to this point, so again I'm fielding it as a marksman's weapon. Definitely a niche weapon, though... this probably isn't replacing the SVUs that you've previously picked up, but it might be used as a night fighting alternative, but it's something to consider for night infiltration work.
Level 6: SV-98, Zastava. The first 10x weapons. One's a semi auto, the other is a bolt action.
Level 7: CZ 700, SVDS. Yep... one's a semi auto, the other is a bolt action. Each is better at what they do than the previous level.
Level 8: SVD, Vintorez. At this point the bolt actions aren't going to get any better without going anti-material. So this stage steps it up with improvements to the SVDS and the VSk-94.
Level 9: SVD, Vintorez, KSVK. Like the previous level, but with a speedy anti-material caliber rifle that can sport a PSO-3 scope, since by this point you need to pack more serious firepower.
Level 10: Gepard, OSV-96, Vychlop. Two long range anti-material rifles, plus a silenced one. This level hits hard.

Squad Automatic Support Weapons:
Levels 3-5: RPD. This thing can't mount an optic of any sort, so it's inaccurate as hell, but who cares? It will do what you want it to do, and that's spray bullets at the enemy, and at a range better than most other weapons available at that point. It fills the role for several levels, and since it's full-auto only, expect to receive some suppression on daylight battles where the enemy has a good chance to spot you before you blast them.
Levels 6-8: RPD --> RPK-74 --> RPK. The RPK-74 is almost as slow as the RPD, but has better range, better autofire penalty, and can mount optics and a rifle LAM, but has a relatively small magazine. Good for small bursts at range. The RPK improves on both of them, I feel, by taking some of the best features of each, with some slight tradeoffs. It allows a folding stock, making it the fastest weapon in this category by a large margin. It also has the better range and optics of the RPK-74, with the drum mag of the RPD. It might actually prove better than a lot of the assault rifles you'll have found up to this point, but the RPK can't mount a rifle LAM to support that range with the same accuracy as the RPK-74 or an AK-XYZ can, so if you want to replace your AKs you'll need a solid machine gunner and a foregrip, for certain.
Level 9: Pecheneg. First true machine gun with a huge belt of 200 rounds. Provided you can find a good spot to provide covering fire from (so that you don't have to move and reset the weapon system) this weapon has excellent range that keeps it's suppression deadly at distance to support advancing troops. It doesn't completely outclass the RPK, since each weapon is used differently. The RPK can advance with your squad to provide support, whereas the Pecheneg will own on defensive positions, especially over open terrain.
Level 10: PKM. A slight improvement to the Pecheneg.

Finally! Now I have to actually insert this stuff into the XML spreadsheet. Tedious...

Level
0 PSM PM PMM UDAR Saiga PPsh SA-24 Bizon Mosin Mosin
1 PM PMM Viking Saiga Saiga SA-24 Bizon Agram Mosin SKS
2 Viking Grach Varjag Saiga Saiga SA-24 Agram OTs Mosin SKS
3 Varjag CZ-75B CZ-52 Saiga Agram OTs AKMSU AKMSU AS-Val RPD
4 CZ-52 Tokarev Gyurza Saiga OTs AKS-74U AKMSU AKMSU SVU RPD
5 Gyurza Stetch. Skorp. Saiga AKS-74U AKS-74U AKMSU AK-104 VSk-94 RPD
6 Kashtan AKS-74U AK-104 AKS-47 AKMS AKS-74 AMD-65M SV-98 Zastava RPD RPK-74
7 PP-93 AKS-74U AK-105 AK-102 AK-103 SAvz58 Abakan CZ 700 SVDS RPK RPK-74
8 PP-93 AKS-74U AK-105 AK-108 AK-107 AEK-973 Groza SVD Vintorez RPK RPK-74
9 Veresk AK-105 AK-102 AK-108 AEK 971 GrozaGP SVD Vintorez KSVK Pecheneg Pecheneg
10 Veresk AK-105 AK-102 AK-108 GrozaGP GrozaGP Gepard OSV-96 Vychlop PKM PKM

[Updated on: Wed, 08 February 2012 20:37] by Moderator

Re: XML edits you've made?[message #298177] Wed, 08 February 2012 21:27 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
Woo! Straight from the XML to you... hope you enjoy!

http://www.2shared.com/document/iWV_lxNY/EnemyGunChoices.html

That's the above table data from my previous post, and obviously my rationale for each choice is listed up top.

So far my squad is mostly outfitted with a variety of AK-100 series weapons, with various machine pistols as sidearms. I scored a used RPK-74 from BR for my machine gunner, which has proven very useful. The marksmen are all using Zastavas and SVUs so far. My pointman is using a silenced Colt 9mm SMG from one of the hired AIM mercs, as the only western weapon still being fielded in the assignment. If I manage to find an AS-Val at some point, I will probably replace it with that, but nothing so far.

Definitely enjoying this so far. I sort of feel like I'm up against an actual military, rather than a ragtag group of red-shirted hooligans. And getting to use stuff like the Saiga, SKS, Mosin, RPD, AKMSU, and AKS-74U is definitely kind of neat, because traditionally I always skipped those weapons for various reasons. A handful of accessories from BR early on proved immensely helpful... mostly from the used selection I scored folding stocks, 2x and PSO-1 scopes, Kobras, a 7.62 WP Drum adaptor, and a duckbill and extra buckshot.

Early on my base of fire was SKS/Mosin/Saiga, with one or two mercs flanking with SMGs. The first AKMSUs and RPD I got was a godsend, because immediately my base of fire included automatics for the first time, which gave the fire team a lot more breathing room.

I do mean to eventually compile a similar weapon progression for a wider variety of weapons, but after compiling the list of what I'd want to include, I've realized that it's a MUCH larger project...
Re: XML edits you've made?[message #298212] Thu, 09 February 2012 04:14 Go to previous messageGo to next message
Watchman

 
Messages:103
Registered:August 2008
Location: Philippines
@Kazuya Very nice. Do you have the Enclave APA and the T-51B in there well?
Re: XML edits you've made?[message #298297] Thu, 09 February 2012 19:46 Go to previous messageGo to next message
Kazuya

 
Messages:222
Registered:January 2009
Watchman
@Kazuya Very nice. Do you have the Enclave APA and the T-51B in there well?
I have created the graphics files for the T-51B, but I have taken it out of my mod again. A Merc in T51-B should not have any problems fighting three or four raiders with .22 cal pistols. The problem however is, that I can't negate breath damage. So no matter how high I set the protection values, Power Armour in v1.13 is currently bound to be a real stinker, because of game mechanics.
Re: XML edits you've made?[message #298298] Thu, 09 February 2012 19:51 Go to previous messageGo to next message
Watchman

 
Messages:103
Registered:August 2008
Location: Philippines
Yeah, now that i think of it, no way to have an item add to strength or reduce the weight carried. It'd pretty much be an expensive EOD suit with a gasmask.
Re: XML edits you've made?[message #298309] Thu, 09 February 2012 20:45 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
A total conversion mod to make Jagged Alliance 1.13 into a better version of Fallout Tactics would be amazing. Arulco becomes a wasteland...lol.
Re: XML edits you've made?[message #301622] Tue, 13 March 2012 01:47 Go to previous messageGo to next message
sabresandy

 
Messages:65
Registered:February 2012
Hmm...I've increased the speed of automatic shotguns a little. Their rate of fire is currently abysmally low. I've also modded in two guns into my game, the BAR as a cheap-and-nasty light machine gun available early on, and the KRISS K10 as a high-end SMG so you'll finally get some use for all those .45 mags. Sprites for both are rather basic, though.

Aside from that I've removed the folding-stock penalties for the RPK and RPK-74, and I've lowered the Coolness level of the RPD. It seems like a pretty weak gun for its high Coolness level, especially since it can't take any optics. Also messed around with the enemy item progression table, which seriously needs updating: FN FALs are still nearly top-tier, along after aimed autofire nerfed their usefulness.

[Updated on: Tue, 13 March 2012 06:50] by Moderator

Re: XML edits you've made?[message #301955] Sun, 18 March 2012 22:33 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:638
Registered:July 2005
Location: Canada
My personal edits:
-increased knife damage
-increased throwing knife range
-enabled stealth suit in NIV, upped its stealth values (and price) to make it more useful
-increased shotgun shots/4 turns by 1 across the board
-reduced manual reload for shotguns by 2/3, rifles by 1/2
-added ammo crates for all ammo types
-added smeagol's ammo boxes from aimnas (I hate wading thru all the different clips at BR's)
-black cap boosts stealth slightly
-hat boosts sight range slightly
-using ryft's Warsaw pact weapons XML, along with edits to item choices to fit in with it
-attachable grippod to xm8 series
-slightly increased xm8 series rof to make them more useful as high coolness weapons
-tweaked lbs pockets and pocket sizes so my guys can haul more loot (and mortar shells...)
-cleaned up all ammo names for consistency
-currently adding in some new ammo types from aimnas for variety.


Re: XML edits you've made?[message #301969] Mon, 19 March 2012 13:07 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
Madd Mugsy
My personal edits:
-increased knife damage
-increased throwing knife range
-enabled stealth suit in NIV, upped its stealth values (and price) to make it more useful


Practicing for Assassin's Creed, JA style? Razz

Quote:
-using ryft's Warsaw pact weapons XML, along with edits to item choices to fit in with it


Glad to hear someone's making use of that thing. I'm currently working on a more expanded 1.13 progression that will probably ultimately end up consisting of two separate weapon lists: an all-inclusive one for everything within 1.13, and one designed more for westernized, modern weapons.
Re: XML edits you've made?[message #302038] Tue, 20 March 2012 09:52 Go to previous messageGo to next message
Aurochs
Messages:2
Registered:March 2012
Location: Arizona
(New User!)

I don't think there are many parts that I haven't fooled with at some point. I have messed with at some point. I changed the starting gear more times than I can think...gave the enemy troops a bunch of russian/eastern european weapons. Unlocked stealth armor for Bobby Rays, and enabled molotov cockatails. (not sure what version this was) I have created some truly outlandish creations and put them in the game though-such as medieval breastplates and helemets, thermobaric hand grenades, camo shirts and pants, and a warhammer bolter with appropriate ammo. Every time I play through I add more and more outlandish objects. It's probably a good thing my motherboard fried when it did, or right now my mercs would be fighting with laser rifles and crossbows while wearing clown shoes.

On a slightly related note, after I taught my roommate how to mod, he got a Sam Fisher IMP portrait, modded the starting invertory to give him the appropriate equipment, and beat the game with one character.
Re: XML edits you've made?[message #302073] Tue, 20 March 2012 22:37 Go to previous messageGo to next message
Ryft

 
Messages:278
Registered:June 2009
Wow, that's kinda neat. I'd be interested in knowing that character's stats/gear, just to have an idea of what it takes to do something that extreme.
Re: XML edits you've made?[message #302074] Tue, 20 March 2012 22:42 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
Your IMP should be a loner. That's a given.
Re: XML edits you've made?[message #302076] Tue, 20 March 2012 22:51 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
Night Ops and stealthy as well. As he mentioned "appropriate equipment", I assume a silenced Five-seveN. Not that 'extreme', only requires a lot of patience for all this sneaking around.


Re: XML edits you've made?[message #311842] Tue, 06 November 2012 21:36 Go to previous messageGo to next message
RasterOps

 
Messages:50
Registered:July 2004
Location: Tempe, Az. USA
I invariably un-nerf the MP7 and change it to one-handed. Also, too many pockets fail to hold a realistic amount for some items so I modify several pocket item amounts. Unfortunately this has had some undesired side effects as some other items assigned to the same class are also increased. This implies a better/increased item type classification is required.

Oh yeah, I started adding Crouched and Prone weapon handling improvements.

[Updated on: Tue, 06 November 2012 21:42] by Moderator

Re: XML edits you've made?[message #311843] Tue, 06 November 2012 21:43 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3728
Registered:July 2009
Good news: That's easily doable since we made the number of item sizes (the number that tells you which item fits which pockets) variable. For reference, 1.13 uses 34, UC something in the 500 and AIMNAS a bit over 900 sizes.
Bad news: There's nobody around to overhaul this for normal 1.13
...
Seems you found a task and opportunity to contribute Smile


Re: XML edits you've made?[message #313282] Tue, 18 December 2012 17:45 Go to previous messageGo to next message
krux

 
Messages:62
Registered:June 2011
In my tweaked game I've inverted the effect that gun handling has on aimed shots. This means that high handling still gives a penalty on snap-shots but instead of getting further penalties when aiming you now get a bonus instead. It might not make total sense to use handing in this way but the effect on gameplay is pretty interesting. By default the handling stat is pretty redundant, there are other ways to simulate a gun being heavy or hard to use. With my tweak bolt-action rifles and even the SKS are pretty good, even without scopes. If someone would be interested to try it I will share it. I've also tweaked all attachments that affects handling so they work better with this concept. I might have to tone down MGs a bit though, they are probably too accurate with their high handling values.

I've also nerfed scopes a lot, added AP and recoil penalties + extra aim clicks. Lowered number of aim levels on most shotguns and added one click for pistols.
Re: XML edits you've made?[message #315759] Tue, 26 February 2013 20:29 Go to previous messageGo to next message
Feier
Messages:4
Registered:May 2009
Ryft
Woo! Straight from the XML to you... hope you enjoy!

http://www.2shared.com/document/iWV_lxNY/EnemyGunChoices.html

That's the above table data from my previous post, and obviously my rationale for each choice is listed up top.

So far my squad is mostly outfitted with a variety of AK-100 series weapons, with various machine pistols as sidearms. I scored a used RPK-74 from BR for my machine gunner, which has proven very useful. The marksmen are all using Zastavas and SVUs so far. My pointman is using a silenced Colt 9mm SMG from one of the hired AIM mercs, as the only western weapon still being fielded in the assignment. If I manage to find an AS-Val at some point, I will probably replace it with that, but nothing so far.

Definitely enjoying this so far. I sort of feel like I'm up against an actual military, rather than a ragtag group of red-shirted hooligans. And getting to use stuff like the Saiga, SKS, Mosin, RPD, AKMSU, and AKS-74U is definitely kind of neat, because traditionally I always skipped those weapons for various reasons. A handful of accessories from BR early on proved immensely helpful... mostly from the used selection I scored folding stocks, 2x and PSO-1 scopes, Kobras, a 7.62 WP Drum adaptor, and a duckbill and extra buckshot.

Early on my base of fire was SKS/Mosin/Saiga, with one or two mercs flanking with SMGs. The first AKMSUs and RPD I got was a godsend, because immediately my base of fire included automatics for the first time, which gave the fire team a lot more breathing room.

I do mean to eventually compile a similar weapon progression for a wider variety of weapons, but after compiling the list of what I'd want to include, I've realized that it's a MUCH larger project...


Thanks for posting this, I'm surprised someone hasn't done a whole project on this already. I tried to do my own progression by taking a look at all the weapons used by Central American forces and using the most common ones. I'm not sure if the quality is that good, I'm not as familiar with all the stats yet.
Re: XML edits you've made?[message #315787] Thu, 28 February 2013 04:34 Go to previous messageGo to next message
Vince7403

 
Messages:144
Registered:February 2012
I've been poking at the XML on and off myself and have tried to add 6.5mm Grendel to the game, but the game crashes when the new weapons or ammunition appear in my BR order. I haven't tried working on it for a while but I remember that putting the Grendel rifles in IMP starting gear didn't work either. I'm pretty sure my Magazines.xml is correct but I guess it could be something subtle.

Fortunately, I'm fond of minutia (hence the virtual gunsmithing...) and I have a fairly high threshold for tedium.

I got back to my light JA2 modding after some weeks and I've got it working now. Setting the XML editor to XP-SP3 compatibility mode seems to have fixed most of the weird behavior. I've successfully added 6.5mm Grendel weapons, magazines, etc, they appear to work in game, and I might be poking at some other things soon.

[Updated on: Thu, 21 March 2013 02:26] by Moderator

Re: XML edits you've made?[message #317413] Sun, 14 April 2013 08:10 Go to previous messageGo to next message
Jondera
Messages:2
Registered:April 2013
Location: WI
I've made a few changes.

1) Somewhat standardized IMP starting gear. Everyone gets a Glock 17, a tactical tailor 3-day pack, kevlar vest, and canteen. 2 random selections from a list that includes various clothing items (hat, helmet, leg protectors), weapon mods (folding/retractable stock, pistol silencer, reflex/match sights), and other basic items. Anyone with sufficient medical skill gets a first aid kit, anyone with sufficient mechanical skill gets a lockpick set. More advanced guns are handed out based on traits - Auto weapons gets a colt 9mm or HK MP5A4 with foregrip, Marksman/sniper gets an M1 carbine (with scope) or Ruger Mini-14 (with 4x scope) respectively... I forget which shotguns I handed out to hunter/rangers, but they were on similar tiers. Gunslingers don't get a special gun, they just get extra mods and special ammo. Ambidextrous gets a second glock 17. Taking Body-building grants the TIMS backpack set.

2) a couple minor tweaks to Ira's usefulness. Bumped her Leadership up above 20 so she can train militia without needing to train her own leadership first, and gave her the Scout trait and a pair of compact binoculars, since she has supposedly been serving as a lookout.

3) Changed up the colt 9mm SMG. The default one now has a 3-round burst mode but not full auto by default (the RO639 of the gun), and added another version with the normal stats (the RO635 version). The RO639 is no longer compatable with the trigger group modification (for obvious reasons), but is the default weapon for IMPs taking the Auto Weapons (not machinegunner) trait and any AIM mercs with the weapon.
Re: XML edits you've made?[message #329537] Sat, 04 January 2014 03:03 Go to previous messageGo to next message
AvianSavara

 
Messages:34
Registered:December 2013
Location: Montr
1) Tagged most armour types as Sci-Fi except Flak and Kevlar and removed them from enemy item choices to give a bit more realism to my Arulco campaign. That way, most soldiers have a helmet and not much else, like you would expect soldiers in a third-world nation to have. Concurrently, it limits my own choices as a player. KingPin'S NPC guards and some of the Queen's big-name goons still spawn with expensive armour because they're obviously meant to have them, storytelling-wise.

2) Slay Stays (I always have room for the crazy Cannuck in my team)

3) Removed a few of the really long taunts that I thought were a bit of an eyesore (besides, a turn is supposed to represent 5 seconds hehe)

4) I play with a 10 IMPS, so I Standardized IMP starting gear to look like a soldier's basic field pack.

5) Edited the "pistol" stuff out of the Rifle Grab Bag LBE and replaced it with sniper ammo pouches etc (not sure what the thinking behind that was, but it's not really my gig, hehe)

6) Created a variant duplicate of the STRIKE Vest called "STRIKE Two Vest" (yeah, original) that accommodates 7.62x51mm NATO 20-rnd mags by default instead of the usual 5.56 (albeit half as many)

7) Made the rebels recruitable after Omerta + Food quest

Cool Made the Tactical Taylor 3-day back compatible with the Rifle Grab Bag, but removed one small pocket as penalty.

In all, no real "improvements" upon the game, and more like tuning it to my play style without really making it any easier.



Projects/ideas:
Make spotter work again. It appears the tag was truncated by my version of the XML Editor.
While I'm at it, extend the same tag to /some/ of the rifle scopes so they could be used handheld by spotters.
Find a way to allow militia training in Omerta.

[Updated on: Sat, 04 January 2014 03:16] by Moderator

Re: XML edits you've made?[message #345769 is a reply to message #329537] Wed, 01 June 2016 10:15 Go to previous messageGo to next message
3iff

 
Messages:32
Registered:July 2001
Location: Birmingham, UK
Sorry for reactivating an old thread, but I had no idea where to put this. It seems a bit pointless to create a new thread.

In items.xml, entry 1525 is a rifle sling, 1720 is a tactical sling. However, Bobby Rays identifies them both as a rifle sling when they do different jobs. As I was fed up of buying the wrong one, I've renamed 1720 as <szBRName>Tactical Sling</szBRName>.

Should this be also changed in the official source file?...or is it just me that gets confused.
Re: XML edits you've made?[message #345775 is a reply to message #345769] Wed, 01 June 2016 17:25 Go to previous message
silversurfer

 
Messages:2038
Registered:May 2009
Thank you. Fixed in r2324. Rifle Sling and Tactical Sling aren't even of the same type. One is a misc item that gets attached to guns and the other is LBE.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13 %20Wildfire%206.06%20-%20Maps%20MOD

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