Blue Dawn Mod for JA BiA[message #299622]
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Tue, 21 February 2012 00:22
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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[color:#000099]Blue Dawn Mod 0.4[/color]
Added:
Toggle Spoiler
New Weapons:
- SIG Sauer P220
- HK UMP 45
- IMI UZI
- Saiga-12K
- CZ 805 Bren (Rare)
- AR-57 (Unique)
- DSA SA58 OSW
- PAP M59/66
- Mosin Nagant M38
- Garand M1
- Kel-Tec SU-16CA (Unique)
- Super VEPR (Rare)
- HK SL8-6 (Rare)
- IMI Galil AR
- FN FNC
- HK G36V
- HK 416
- HK 417
- Bushmaster ACR
- Type 56
- AK-74
- AK-103
- AK-12 (Unique)
- AS Val (Rare)
- Mk 11 Mod 0
- SV-98
- L96A1 (Rare)
- AI AS50 (Unique)
- M60
- PKP Pecheneg
- Rheinmetall MG3
Ammo:
- 7.62x39mm
- 9x39mm
- 4.6x30mm
- .30-06 Springfield
- 6.8mm SPC
Attachments:
- CQB Kit: EOTech and Suppressor (Rare)
- Spec Ops kit: 12x Scope and Suppressor (Rare)
Items:
- 4 new camo kevlar vests
- 4 new camo Spectra vests
- 4 new camo Guardian vests
- 6 new helmets
Changes:
- Weapon and caliber names
- Weapon magazine capacity, range and damage
- Caliber pentration values
- New SCAR-H inventory image
- New FN FAL inventory image and model skin
- Replaced .38 Special with 9x39mm ammunition
- Militias are equipped with armoured vests and helmets
- Changed number of militias at Roadblocks and SAM sites
- Added weapon description to vanilla weapons
- Increased charges on some items
- Removed requirement for canteens
- Increased effectivness of Large medkits
- Havokreaper's fixes to the P90 and KRISS added
- Havokreaper's fixed sound scheme
- Mr. Gerbil's ACR image
Difficulty options
Go to config\Difficulty folder to customize the mod to your liking:
You have three options: Hard, Normal and Easy.
- Easy - pretty much the same as vanilla just melee enemies were removed and enemies look more like soldiers not, junkies with axes.
- Normal(Default) - Enemies are tougher, faster and better equipped, but not as tough as in Hardmode
- Hard - Enemies are tougher, faster when compared to vanilla, you'll be facing decently equipped soldiers straight away. This Mode is intended for people who find game not challenging enough.
Once you have selected one of the above, just copy the perception.txt located in that folder to your:
\bin_win32\configs\ folder and overwrite the perception.txt there.
Weapon changes:
-Damage got a slight boost overall but is still balanced.
-Range was completely reworked and is more in line with vanilla, but still solidly built around real world data. AI should be able to use the new values more effectively.
-Handguns and shotguns got some love.
-LMGs should no longer be able to work as sniper rifles.
-StanceFactors got their first real changes.
-More thought was given to making each weapon more unique with a focus on tradeoffs between benefits and drawbacks.
-Other minor tweaks here and there such as Burst values for balance.
How to install:
Extract the archive to your game directory, if asked to overwrite, answer Yes.
(Fixed shop inventories)
Download Blue Dawn 0.4b
A special thanks to sbobovyc for taking the time to develop some tools to mod this game. Without his work this mod wouldn't have been possible.
Credit goes to Geroj for making a new loading screen image
Have fun
R@S, Wilson, Confus and BulletSix.
[Updated on: Tue, 20 March 2012 13:38] by Moderator Report message to a moderator
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Sergeant
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Re: Blue Dawn Mod for JA BiA[message #299669]
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Tue, 21 February 2012 11:54
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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@S_H and Shadow
Yup, those kits give bonuses to both range(accuracy) and silencing, even tho it only shows the scope on the weapon model. As Shadow says, it's a cheap workaround to add suppressors to the game and I hope we'll have a better way to do it soon.
As of now we have no tools for importing new models to the game format. But Sir_Kane has managed to export the models to 3dsm, so I think it's only a matter of time before we have a tool for importing as well.
@mentatz
Thanks.
And I am still working on BSM, the 2.0 version will be released in a couple of weeks. Have about 3 new weapon models to import and update enemy inventories, but once that is done it will be ready. Since modding BiA is much more fun ATM, I'm not sure whether it will be the last version of that mod. But we'll see, I've put so much blood, sweat and tears into it so I might continue developing it.
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Sergeant
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Re: Blue Dawn Mod for JA BiA[message #299803]
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Tue, 21 February 2012 22:35
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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Thanks DB
And topic heading fixed I hope;-)
And leroj, if you find the new weapon stats too weird, there's an alternative weapons.txt in the Mod_Options folder, just replace the other one with it and it should be fixed
[Updated on: Tue, 21 February 2012 22:38] by Moderator Report message to a moderator
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Sergeant
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Re: Blue Dawn Mod for JA BiA[message #300106]
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Thu, 23 February 2012 21:05
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WilsonMG |
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Messages:28
Registered:October 2011 Location: USA |
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http://boards.jaggedalliance.com/index.php?/topic/1278-mod-blue-dawn/
v2.5 of the spreadsheet is up and it corresponds with the next release version. There were a couple minor needed tweaks I caught as I created the weapons.txt. The weapons.txt has now been made available to R@S, so as soon as he's ready, you all will have the next version of my realism improvements.
Changes:
-Damage got a slight boost overall but is still balanced.
-Range was completely reworked and is more in line with vanilla, but still solidly built around real world data. AI should be able to use the new values more effectively.
-Handguns and shotguns got some love.
-LMGs should no longer be able to work as sniper rifles.
-StanceFactors got their first real changes.
-More thought was given to making each weapon more unique with a focus on tradeoffs between benefits and drawbacks.
-Other minor tweaks here and there such as Burst values for balance.
[Updated on: Thu, 23 February 2012 21:05] by Moderator Report message to a moderator
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Private 1st Class
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Re: Blue Dawn Mod for JA BiA[message #300362]
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Sun, 26 February 2012 18:04
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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@350zspec
At this time it's not possible to alter the wear rate of armor or clothing, but I think the devs are aware of of our need and I hope they'll add an entry in the files so we can easily alter them. In the meantime you need to change your tactics a bit, like I did. I only use one or two guys for my skirmish tactics, the rest are purely support guys that seldom get hit. That way you can carry extra armor and pants with you when those two guys' gear is spent. It will at least cut down the trips to Drassen
@Kaerar
The devs are working on two major content patches, and those might fix many of the "errors".
The first patch should be released soon, the second one will probably take more time, and if you have any suggestions of what must be added, tell them. Chances are they will add it in their second content patch, they are listening to the community, contrary to popular belief
I've spent the day adding some more weapons, I need those to balance the economy in the early parts of the game. As it is now, as soon as you leave Drassen you already have some gear that will tilt all encounters to your favor. The new AK-74, Zastava LK M59/66, Chinese Type 56 and FN FNC will be carried by the enemies to give you a challenge. They might not be as good as what you're using, but their range and calibers should make it a more fair fight, and they still have the numbers.
When those cheap ones mentioned above has been added, I can increase the prices of other weapons the enemy aren't using and hopefully get a nice balance between available high end weapons and those you sell to get more mercs. Well, I hope I will anyways
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Sergeant
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Re: Blue Dawn Mod for JA BiA[message #300367]
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Sun, 26 February 2012 19:53
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350zspec |
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Messages:32
Registered:February 2012 |
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Thanks for the advice R@S. Regarding shuttling my main squad to and from areas, I had them leave a cache of repaired weapons for the militia and some extra clothes at the nearest point of interest so the travel is not that long. But still, thanks for Blue Dawn mate. By the way, I was looking at the character.txt file and with a lot of work, it looks like it has potential to make a massive variety of deidranna troops?
[Updated on: Mon, 27 February 2012 03:10] by Moderator Report message to a moderator
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Private 1st Class
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